Agent 21 - The OMEGA Safehouse

Introduction:
This is a solo dev project where I create an escape room filled with puzzles to refine my level design and puzzle design skills. This project became very popular within the Escape Room Simulator community, achieving the number one trending position in January 2026 and rapidly achieving hundreds of 5-star reviews on the Steam Workshop.

Walkthrough Video

To quickly browse the project, please feel free to browse the video below. All work shown was produced by me inside the Escape Simulator level editor and is available to play using the Steam page link found below.

Description:

You are Agent 21 and this is your mission, find evidece of OMEGA corperation enolvement in recent crimes. Find the OMEGA safehouse believed to be in this area and return your findings to HQ.
- The Mission includes WW1 code breakers.
- The Mission diffucultly will scale as you progress.
- Includes Custom Media for Puzzles.
- Includes Voice Acting.
- Hints Included.
- Not suitable for Multiplayer.
- VR compatibility is BETA and may break or be unstable.
V 1.4.2 Definitive Edition
(15.01.2026)

Steam Page:

https://steamcommunity.com/sharedfiles/filedetails/?id=3639581395

Development Responsibilities

As the sole developer of this Escape Simulator level, I designed everything the player interacted with, including but not limited to;
‍ ‍
- Gameplay design
- Puzzle Design
- Level design
- Player Experience
- Quality assurance & User Testing
- Lighting
- Level Flow

Please note I am not responsible for the 3D models shown on this page; however, kitbashing was used to create some of the interactive 3D models in the scene, using the game editor to assign utility to the models, such as the wall keypad, chipper machine, and the clock puzzle.

Level Design

Creation of the level began with testing of the game mod editor to establish what functionality baseline could be achieved within the environment and puzzles. Following this, development of the level’s map began, setting the player as an anti-crime detective named “Agent 13”.

The player was to infiltrate an apartment of a suspected crime organisation member, leading to the inclusion of a split-level plan including the “front face” of the level, which was to be a seemingly normal apartment with mild clues as to something suspicious being present, leading to the “Crime room” which represented a more corporate crime feel using hues of navy blue and brown and gold adding to an offical but formal feel of a professinoal crime organisation, simular to that of what is seen in Illumination’s Despicable Me 2, when Gru visits the bank of crime.

Please view the full development log and work contributions on Behance using the Embeded link below. Apologies in advance for the image sizing issues caused by Behance. To view images more clearly or flick through them quickly, please click the image and use the arrows to browse on the website using the link below.

Behance Log of Contribution and work completed as part of the community level project regarding “Agent 21 The OMEGA safehouse” level published on steam with the sole developer of the project Arran Brocklehurst supporting live bugfixes in response to community feedback.

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