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Project Delta

  • H
  • Aug 4
  • 3 min read

Cubic Escape Room (Sydney, Australia)

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Time limit: 90 minutes

Age limit: 12+ recommended (under 15 requires an adult)

Player limit: 2-10 (4-6 recommended)

Difficulty: 5/5 (15% success rate)

Date visited: July 2025


It was a quiet Sunday at Cubic, so after we came out of Memento, we were told that we could go straight into our next room, Project Delta, a space-themed room with a reputation for being very challenging. So I quickly called E and told her to come straight over from wherever she was, and within 15 minutes, we were in a line with our blindfolds on and being led into the room.


I was pleasantly surprised when I took my blindfold off. The theming of Project Delta was very solid, with various props that look like they belong on a futuristic space ship — none so more than the hexagonal sliding door that you always tend to see in sci-fi TV shows. 


The room reminded me of one of my favourite escape rooms, Earthrise One, which had a similar theme and even a storyline roughly in the same ballpark: You are a team sent to space and you have to solve the mystery of what happened to the previous crew.


Now, Project Delta was a 90-minute room not because of the sheer number of puzzles, but because the puzzles really were quite challenging, which our GM warned us about before we went in. It’s one of those rooms where you really have to think thoroughly, and often outside the box, to figure out the approach to the puzzle, and even then it might take you a few attempts because you missed some minor detail or element that is crucial to the solution. As a result, there were quite a few “a-ha” moments throughout the experience.


Being on a spaceship, it made sense that this was an all-tech, padlock-free room, and there were a couple of moments of technical wizardry and clever surprises that made me go “wow”. That said, Project Delta also suffered from some of the issues that such rooms tend to have. There was one important tech mechanism that was not as responsive as it needed to be, leading to a fair bit of frustration, especially as the kids kept fighting over who would be the one to try it next.


There was also one entire section of the game that we didn’t love, because the tech was quite rigid and only recognised specific inputs, a bit like a video game. Consequently, we got stuck on it for a long time, and our GM had to teach us how to reset it because we had “confused” the machine. I appreciated the concept and the effort that went into crafting this part of the experience, but for us it was unpredictable and clunky.


We ended up escaping with about 6 minutes to go, requiring assistance on that particular section we didn’t love, plus one more clue at the end when we felt like we were running out of time. I feel like we would have struggled a lot more had we not played Earthrise One, which prepped us for the kind of practical and abstract thinking we would need on a spaceship. 


On the other hand, playing Earthrise One first also made Project Delta feel a bit like a Temu version by comparison. For instance, while Project Delta had some good props for a spaceship, they were still placed in what otherwise felt like an ordinary room, while the theming of Earthrise One was fully immersive from floor to ceiling. The gap in production value was evident, especially as the acting in some of the videos in Project Delta wasn’t exactly Oscar-worthy, eliciting chuckles as opposed to the intended fear response.


Don’t get me wrong, Project Delta was still a very good room that I enjoyed a lot — especially the cool twists and revelations at the end — but it does make you realise that there are levels to this.


Escape time: 84 minutes out of 90

Theming

Atmosphere

Puzzles

Creativity

Fun

B+

B+

B+

B+

B+

Verdict: A strong space-themed room with some cool moments, clever surprises, and innovative puzzles geared towards more experienced players.


OVERALL RANK:

H

E

Z

J

B+

B+

B+

B



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