Granny – for Corporate Events
A seven-room escape experience built for corporate events and real teamwork.
Key details
The Story
Planning permission has been secured for a swanky new hotel in the heart of Bethnal Green.
One woman stands in the way of โprogressโโฆ Granny.
Granny lives in the last remaining house on Paradise Row, behind an abandoned bookshop. Sheโs barricaded herself inside, armed with a small arsenal of homemade defences, and is refusing to sell.
Developers who have entered the house to โtalk senseโ into her have come running out screaming โ if theyโve come out at all.
Now the developers are desperate. Theyโre offering a generous reward to anyone brave enough to enter Grannyโs house, survive the encounter, and convince her to sell.
Will that be you?
DISCLAIMER: There are unconfirmed reports of booby traps, an elaborate DIY security system, and previous visitors failing to return calls.
The Game
Granny is an escape room โ but on an epic scale.
Instead of a linear sequence of puzzles across one or two rooms, Granny unfolds across an entire seven-room house. There is no prescribed order. Your team decides where to go, what to tackle first, and how to approach your mission. Those choices matter โ and theyโll shape the experience.
This format naturally encourages leadership to emerge, team roles to form, and problem-solving to happen in parallel rather than in a single queue of tasks.
The challenges youโll face are far more varied than in a traditional escape room. We find padlocks boring! Expect physical puzzles, environmental games, hidden mechanisms, and systems that respond dynamically to your decisions as the house comes alive around you.
This is a non-linear experience. Solving one puzzle doesnโt simply open the next door (in fact, all doors are unlocked throughout). Progress comes from exploration, experimentation, rapid communication, and piecing together the story. As your team moves through the house, youโll uncover fragments of Grannyโs past โ and those discoveries can change what tools and information are available to you.
Even the in-game clue system must be unlocked through your actions, rewarding teams who stay observant and engaged.
The scale of the house allows groups to split into smaller units, pursue different objectives simultaneously, and share discoveries as they go. Granny plays comfortably with as few as four players and up to eighteen, making it ideal for away days, department meet-ups, or full-team outings. Smaller groups succeed just as well โ success isnโt about numbers; itโs about communication, creativity, and adaptability under pressure.
Entry Instructions
Meet at the bookshop at the time stated within your Itinerary and follow the clear signage.
Testimonials
“Amazingly well thought-out escape room with multiple rooms and accommodating of large groups… So much fun, highly recommend.” – Cicero Hammy
Our clients
FAQs
Why is Granny a great choice for corporate events?
- Scales effortlessly for large groups: The seven-room, non-linear house allows teams to split up and work in parallel, keeping everyone actively involved.
- Encourages natural leadership: With no fixed puzzle order, leadership roles emerge organically as teams decide how to approach the experience.
- Strengthens communication: Success depends on sharing discoveries across rooms and coordinating actions in real time.
- Values diverse skill sets: Physical challenges, logic, observation, creativity, and coordination all play a role โ everyone can contribute.
- Reveals team dynamics under pressure: The immersive environment highlights decision-making, adaptability, and collaboration in a realistic but safe way.
- Creates lasting shared memories: Teams leave with strong shared stories that reinforce bonding long after the event ends.
How intense is the experience โ and is it appropriate for the workplace?
Granny is not a gore-based or shock-horror experience. Thereโs no blood, no graphic content, and nothing designed to make participants uncomfortable in a workplace context.
Instead, the tension comes from time pressure, uncertainty, and immersion. The house feels alive, decisions matter, and teams must think on their feet โ which raises adrenaline in a way thatโs exciting rather than frightening.
This sense of pressure is what makes the experience so effective for team building. It encourages clear communication, quick decision-making, and calm problem-solving under stress โ without crossing into anything inappropriate.
For corporate groups with differing comfort levels, the experience is fully adjustable. Granny can be run without live actors, or with intensity reduced, ensuring everyone feels comfortable while still enjoying a challenging, memorable experience.
Why donโt you give a traditional pre-show briefing?
Because the experience begins the moment you arrive.
We donโt believe immersion should be something you switch on after a safety talk. Being gathered together and told โthis is a game, hereโs how it worksโ immediately pulls you out of the world weโve spent years building.
Instead, Granny starts without announcement. There is no pre-show performance, no out-of-character explanation, and no moment where someone tells you whatโs about to happen. Youโre not entering a game โ youโre stepping into a situation.
Everything you need to know is communicated naturally, in-world, as events unfold. This allows tension, curiosity, and atmosphere to build without interruption, and lets you discover the experience for yourselves rather than being instructed how to play it.
Itโs a deliberate design choice.
We trust our players to adapt, explore, and work things out together โ just as they would if this were real.
How can 18 players all play Granny at the same time?
Because Granny isnโt designed around a single path or a single puzzle.
The experience takes place across seven interconnected rooms, each containing systems, information, and challenges that operate in parallel. There is no point where everyone needs to crowd around the same lock or wait for one person to finish something before the game can progress.
Players naturally spread out, form sub-groups, exchange information, and coordinate actions across the house. Some puzzles require simultaneous input from different locations, others reward exploration, observation, or experimentation. What one group discovers often becomes vital to another group elsewhere.
You decide how to organise yourselves. Stay together, split up, regroup โ all approaches are valid, and all have consequences.
The game is designed so that everyone is active, useful, and engaged, rather than waiting their turn.
Do you have a clue system?
Yes โ but not a traditional one.
There is no button to press, no camera to look at, and no out-of-world voice telling you what to do next. Instead, all guidance is delivered in-world.
Hints may arrive via phone calls, printed instructions, messages from service providers, background interruptions, or systems within the house itself. Sometimes theyโre helpful. Sometimes theyโre incomplete. Occasionally they raise more questions than they answer.
This is intentional.
Granny is designed as a continuous, immersive world. Stepping out of it to ask for a clue would break the experience โ and the tension โ for you and your team. We believe discovery, interpretation, and collaboration are more rewarding than being told the answer.
If youโre observant, communicate well, and pay attention to what the house is trying to tell you, youโll never be left without support.
Youโre not alone in there.
The house is listening.
Why don't you accept late-comers?
Because once the fixed 15-minute check-in window closes, we are legally unable to admit anyone else.
All of our systems โ those that record consent, ensure safety, protect personal data, and enable free post-show video access and personalised in-world clues โ operate on the assumption that by the end of the check-in window, the show has begun and no additional people will enter.
Allowing someone in after this point would place them outside our safety, consent, and data-protection framework, which we are not permitted to do.
For this reason, even if you contact us to say youโll be late, we cannot admit you once the check-in window has closed.
We strongly recommend arriving early and carefully reading the pre-show information we send you. Doing so ensures a smooth check-in and allows the experience to run exactly as intended.