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The escape room community has already helped raise over £20,000 for Sarah Dodd’s cancer treatment.Now escape room owners...
11/03/2026

The escape room community has already helped raise over £20,000 for Sarah Dodd’s cancer treatment.

Now escape room owners around the world have donated some incredible prizes for a community raffle to help raise even more.

🎟 £10 donation = 1 raffle ticket
🏆 Escape room prizes, games & more
📅 Draw: 5 April

Enter here: https://forms.gle/beSkvspZLa6qRYNC7

How's THIS for an immersive and even transformative experience!? And would this be too radical to have now in cities, wi...
21/01/2026

How's THIS for an immersive and even transformative experience!? And would this be too radical to have now in cities, with everything currently happening in the world?

Did you know that in the middle of WW2, Winnipeg in Canada decided to stage a whole-day simulation of N**i occupation, know as "If Day", so that people could get a real taste of what fascism could look like in this city, very far away from much of the front line in Europe. It was designed as a fundraiser for supporting the war. This seems even more topical, with Mark Carney (Canadian PM) giving a memorable thought-leadership speech at Davos yesterday.

What did this look like?

Staged Invasion: 3500 Canadian Army members, with Canadian soldiers dressed as N**is "invaded" the city, with mock battles involving tanks and fighter planes, explosions, a one-hour blackout and the "surrender" of the city by 9:30 a.m.

Renaming and Control: The city was renamed "Himmlerstadt" (Himmler City), and Main Street was renamed "Hitlerstrasse". The Winnipeg Tribune was renamed Das Vinnipegger Lugenblat

Arrests and Oppression: Local officials, including the Mayor and Premier, were arrested and taken to a mock concentration camp at Lower Fort Garry

Suppression of Rights: The event simulated the immediate abolition of freedom of the press, the closure of churches, and the looting of private property. The following offences were decreed to result in death without trial:
Attempting to organize resistance against the Army of Occupation
Entering or leaving the province without permission.
Failure to report all goods possessed when ordered to do so.
Possession of fi****ms.

Propaganda and Currency: "N**i" forces distributed propaganda, "N**i" broadcasts from commandeered radio stations, replaced local currency with fake occupation Reichsmarks, and burned books

The initiative was highly successful, raising approximately $3 million (equivalent to about $60 million today) in a single day and helping meet a $45 million goal for the second victory loan campaign. It also sparked similar simulations in other communities, including Vancouver.

If you're interested, you can read more here, among other places: https://en.wikipedia.org/wiki/If_Day

We did Punchdrunk's latest "Lander 23" on Wednesday. Wanted to offer a review and some thoughts about it, as "live video...
19/12/2025

We did Punchdrunk's latest "Lander 23" on Wednesday. Wanted to offer a review and some thoughts about it, as "live video games" are something of huge interest to me.

Let me start by saying what I think of Punchdrunk. I've done the Drowned Man, Burnt City & Viola's room.
I found the Drowned Man very interesting because it felt like the first immersive theatre I had done, and I enjoyed the novelty of it. I also enjoyed a lot of what I saw, the sets and in particular the David Lynch vibes. But the story escaped me and I struggled a bit with the FOMO and wondering if I was making the "right" choices (I recognise now there is no "right" in such things). I'm also not hugely into this kind of dance.
The Burnt City left me a bit cold, the material doesn't hugely excite me. I did love the bar/cabaret part though, stayed there a long time.
Viola's Room - I liked that this was different and a more linear, clearer story. But the subject matter didn't totally captivate me and whilst there were some nice things to look at/experience, it again left me a little cold.
But although I've never raved about any PD productions, I know many do and I'm really grateful that things like the above exist and push the medium. Art shouldn't appeal to everyone.

With Lander 23, I knew little going in but that it was what I call a "live video game". This prospect excited much more and I tried to keep expectations in check. A "live video game" is exactly what it sounds like - you get to do something you normally only find in a video game but for real, where you are a protagonist and have agency and choices matter - but it's very much a game and there are ways of doing better/poorer and potentially winning or losing. I love the concept of this and I hope and think it's something we'll see more of. I've even designed things like this as part of Midnight Madness. In 2023, I had teams trying to solve puzzles in a room where creatures roamed who could be evaded/repelled but getting caught had consequences. I've also played some other games/experiences in this arena. The now-shut "Stay in the Dark" by DarkPark in Rotterdam felt a lot like some horror/survival video games, where you were evading an antagonist in a truly giant building/set and I really loved that. "KONG" in Barcelona had a lot of video game elements/vibes (although many more escape room type puzzles) and even ended up with a "boss battle" at the end. And then there's "Demise of the Gricers", which blew my mind with it's set, roaming antagonists, "cut scenes" and game mechanics that felt very at home in a video game. It's the best example I've personally played (that's still available) of what feels like a "live video game". I'm going to DarkPark's latest in this arena in January and looking forward to that.

