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Time Hotel (Lift)

  • 3 days ago
  • 3 min read

PaniQ Room (Sydney, Australia)


Time limit: 60 minutes

Age limit: 2 players must be 16+ (flexible)

Player limit: 3-9

Difficulty: 4/5

Date visited: January 2026


After completing Run (Supercell 117), we had a brief break before heading back to PaniQ Room to play our second room of the day, Time Hotel (Lift). I thought it had an interesting premise: Your grandfather owned a 1940s hotel that burned down with hidden gold inside, and now you have a chance to travel back in time to retrieve the treasure in under 60 minutes before you end up engulfed in flames.

  • This was apparently their newest full-time room that's not an Indestroom creation. I thought the tech was impressive and the aged decor played into the vintage 1940s theme. I think 4 players was perfect, and I certainly would not recommend any more than 6. Given the small spaces, a max capacity of 9 players is ridiculous.

  • Personally, I enjoyed Time Hotel a lot more than Run. It had better theming, atmosphere, puzzles, more spaces, and more creatively and polish. There was also definitely a stronger narrative vibe, with a coherent story that threads its way through the gameplay, and even had a few twists and surprises.

  • First off, the set was nicely done to look like a vintage 1940s hotel. The inside of the lift, in particular, looked really cool. Not every prop made sense in the space but it was good enough.

  • As with Run (Supercell 117), our team of 4 was once again split up. This time, we did it a little differently, with me and J heading into the lift and Z and C starting off outside in the hotel area. I don't mind escape rooms that emphasise teamwork, but as a completionist I'm not a huge fan of missing out on about a third of the puzzles (the whole team works on the final third together).

  • The puzzles were varied and tested a range of skills. There were a couple of padlocks but most of the puzzles were tech-based. While the signposting was fine, the instructions/explanations could have been a little better, as there we were confused by a couple of things that weren't very intuitive and it wasn't clear what we had to do or how to do them.

  • I did get a quick run-through of the puzzles Z and C did on their side of the room, but I can't say I know too much about them. As for J and I, we had to solve a series of puzzles in the tiny lift at the very start, and I thought they were very well designed. There was a rotary phone in the lift, which I believed was supposed to be used to communicate with the players outside, but I don't think it was working and we ended up just yelling to each other through the door.

  • Unfortunately, the intercom was also not working properly on this day (we were warned in advance) and the GM's voice kept dropping out when we needed clarification.

  • Despite these issues, we found the room quite fun overall. Given that Supercell 117 is over a decade old and most of PaniQ's other rooms are either almost just as old or were purchased from Indestroom, I think it's safe to say Time Hotel is their best game.


Escape time: 44 minutes and 37 seconds out of 60

Theming

Atmosphere

Puzzles

Creativity

Fun

B+

B

B+

B+

B+

Verdict: A very solid time travel room with vintage theming and a wide assortment of tech-based puzzles.


OVERALL RANK:

H

Z

J

C

B+

B+

B+

B+


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