Escape Comics: The Alien Ship. Review (No Spoilers) after Full Playthrough!

Welcome back to Cooperative Comics month! Earlier this month, we looked at a cooperative Spider-man miniatures games! Last week, we looked at a cooperative racing game in the DC universe! This month we look at something unique and different in the cooperative comic book sphere!

Escape Comics: The Alien Ship is a cooperative Escape Room game that was on Kickstarter back in April 2026. It’s an Escape Room in a comic book!! What does that mean??

This promised delivery in November 2026, and it arrived at my house in late September 2026! What??? A Kickstarter that’s months early? Holy cow!

We paid $83 for the Captains’ Pledge (with some digital content). I think if you see this in retail, it will be cheaper (like $49?)

What on Earth is this strange thing? Well, it turns out you aren’t on Earth … Let’s take a look!

Unboxing and Gameplay

This is an Escape Room game! The game presents puzzles that players must solve to advance! And I feel like I can’t show too much of the game! Part of the fun of an Escape Room game is the newness and cool stuff! I can show a little: see the box opened up with a can of coke for scale.

We will show a few components (below and beyond) so you can get a sense of the game, but no real spoilers. If you want to be COMPLETELY surprised and just see what we thought of the game, scroll down to the Conclusion section. If you prefer to see just a little bit (with no real spoilers), continue with us!

The very first thing you see is a “how to play” sheet on top of the box explaining how the game unfolds.

All puzzles in the game will be solved using the Clair computer (the puzzle wheel) above. After aligning symbols, the wheel gives you a number, which you look up on an answer card. This system reminded me a lot of the Exit games. That’s a good thing, as those are great Escape Room games!

At the end of the day, the most important thing in the game is the comic book. See above! The comic book presents the story and puzzles unfold along the way. “Usually” you can’t turn the page until you have solved the puzzle on that set of pages!

Below of a quick snapshot of the comic: it gives a sense of the art in the comic book and the sense of the game. There’s no real spoilers on the pages below, but if you want to be completely surprised, scroll by quickly.

It’s a comic book! The storytelling tropes of comics are all there! ZZZAP! KABLAM! Over the top little vignettes! It’s a comic book story, interspersed with puzzles.

The puzzles are presented in envelopes: you have to open the envelope to see the components of the puzzles. Each puzzle is very different!

The components for this game, without showing too much, are pretty awesome. The puzzle envelopes have some great stuff inside. And the comic book was a comic book! It revealed a story (with comic book art) while also forcing players to solve puzzles along the way!

It was exactly what it promised: a comic book Escape Room game!

Playthrough

We ended up with a 3-Player game playing through this. I think the game will play four players, but more people will make this harder … because it’s physically more difficult for everyone to see the comic!! For a 3-Player game, we had to squish together around the comic book (on one side of the table) so we could all read it together! I think four people might have been too much: you’d probably have to pass the book around to four players? As it was, we three players all squished together and it worked for us; this may or may not work with your playgroups.

The Kickstarter showed the playtime at 4-8 hours (see above). We ended up playing the whole thing in one night in 3 hours.

The thing is, I think Escape Room games are easier with more people because more brains can work on the puzzles! A solo or 2-Player game might take 4-8 hours because you have fewer a-ha moments with fewer brains! A 4-Player game, even with more brains, still has to contend with passing the comic book around so everyone can see it, so that will slow the game. I think we had an optimal experience at 3-Players and squishing around one side of the table. Your mileage may vary.

Hints

There is a hint system. We did not use it? It looked liked it worked, but we kind of preferred to solve things ourselves, even if we had to bang our heads against the table!

It is VERY important for an Escape Room game to have a Hint system. We have been sitting on a review here at CO-OP Gestalt because we got stuck in a game … and there’s no hint system. So, that other game sits in Limbo.

Luckily, there is a hint system for Escape Comics: The Alien Ship: If you get stuck, you can still move forward.