So what did I think of Lander 23? My overall feeling was disappointment. If you've never done anything like this "live video game", you may well enjoy it for the experience of doing something new, like I did with Drowned Man. It's nothing like an escape room, there are no puzzles. It's nothing like immersive theatre or PunchDrunk's previous things. You are very much the players in this game. You have to play as a group of 4. There are 2 roles to play in the game and you get about 15 minutes of actual game time in each role. In one, two of you are monitoring the other two "in the field", able to see the game area as a map, where your team are, the antagonists are and the objectives are. You talk to them via headsets and tell them where to go. Then you swap roles and you get to go into the game area, to try and complete objectives worth points. There are multiple roaming antagonists to evade and 3 lives that can be lost (I'm not sure what happens if you lose all 3, we only lost 1). So far, so good, although you don't really need 4 people, you could do it with just 2. There are many teams playing at the same time and that's OK - although you deal with the same antagonists in the same space, you have different targets/objectives, so you don't really clash. You score points (although I don't recall being able to see the total until the end) and there's a leader board with all the other teams who were playing at the same time. We came top, which felt nice.

What didn't I like?
The onboarding was slow, painful and confusing. You're given a comic to read in the waiting area which explains the roles and objectives.
Some of the objectives (the tapes) were unclear as to why you would do them and their value - I'm concerned that you could have done these and not scored anything for them. Others, there were clear points for. We sat and waited, unattended for some time. We eventually went through to "kit up" and there was a lot of waiting time. It just felt like the whole onboarding could have been smoother and you always want to learn things by doing, rather than reading about it.
There was little to no story - that can be OK for a short experience like this and to focus on the game, but it's nicer if there is more here.
The game interface for those in the map-monitoring position was sub-optimal. Many elements and how you controlled the map and its display were good. Dealing with the "uploads" was fine and added an element of collaboration. But there were a number of switches there that went unused and felt like unnecessary noise - keep the UI clean and just what you need or at least make it clear what you need and what is decor.
The set is very much the Burnt City (although you only play in what felt like a quarter of that whole space) but with various plastic sheets over it and a few simple tents with boxes in. They've added some things to hide behind. But you can see it's the Burnt City, some of the Greek signs are visible, ditto things that just didn't feel "right", given we were supposed to be exploring a planet.
The antagonists could have looked much stronger in terms of costumes and made some kind of sound/noise/talking to add atmosphere.
Some of the audio volume needed to be tweaked to hear properly. You can adjust some of it but that felt confusing as my memory is there were 4 volume dials and only 2 of you with headsets.

Overall, it just felt it had much more potential than was offered. The other things I've done/experienced felt better designed overall, particularly the onboarding. So I wouldn't personally recommend it particularly, but that's largely based on what else I've done in this area. If you've never done anything like it, you may well get a lot more out of it than me. But I'm always grateful to see things like this, because I really want more experiences like this - because who doesn't want to play video games in real life?

One of our favourite brain teasers. What do you think?
15/12/2025

One of our favourite brain teasers. What do you think?

08/12/2025

This might just be our favourite ever video of Midnight Madness, because not only does it give you a glimpse of all the astonishing London events over the years, it also shows the impact of the event on the UK's underprivileged children. Over £3,000,000 raised so far via Raise Your Hands is incredible. Roll on Midnight Madness 2026 - is YOUR company up for the challenge? 🙂

Although Katie Falcon-Uff has been designing escape rooms, puzzles and immersive experiences for a long time, it was her...
01/12/2025

Although Katie Falcon-Uff has been designing escape rooms, puzzles and immersive experiences for a long time, it was her first time designing for Midnight Madness 2025. And bravely she ended up taking on the design of TWO zones in her debut!
With our overall theme of films, one zone was a secret spy operation, set inside the iconic Wellington Arch. Many teams said her "communicating with umbrellas" puzzle from the roof of the arch down to those below their favourite puzzle of the night. Teams also had to deal with many other classic spy tropes including interrogation, disguises and even a robot-like spy.

Katie also designed our start zone, in the maze-like abandoned Fulham Picturehouse, where teams had to track down a set of directors and prove their worth in the world of cinema and films through a wide variety of film-related puzzles. Teams even had fun creating their own mini-movie there!

Naturally, we're delighted that Katie is returning to design one of our zones for Midnight Madness 2026. And having heard her inspiration for what she has in mind, we're sure it will be another firm favourite next May! If you'd like to be in one of those teams and experience more of her creative magic you can find out all the details on taking part here: https://madnessuk.com/

Chris Snelson of Tootles+Nibs has been working on London's Midnight Madness longer than we have. Across these events, he...
25/11/2025

Chris Snelson of Tootles+Nibs has been working on London's Midnight Madness longer than we have. Across these events, he's been responsible for zones of puzzles featuring pirates, children's fairy tales with a memorable trip down the Orbital slide, psychedelic dream offices and a multidimensional anarchic group!

With Midnight Madness 2025 focusing on films, Chris delivered a classic Young Adult adventure called the "The Thief's Apprentice", based at the epic castle-like Jewel Tower, with stunning views of the Houses of Parliament, right opposite.

