Skip to content
Get in touch

The Escape from Lumon

Tilt the floor and guide Mark S. through a quiet office maze to the elevator. Explore at your own pace or challenge your personal best.

Instructions, details & credits
A rolling maze

Created by Tim Howley

  • Puzzles
  • Desktop keyboard & pointer
  • One player

Play on a desktop with a keyboard. Choose Explore for free recovery and optional guidance, or Challenge for a timed attempt.

Executive Summary

Tilt the floor and guide Mark S., a doll in a marble, through a quiet office maze to the elevator. The atmosphere draws on Severance: green carpet, empty corridors, fluorescent light and restrained office sound.

Before You Play

Explore and Challenge share the same authored floor. Explore offers free recovery and optional route guidance. Challenge counts active play time and adds three seconds each time you recover. Your personal best stays in this browser; clearing site data removes it. There are no accounts or online leaderboards.

Checkpoints are earned by reaching them. R returns you to the latest checkpoint. Changing modes or reloading starts a new attempt. The clock starts on your first tilt and stops when you reach the elevator.

Controls and Accessibility

  • Use WASD or the arrow keys to tilt. Use Q/E or drag to turn the camera.
  • R recovers. Space pauses. Losing focus pauses the game; choose Resume to continue.
  • Sound & camera offers mute, volume, camera follow and reduced motion. Sound begins only after Start or Resume.
  • This version requires a desktop keyboard and pointer. The menus use accessible buttons, but the visual 3D maze has no screen-reader gameplay equivalent. Touch controls are not included.
  • Game home returns to this page. Leaving the player starts a fresh attempt when you return.

How We Made This with Generative AI

Tim Howley created and supplied the original prototype. Its archive and source checksums are retained in the owner repository. The original prompts and complete creation history are not documented here.

Under Mike's direction, Codex assisted with Explore and Challenge, personal bests, earned checkpoints, office details, procedural sound, the elevator ending, tests and Game Room packaging.

The Gory Details

The game uses JavaScript modules, a custom WebGL renderer, local models and procedural Web Audio. Both modes use the same physics and authored floor. Scores combine active milliseconds and recovery penalties, with compatible bests stored locally.

Credits

Creator

Created by Tim Howley.

Inspiration and original source

The game is inspired by Severance. The received prototype and assets are preserved in the original archive and checksum manifest.

Game Room adaptation

Mike directed the design and approved the reviewed implementation. Codex assisted with gameplay modes, recovery, local personal bests, office details, procedural audio, verification and packaging. RS Game Room provides the Puzzles listing and shared site presentation.