Puzzles

I was surprised how much I liked the puzzles in this game! They weren’t too hard, and they weren’t too easy! We made it through all nine? ten? puzzles (depending on how you count them)! Sure, we had to play with components and think and talk along the way, but that’s what you do in Escape Room game!

The puzzles were interesting and had high-quality components associated with them. The hardest puzzle was the last one .. as it should be!

Reset?

The game is completely resettable. After you are all done, you can reset the puzzles (put them back in their envelope), and reset the game. Then, you can pass this along to your friends, or keep it for three years after you’ve forgotten everything and replay it!

Adult?

There’s a couple of moments in the game that are a little graphic and perhaps a touch adult. So, just be aware this isn’t necessarily kid friendly, even though it’s a comic book. I don’t want to show anything, but the 13+ on here might be a little more applicable than other games.

Conclusion

Escape Comics: The Alien Ship was the funnest experience I have had with an Escape Room game in quite some time! The puzzles were just challenging enough to be interesting, but not too easy! The components of the puzzles were also pretty high quality. The only complaint might be that the puzzles had to be solved in linear order, but to be fair, that’s the way they came out in the comic book!

The comic book vibe of this game is totally on point! The game really uses the comic book well! Like, really well! I can’t say much more, because it might spoil some things, but the immersion and use of the media was done extremely well. I was initially bummed I couldn’t show the comic book on a video screen, but I think you NEED to be immersed in the physical book itself to get the full experience! You need to embrace this as a comic book you touch and feel!

To that end, I think the game is best at two or three players. Solo will work, but it can be easier to get stuck on puzzles because you only have one brain; luckily, the hint system looks good. Four players might be too much, because it’s harder for everyone to squeeze around the comic book and read it? You can always pass the book around with four players, but I think the strength of this game is reading and experiencing the story (and puzzles) together.

After the very disappointing Abyss Echo from a few weeks ago, it was great to see a real Escape Room game with real puzzles and a real story! The comic book system totally works in this game! 8.5 / 10.

Magic And Murder Mysteries! A Review of Murders at Karlov Manor: The Case of the Three Blade Knife

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So, this is a murder mystery in the world of Magic: The Gathering?  Yup, that’s what this is!  Although its official title is Murders At Karlov Manor: The Case of the Three Blade Knife! See the BoardGameGeek listing here.

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My friends and I really enjoy our murder mysteries (see our Top 10 Cooperative Detective Games), so we were excited to try this out!

Let’s Take a Look!

Unboxing

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Part of the problem with reviewing Murder Mysteries is that part of the fun of the game is exploring the system!  What’s new in the box?  How do things work?  How does this do stuff differently?  

To that end, we’ll give some very generic thoughts up front which shouldn’t reveal too much of the mystery.   Feel free to stop reading after that if you want to just try it yourself!  After that, we’ll have some minor spoilers, followed by possibly some major spoilers.  Read as far as you want!

High-Level Thoughts: No Spoilers!

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This was a mystery set in the world of Magic: The Gathering.  I know nothing of this world, and my friends know just a little.  Not knowing the world didn’t affect whether or not we could play the murder mystery.  I am sure there there were plenty of “A-HA!” moments for Magic: The Gathering players, but it didn’t stop us from enjoying the game.

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There are a LOT of materials to get through: our game took place in one night for 2.5 hours.  We were able to get to the end of the crime and solve it in one night.  This is a little bit of a slog to get through: there are a lot of materials to read out loud and share!

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In the end, we didn’t love this. 

Rich: Has specific complaints, which he will address in the spoilers section below.
Teresa: Liked it the best, as she got to “perform” and she really enjoys reading stuff out loud. 
Andrew: thought it was a little bit of a slog, as there was so much paperwork to get through!  He still thought it was better than Detective (the Portal Games).  It kinda felt like work.
Sara: It was pretty good.

