Enigma Rooms doesn’t just create games for our own venues. We also work with local councils, museums, attractions, schools, businesses, and community organisations to design bespoke games and interactive experiences tailored specifically to their location and audience.
Whether you’re looking to boost visitor engagement, create a memorable family event, or offer something completely unique, we’d love to help bring your ideas to life.
If you’re interested in discussing how we could create a bespoke experience for your venue or event, and the cost of doing so, please get in touch at hello@enigmarooms.co.uk.
Take a look below at some of the games and events we’ve created with our partners.
Contact us on hello@enigmarooms.co.uk if you wish to discuss bringing one of our events, or creating a unique experience at your venue.
Created to celebrate Enigma Rooms’ tenth anniversary, Enigma 10 was a borough-wide puzzle adventure that challenged players to explore Doncaster like never before.
Starting in Doncaster city centre, the game featured more than 50 interconnected puzzles and took most teams between three and six hours to complete. Rather than following a set route with obvious clues, players had to think creatively, using everything at their disposal. Google, maps, calculators, cameras, ChatGPT, and, most importantly, their surroundings all became valuable tools.
Clues were hidden in plain sight across the borough, with players examining buildings, signs, public artwork, landmarks, and other features to uncover the next step. The result was a unique experience that not only tested problem-solving skills but also encouraged participants to discover some of Doncaster’s best-loved places.
Players had one week to collect their game pack and complete the challenge, with prizes awarded to the first three teams to successfully finish the adventure.
Created in partnership with Heritage Doncaster as part of Doncaster’s Remake Learning Festival, Cluesworth Hall transformed the historic Cusworth Hall Museum into an interactive, family-friendly detective adventure.
Inspired by classic whodunits and games like Cluedo, visitors stepped into the role of amateur investigators, tasked with solving a mysterious crime while assisting the famously Clueless Detective, who had taken a wrong turn and would be arriving at the scene far too late.
As players explored the museum, they gathered evidence, uncovered new leads, and met the colourful characters who called Cluesworth Hall home. The entire experience was driven through an interactive website, where teams entered passwords, reviewed evidence, and unlocked the next stage of the investigation as the story unfolded.
To ensure younger detectives could get involved too, a series of child-friendly puzzles were hidden throughout the museum. Solving these challenges revealed additional passwords and clues, making the experience engaging for the whole family.
Initially running for two weeks, the game ended up running for an entire month. Cluesworth Hall encouraged visitors to explore every corner of the museum in a completely new way, combining heritage, storytelling, and puzzle-solving into a memorable interactive experience.
Created in partnership with Heritage Doncaster as part of Doncaster’s Remake Learning Festival, Cusworth Gardens Secret took families on a magical interactive adventure through the beautiful grounds of Cusworth Hall.
Designed with families in mind, the experience encouraged visitors to explore the historic gardens while searching for evidence that the magical creatures said to inhabit the estate were still there. Although the creatures themselves remained hidden, every clue uncovered brought players one step closer to proving their existence. As evidence was recorded on the interactive website, players unlocked collectible creature cards to build their magical collection.
Rather than relying on hidden props, the game cleverly used the real surroundings as the puzzle. Players searched genuine landmarks, signs, statues, and even a beautifully carved gate for clues, transforming the gardens into a giant interactive treasure hunt and encouraging visitors to notice details they may otherwise have walked straight past.
Originally planned as a two-week event, the overwhelming response saw the game extended to an entire month. Cusworth Gardens Secret encouraged visitors to explore every corner of the museum grounds in a completely new way, blending heritage, storytelling, and puzzle-solving into a memorable family-friendly adventure.
Created in partnership with Doncaster Council and Get Doncaster Moving, this FREE outdoor adventure formed part of a local initiative encouraging people to get active and explore Doncaster’s parks. It marked our second collaboration with Get Doncaster Moving, following the success of our previous interactive trail.
For this project, we created four unique games across two of Doncaster’s parks. Each location featured both a beginner and an advanced adventure, ensuring families, casual players, and experienced puzzlers could all enjoy the experience at their own level.
This game was the advanced adventure, casting players as elite dark wizard hunters tasked with investigating the last known locations of two of the country’s most dangerous wizards. Each park featured its own unique storyline, puzzles, and clues, all cleverly integrated into the existing environment. Landmarks, signs, and natural features became part of the investigation, transforming familiar parks into immersive magical world, as well as giving players interactive puzzles on a website used to play the game.
Running throughout the Doncaster summer holidays, the adventure was available in both Hexthorpe Park and Cantley Park, giving thousands of visitors a brand-new way to explore their local green spaces through storytelling, exploration, and puzzle-solving.
Created in partnership with Doncaster Council and Get Doncaster Moving, this FREE outdoor adventure formed part of a local initiative encouraging people to get active and explore Doncaster’s parks. It marked our second collaboration with Get Doncaster Moving, following the success of our previous interactive trail.
For this project, we created four unique games across two of Doncaster’s parks. Each location featured both a beginner and an advanced adventure, ensuring families, casual players, and experienced puzzlers could all enjoy the experience at their own level.
This game was the beginners adventure, allowing players to learn about magical creatures often found in Doncaster parks. Perfect for families. Each park featured its own unique storyline, puzzles, and clues, all cleverly integrated into the existing environment. Landmarks, signs, and natural features became part of the investigation, transforming familiar parks into immersive magical world, as well as giving players interactive puzzles on a website used to play the game.
Running throughout the Doncaster summer holidays, the adventure was available in both Hexthorpe Park and Cantley Park, giving thousands of visitors a brand-new way to explore their local green spaces through storytelling, exploration, and puzzle-solving.
Created in partnership with Doncaster Council and Get Doncaster Moving, these FREE outdoor adventures formed part of a local initiative encouraging people to get active while exploring Doncaster’s parks. It marked our first collaboration with Get Doncaster Moving and laid the foundations for a series of successful interactive outdoor experiences.
The project began with a two-week pilot game in a single park before expanding into seven more parks across the Doncaster borough. Each location featured its own unique storyline and puzzles, all set within the shared universe of Alien Catchers. Players stepped into the role of Doncaster’s very own Men in Black, investigating reports of extra-terrestrial activity, tracking down evidence of alien visitors, and ensuring the public remained blissfully unaware of the strange goings-on. Their mission was to confirm that the aliens had left the area before they could cause any more chaos.
Every adventure combined the real-world environment with interactive digital gameplay. Local landmarks, signs, sculptures, and natural features became clues, while an interactive website challenged players with puzzles, riddles, and investigations that guided them from one location to the next.
Each game took approximately one hour to complete and was carefully designed to encourage participants to walk a set route through the park, supporting Get Doncaster Moving’s goal of helping people become more active while enjoying an engaging family-friendly adventure.
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