
TL;DR for Exit Condition One
(experienced on a Meta Quest 3 128 GB model)
Pros | Cons |
+ Distinctive, ambitious gameplay mechanics | – Inconsistent core controls |
+ Great value | – Monotonous sound design |
– Mediocre graphics |
INTRODUCTION
Are you eager to feel the tight excitement of an escape room without the inconvenience of pants?
Your potentially-pantsless aspirations for immersive puzzles are about to become reality!
While traditional escape rooms demand both:
- companions, and
- the capacity to withstand the unwavering scrutiny of the outside world,
Exit Condition One—from creator Damon Poole—delivers the brain-teasing stop-and-start “gameplay” of escape rooms right into your VR headset!
And at a fraction of the regular cost!
Filled with the depth of two or three physical escape rooms, Exit Condition One is a steal at just 10 USD.
In contrast to most escape rooms, Exit Condition One is entirely story-driven.
In fact—considering the medium’s transformation and all the elements that accompany it—I’m tempted to argue that referring to Exit Condition One as an “escape room” experience is primarily a matter of perspective.
Is Portal akin to an escape room?
What about The Talos Principle?
Myst? King’s Quest?
ZOOMBINIS?

All these games require that you solve a type of puzzle prior to moving on to the next area, wouldn’t you agree?
It appears to me that the essence that makes escape rooms unique and special might just be that they are done in-person.
However, once you translate a so-called “escape room” into a console setting, it’s merely a puzzle game, correct?
Just because VR immerses our perspective more fully into the game doesn’t turn the videogame into anything other than a videogame, does it?
For instance, if I play a platformer in VR does that turn it into an “obstacle course simulator”?
Does a VR JRPG become a “gentle and charming young man with a large sword simulator”?
I hope not.
And I hope not because that name is too lengthy.
Yet I truly don’t think that’s how it works.
There has to be a certain consensus with ordinary reality for a game to be classified as such; it must actually attempt to mimic its real-life counterpart to assert that it simulates it.

Why do I mention this distinction?
Because the way I categorize Exit Condition One influences how highly (or not) I endorse it.
If I evaluate Exit Condition One against escape rooms then it holds up quite well!
It’s a small fraction of the cost. It’s far more convenient. And it offers a more immersive experience (when it functions smoothly).
If I compare Exit Condition One to puzzle games in general?
Well now things start to get a bit shaky-
Let’s dive into it.
STORY
Exit Condition One’s strange and surreal introduction genuinely thrilled me!

I was completely enthralled as I flowed through different gameplay modes in a liminal landscape of symbols, only to discover that that was merely a dream sequence, transitioning into a far more typical narrative structure for a videogame:
You awaken with amnesia, and an NPC guide is on standby to assist as long as you’re prepared to assist them!
How?
By solving some puzzles!
Upon exiting cryosleep in a malfunctioning spacecraft, a robot (who I’m fairly certain is voiced by the developer) requests your assistance in restoring normalcy.
During your puzzle-solving adventure, you’ll encounter several voice recordings—left by the ship’s missing inventor/owner—that elaborate on the intricacies of your enigmatic surroundings.

Now I won’t reveal much more here because I don’t want to spoil anything and also I couldn’t since I did not complete the game!
It’s not particularly lengthy, mind you.
However, about three quarters of the way through, I rage-quit after my progress glitched too many times on a stage that was already marked by slow, cumbersome backtracking.
While it’s true that I suppressed the thought “if this happens one more time I’m quitting” maybe half a dozen times, it’s also true that journalistic integrity can only carry you so far when the stakes are this minimal.
GAMEPLAY
If you haven’t come across any of my previous reviews, I’ll reiterate:
I always hope the games I engage with are enjoyable because I want to have fun!
I also simply dislike critically assessing other’s art.
But, hey! That’s the trade, y’know?
So, Exit Condition One, prepare to have your nits thoroughly examined!
This game is filled with inventive, toy-like concepts, but their implementation exposes the limitations of a two-person development team.
Now some of these toys worked quite effectively!
There was an in-game drone item that handled smoothly… and…
Upon reflecting, that may be the only intriguing and daring mechanic that didn’t have some kind of technical flaw…
One illustration of numerous ambitious-yet-flawed in-game items was an item-generating gun.
I would grab the front handle of this gun with what would typically be my off-hand, and by pressing that forward trigger I’d cycle through what item I aimed to generate.
Then I’d pull the trigger on my primary hand to generate it.
A very neat concept without a doubt, but hindered by the inconsistent positioning of the off-hand.
Essentially, if you don’t grasp precisely the correct area on the front of the gun with your off-hand, you’ll simply achieve nothing and feel foolish when you push the trigger button.
You might feel inclined to argue that’s a skill issue, but I’ve interacted with enough VR games featuring rifles to be aware that this isn’t an issue in any other game!
There’s simply no valid reason to allow me to grab another part of the front of the gun that fails to do what grabbing the front part of the gun is intended to do.
And that’s not a major concern at all!
Yet it’s a persistent one.
And that’s simply the case:
Exit Condition One is laden with small, constant problems that accumulate into a gameplay experience which demands a significant amount of patience and goodwill from the player.
Oh dear.
Whenever I delve into an indie title like this I always think of the small teams that pour their hearts into their creation and how they might read my review and I’ll shatter their precious dreams, and I apologize, Damon Poole! I’m so sorry and I cherish you!
If I had a robotic companion in real life, I would wish for his voice to be half as soothing as what I assume is yours!
Nonetheless, you can’t just toss portals into your game haphazardly without the physics engine to support that!

But what about the puzzles?
Escape rooms are all about the puzzles, baby!
On that front, Exit Condition One does fairly well.
Only once did I find a puzzle’s solution to be overly frustrating or unjust.
In general, I found puzzles to present a manageable level of challenge; pushing my problem-solving skills—compelling me to rethink—without ever completely overwhelming me.
PRESENTATION
Not much hope for redemption here, folks.
The visuals seldom achieve excellence; they are mostly adequate, and at times, subpar.
Many animations are rigid, jerky, or simply faulty. Some textures appear muddy. And the few humanoid character models look genuinely novice.

The sound design is tiresome.
The same few sounds repeat endlessly regardless of variations in speed, force, distance, or anything else in a manner that feels just outdated.
Let’s just bring the hammer down already, shall we?
VERDICT
Is Exit Condition One a digital escape room or is it a videogame?
This distinction should influence how we assess it and whether or not you should play it.
To put it simply:
If you seek an escape room experience and don’t mind doing it alone, Exit Condition One offers an immersive option at an excellent value; all wrapped up with innovative sci-fi technology that real life simply cannot duplicate.
However – if it resembles like a videogame and sounds like a videogame then it’s likely a videogame.
And while, from that perspective, there are some strengths I’ve yet to mention—like its replayability-enhancing easter egg hunt or its consistent and smooth frame rates—overall, Exit Condition One is too weighed down by the mire of its shortcomings for its plethora of ideas to shine through.
Innovative thinking here is hampered by a stark lack of resources needed to realize those captivating gameplay concepts effectively.
So for all its ambition, it receives a pat on the back.
But for its execution, Exit Condition One earns a 4/10.
Scoring & Rubric
Scores are rated out of 10, where 10 signifies a masterpiece, 1 is unplayable, and 5 denotes an average experience.
Gameplay carries a heavier weight in the overall score.
Gameplay – 4
Immersion – 5
Visuals – 3
Sound – 3
Performance – 6
Replayability – 3