The general consensus was that it was okay.  Rich liked it the least (probably with a 4/10) and Teresa liked it the most (with a 7/10).   The biggest complaint from everybody was that, even though this was set on the world of magic, specifically Magic: The Gathering, it felt like it could have been in any world: Noir, Cthulu, Voodoo Pirate, something else?   We still dusted for fingerprints, but it felt like someone searched and replaced “dusted for fingerprints” with “used fingerprint ooze“.   Sara pointed out (I think correctly) that this would have been a better mystery set in the 1920s world of Cthulu.

Overall, it was ok.  There were some nice highlights in the experience, but it was a lot of paperwork to slog through, and the mystery itself had its issues.   The 4/10 from Rich was because he really disagreed with how the mystery was handled, Andrew was probably a 5/10, Sara a 6/10, and Teresa a 7/10. 

Maybe you just like living in this world, and just like doing the paperwork of a mystery, and reading the materials: then you, like Teresa may really enjoy this.   The story presented overall was interesting.

If you want to read more specific complaints, read on. 

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Minor Spoilers: Some Issues

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The game comes with a very cool metal pendant!  It serves as your RAMI badge for the game!

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You download an app, and put your phone above it to get “some augmented reality options!”  See above!

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One complaint is that The Case of the Three Blade Knife looked like it would be a cool immersive augmented reality adventure! Look at the cool app above!  But it really wasn’t!!

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We loved The Arkham Asylum Files: Panic in Gotham City (see review here) and it even made the #1 spot on our Top 10 Cooperative Games of 2023!  We were blown away by the augmented reality here!

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This wasn’t really much of an augmented reality experience. We used the phone just a few times? We could have replaced the phone with a piece of red acetate for some of it.  The best part of the phone app was in the finale, where THE GAME WAS ON RAILS!  At the end of the game, the phone was cool in that it presented the finale really well (cool voice acting), but during the adventure when it mattered, we used it like once.

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How much money was spent on the metal RAMI badge?  How much money was spent on making the app?  If we used the phone more during the adventure, this would have been cooler.  But we didn’t.  The ending was cool, but by that point, the adventure was over and this was just a “presentation”, not an interactive murder mystery with cool augmented reality.

I am not sure it was worth the extra money for the metal RAMI badge and the money to make the app.

I will say that the finale was very cool.

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Major Spoilers: Mystery Progression

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There was a lot of reading: This was work. The materials were well-organized, but getting through them was almost like homework. Still, the materials were very cool: see some above and below.

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There were two major problems with the mystery: 

1) Ignore motive.  The game literally said something like “don’t worry about the motive, just choose someone“.  So, we are looking for means and opportunity only?

2) What are The rules of Magic?  We live in a world of magic, literally Magic: The Gathering!!  What the rules of magic?   Magic can make means and opportunity that much more opaque (teleportation, scrying, Bigby’s giant hands!).   We have NO IDEA what the rules of magic are going into this adventure, so that completely obscures means and opportunity.

I feel like, unless the rules of Magic are somehow explained in some way, it makes it too easy to make a murder mystery unsolvable.  “The murder weapon could have been handled remotely, the murdered could have teleported in and away, the murdered could stop time to leave no trace, etc.., etc., etc., etc.”. 

So, hints, evidence, don’t seem to matter as much.  Because magic can do anything.  This really soured some of us on the mystery after it was revealed:  we had spent 2.5 hours combing through evidence only to have a Deus Ex Machina explanation. I hated it.

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Giant Spoiler!! Read At Your Own Peril!!

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In the end, the only major use of magic was to possess someone and frame them for the murders.  We had no clue this was happening, we had no books to read, we had no idea.  We just “guessed” the murderer based on location, and then went to the endgame.  By the time you are in endgame, the game is on rails and it’s easy to solve.

This game pissed me off because it didn’t feel like a mystery.  You just guessed at someone based on  location, but all the while “magic” (whose rules were unexplained) was the driving cause.  

This was more of a “explore this world, make some guesses, and enjoy the story”.  If I had known that going in, I may have enjoyed it more.  But I was so busy trying to put a good solid well-crafted mystery story on top, I was pissed off when I learned what actually happened.

My friends, who enjoyed the story for what it was, had more fun that I did. 

