for escape rooms
Ten minutes left. Tick, tock.
Your game master is watching the cameras anyway. With Quak they speak into the room: a hint when the team is stuck, the countdown, a spooky voice when the safe opens. Every room on its own speaker.
No new hardware. The soundtrack gets quieter for the hint and plays on afterwards.
all rooms · 19:50
- The Lab“Ten minutes left. Tick, tock.”
- Pharaoh's Tomb“Look under the sarcophagus.”
- Lobbynot in this gameoff
a game in the lab
Hints, not spoilers.
- Stuck at the safepush-to-talk
“Have you looked behind the painting?”
Hold the button in the control room, speak, let go. Only the room with the team hears it. With the robot or the telephone effect, it sounds like part of the game.
- 50 minutes inclip
“Ten minutes left. Tick, tock.”
Save it as a clip with a ticking clock behind it. One tap when the time comes, or your game software plays it through the API.
- The safe is openAPI
“Access granted. Welcome, agent.”
Your props already know when a puzzle is solved. One request from the controller, and the room answers, with a voice effect or a sound.
- Game oversound
“🎉 You made it with 3:12 to spare!”
A fanfare for the winners, a sad trombone for the rest. Over 250 sounds, and your own clips.
- Room doordoor sensor
“Team Blue is out. Room two needs a reset.”
A sensor on the exit door tells the game master the moment a team leaves, so the next group can go in on time.
how it works
Set up before the next booking.
- 1
Connect your Sonos
One speaker per room is enough. Log in with your Sonos account, Quak finds them all.
- 2
Set up your rooms
Every room on its own, the lobby separate. Save the hints and sounds for each game as clips.
- 3
Play along
From the control room on the phone or in the browser, or from your props and game software through the API.
made for game masters
Part of the game, not a speaker.
Live from the control room
Talk into the room while you speak, like an intercom. From the Family plan on.
Voices that fit the game
A robot, a monster, a voice on the telephone or under water, a spaceship behind it: 16 voice effects and 16 ambience effects, all of them from Family on.
Room by room
Pick the speaker per announcement. The team next door never hears the other room's hint.
Clips at hand
The intro, the countdown, the ending: record them once, play them with one tap in every game.
Props that talk
A REST API and a CLI. Your controller sends one request, the room speaks.
Every game master their own login
20 users with roles on Team. The history shows which hints went to which room.
what fits
Team: every room, every game master
Live talk, all effects and roles for your game masters. One room and one game master? Family has live talk and all effects too.
Team
€30 / month
plus VAT, for businesses
- ✓20 users with roles
- ✓20,000 credits a month
- ✓Live push-to-talk
- ✓All 32 effects
- ✓7 days free to try
Questions you might have
Does the soundtrack keep playing?
It gets quieter for the hint and comes back afterwards. With priority a hint can also cut in right away.
Can only one room hear it?
Yes. Pick the speaker or group per announcement, the other rooms stay in their own game.
Can our props or game software trigger it?
Yes, with an API key: one POST with a text, a sound or a clip and the speakers. How it works
What does a game cost?
A handful of hints and sounds per game are a few dozen credits. Sounds and your own clips cost the least. What costs what
Give your rooms a voice.
Connect your Sonos before the next game. The first 500 credits are on us.