Teams had to assess an unusual banquet, play games with a child-like Prince, decipher heraldry and solve what may be the most memorable puzzle of MM25, creating a picture that turned out to be an owl without the teams realising they were drawing it! Huge thanks to Chris and his amazing team of actors.

With a track record like this, it shouldn't come as a surprise that we're very excited to announce that Chris will returning to our design team for Midnight Madness 2026.

We can't wait to see what he comes up with to delight and challenge teams next year! If you'd like to be in one of those teams and experience more of their creative magic you can find out all the details on taking part here:

Anyone we know looking for work like this?
25/11/2025

Anyone we know looking for work like this?

Although we've been huge fans of their work for years,James Hamer-Morton and Charlie Bond of Deadlocked Escape rooms wer...
14/11/2025

Although we've been huge fans of their work for years,James Hamer-Morton and Charlie Bond of Deadlocked Escape rooms were new to the design team for Midnight Madness 2025. Not that we had any doubts about the magic they would bring but they totally smashed it with their debut, with one of the most memorable puzzle zones Midnight Madness has ever seen, taking place at the iconic and art deco 55 Broadway building (London's first "skyscraper" finished in 1929, trivia fans!).
With an overall theme of films and the real and film world blurring into one, they chose to immersive players in the genre of The Matrix films, having participants try and hack The Mainframe, dodging through a laser maze, defusing a ticking bomb, avoiding terrifying enemy agents, being double-crossed, meeting characters inspired by Morpheus and The Oracle as well as learning kung fu. We could have watched teams scream whilst being stalked by an agent whilst trying to solve a puzzle all night! 😁 And clearly the teams loved it with so many voting their puzzles and challenges as their favourites of the night. Huge thanks to both of them and their amazing actors.
Naturally we're extremely excited to announce that they will returning to our design team for Midnight Madness 2026.
We can't wait to see what they comes up with to excite and challenge teams next year! If you'd like to be in one of those teams and experience more of their creative magic you can find out all the details on taking part here: https://madnessuk.com/

We're both proud and enormously excited to announce that Sarah Dodd is returning once again to our design team for Midni...
07/11/2025

We're both proud and enormously excited to announce that Sarah Dodd is returning once again to our design team for Midnight Madness 2026! Sarah will again be a creative lead on MM26, using her deep experience of UX to help ensure the event, game mechanics and puzzle are as user-focused as possible. After blowing everyone away with her debut "Dream Inc" zone in 2023 and then "Department of Intergalactic Lost Luggage in 2024", she'll also be designing a lot of puzzles in MM26.

We also want to hugely thank Sarah and her team, not only for input into the overall design of MM25 but also her amazing "Sister Act" inspired zone. With an overall theme of films and the real and film world blurring into one, participants got to really immersive themselves in the world of Sister Act, having to join the congregation and blend in by dressing as nuns and singing a song they had to write around the piano. As always, many of Sarah's varied and delightful puzzles were voted by participants as their favourites from the whole event as well.

We can't wait to see what Sarah comes up with to challenge teams for MM26! If you'd like to be in one of those teams, you can find out all the details on taking part here: https://madnessuk.com/

If you like puzzles AND magic, *huge* recommend for this show whilst David is in London for a week!
06/11/2025

If you like puzzles AND magic, *huge* recommend for this show whilst David is in London for a week!

Erica Fee and James Seabright present David Kwong in The Enigmatist   Can you crack the code? Following wildly successful runs in New York City, Los Angeles, Washington DC, Chicago and Toronto, renowned magician and The New York Times crossword constructor David Kwong brings his immersive magic and...

We're truly delighted to announce that Rebel Brain and David Middleton are returning to our design team for Midnight Mad...
31/10/2025

We're truly delighted to announce that Rebel Brain and David Middleton are returning to our design team for Midnight Madness 2026! David will again be a creative lead on MM26, sharing his magic to shape the theme, narrative and more theatrical parts of MM26 as well as delivering another zone full of puzzles.

We also want to hugely thank David and his team, not only for his Herculean efforts as overall Design Lead in MM25 but also his brilliant puzzle zone at the Royal Geographical Society, called "Quentin Questhard and the Auction of Eternal Regret". With an overall theme of films and the real and film world blurring into one, participants got to experience wonderful puzzles and tropes based on the Indiana Jones films. As always with David, the puzzles and actors had an amazing sense of humour. Teams had to replace a golden idol with exactly the right weight (whilst dodging arrows fired from a wall!), understand and please a gorilla that could only communicate in sign language, examine auctioned relics from many famous genre films and trace the correct path across a series of lettered stones on the floor and find the correct "hole-y" grail from a set of colanders to release a knight, to name just a few of the delightful puzzles in this zone. Unsurprisingly, the teams absolutely loved it all and we had some of the strongest player feedback on this zone.

We already have a strong sense of what Dave's shooting for in MM26 and we cannot wait for teams to experience it! If you'd like to be in one of those teams, you can find out all the details here: https://madnessuk.com/

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