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Conclusion

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If you look at Murder At Karlov Manor: The Case of the Three Bladed Knife as a story that unwraps, then maybe you’ll enjoy it for what it us.  Given how much work there is to go through all the paperwork, I was very frustrated with the lack of clues,  lack of evidence, lack of explanations of rules of Magic, and the Deux Ex Machina final solution.

But I was definitely the outlier here: my friends enjoyed the story and had fun.  I didn’t.

A Review of Cyberpunk Unfolds: a Cooperative Escape Room

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Cyberpunk Unfolds is a pop-up Escape Room that was on Kickstarter back in December 2023 and delivered sometime in the later 2024.  It promised delivery in January 2024, so it was a number of months late.  We were very excited to get this, as it was #10 on our Top 10 Anticipated Cooperative Games of 2024!

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I think we were SO EXCITED for this Cyberpunk Unfolds because it was another Pop-Up Escape Room game!   We had good luck with Doomensions: Pop-Up Mystery Manor (see above and below), so we were excited to get another Pop-Up Adventure!  A Pop-Up Adventure!  

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Granted, the Cyberpunk Unfolds is a smaller scope than Doomensions, but it still looked cool.

Let’s take a look!  There’s some minor spoilers on the content below (pictures of the game), but it shouldn’t affect gameplay at all if you don’t look too closely.

Jumping In

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So, Charlie and Allison are my Escape Room buddies: we have played a lot of Escape Rooms board games together (Unlock, Exit, etc)! See above.

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It might seem obvious from the cyber theme, but this escape room requires a phone or an iPad. In fact, you need to scan a QR code to even start the game (see above).

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After clumsily trying my phone for a few minutes, we reverted to Charlie’s iPad (see above). 

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If you play this, get an iPad to play so everyone can see the screen (it’s a bunch of web sites, not an app to download). See above.

Gameplay

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The gameplay was a little unexpected, as you interact with some people in Cyberspace almost like a text adventure game!  You type in responses, almost like you are playing an old Zork adventure game.  See above!

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As we played, we were directed by little videos showing us how to open up the Escape Room and get to the next scene.  There were a few struggles at the beginning, but it was nice that they actually showed a video showing EXACTLY how to unfold things.  

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Over the course of 1 night, about 1.5 hours, we proceeded through the Escape Room: we’d solve puzzles based on the current scene and enter the solutions into the “chat” with VIN, which would move us to the next scene.

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By the end of the night, we ended up just opening up the puzzle so everyone could see it.  It was “cool” that there were scenes that were 3D, but they actually got in the way of everyone seeing the scene!  To make it so everyone could stay involved, we just flattened the scene on the table later in the game. See above as we flatten one of the last puzzles.

This is an Escape Room: you solves puzzles based on the current scene and move to the next scene.  We don’t want to show too much more for fear of revealing too much.

Reactions

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The 3D puzzles and scenes were pretty cool, and we made some cool stuff.

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But, in the end, we actually didn’t like this very much. The quote of the night came from Charlie: “There were a lot of awkward points during the game”.  Some of the puzzles were awkward and unclear, some of the directions for moving forward were awkward and unclear, and some of the time was spent just awkwardly trying stuff. 

There were many times were we would say “Really? That’s the solution?”  

You might say “well, you guys are just stupid“.  Sure.   But we’ve played a lot of Escape Rooms together, so I think we have a sense of what works and what doesn’t.  Caveat Emptor.

Conclusion

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Let’s be clear; Cyberpunk Unfolds is very playable; there is a help system (so we didn’t get stuck completely), there are some cool puzzles and there are some cool moments.   But, none of my friends (not myself) really liked this experience.  

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There are directions for “resetting the game” … which we chose not to take.  We couldn’t see passing this onto another group of friends (see above).

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This is not a bad game, it just wasn’t for us.  Because it is playable, has a good hint system, and contains some cool moments, we’ll give it a 5.5/10.  Maybe you’ll enjoy this more than we did, but we struggled with a lot of points of awkwardness in the game.