Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Escape Simulator 2NewsDev Diary #1 - Room Editor
Community

Dev Diary #1 - Room Editor

Escape Simulator 2 · published 15 Jul 2025, 16:14 UTC

All newsPlayers around this dateRead on Steam

Welcome to the very first entry in our Dev Diary series, where we take you behind the scenes of Escape Simulator 2 development. In these posts, we introduce new systems, tools, and features coming to the game. Today’s post is all about the new Room Editor.

It’s written by Filip, one of our programmers who’s been focused on improving the editor’s core functionality; from adding full 3D building support to streamlining workflows and making the entire creation process more flexible and intuitive.



Hey everyone! I’m Filip, a programmer at Pine, currently working on the new Room Editor for Escape Simulator 2. In this post, I’ll walk you through how we’ve improved the tools and workflows to help you build even more ambitious and creative escape rooms.

Escape Simulator is known for its endless supply of escape rooms, thanks largely to the built-in Room Editor that allowed the community to create thousands of amazing experiences.

Naturally, we want to make the process of creating rooms as easy, intuitive and enjoyable as possible, giving you the tools to build whatever you envision. Here are some of the major improvements we’ve made to world building.

Disclaimer: The user interface and features shown are work in progress and may change before the final release. What you see here does not represent the final quality or functionality of the game.

Going 3D

One of the most requested features for the original Escape Simulator editor was the ability to create walkable stairs, allowing players to move up and down in a space (for example, a house with multiple floors). However, due to limitations in the system for placing floors and walls, this just wasn’t possible.

Screenshot showing Escape Simulator 1 Room Editor.

Limitations in Escape Simulator 1

While the ES1 building system was simple to use and easy to understand (which was great), it had several major limitations:

  1. It only allowed floors to be placed on a single plane at Y = 0, locking the entire walkable area to one flat level.

  2. Floors and walls were a separate system (not regular props), and once placed, they couldn’t be modified.

  3. All floors and walls were always the same square shape, making it hard to create interesting terrain.

  4. Creating a large area required placing many 1x1 floor tiles, which could be tedious.

  5. Building far from the origin meant slowly clicking your way outward by placing more floors.

The ES2 editor solves all of these problems.

Introducing: Floor & Wall Props

In ES2, floors and walls are no longer a separate system. Instead, they are regular props just like any other object you place, but with powerful editing tools that allow you to fully customize their shape and appearance. The old building system is completely gone. When you create a new room, it starts with a single floor and wall already in place.

Newly created room in ES2 editor.

This change alone (treating floors and walls as props) solves issues #1 and #2. You can now freely position the floor anywhere and modify its properties. Since floors can now be rotated and moved, you can create ramps and stairs, finally unlocking the vertical Y-axis for fully 3D walkable areas.

A simple ramp in ES2 Editor.

Actual, walkable and working stairs!

Editing Floors

Although a floor may look like a simple prop, behind the scenes there’s a lot of complex math and procedural mesh generation happening, allowing you to modify the shape however you like. When you select a floor, you’ll see options to change its appearance, including textures. But the real power lies in the extrude options and the Edit button.

Floor properties that allow you to change appearance and shape.

Clicking Edit puts you into shape-editing mode. Here's what the default floor looks like when clicked:

White spheres/circles show all the points of the floor and blue lines show all of the edges.

You can drag points to reshape the floor, add points for more complexity, or remove points to simplify it.

Reshaping the floor in ES2 editor.

You can have as many points as you like and create virtually any shape. Even better, you can carve out holes and apply extrusion to turn it into a 3D shape.

Carving holes and applying extrusions to turn the floor into a 3D shape.

With this, we’ve solved:

  • Issue #3 (limiting floors to square shapes).

  • Issue #4 (tedious large-area creation, now it’s as simple as dragging a few points).

  • Issue #5 (building far from the origin), thanks to the new grid-based placement system.

Don’t worry if editing isn’t your thing. We’re also providing pre-made floors and walls you can simply drag and drop into your room.

As for ceilings: in 3D spaces, the concept of a ceiling becomes redundant (since a floor above is also the ceiling below), so it's now unified. Just place another floor above if you want a ceiling.

Editing Walls

Everything described for floors also applies to walls: adding, editing or removing points, and applying extrusion. Under the hood, walls and floors are the same system, just rotated.

But there’s more. Walls support a carving system. Built on top of the hole-carving tech used for floors, it allows you to place props like doors and windows, and the wall will automatically carve a hole for them.

A brand-new carving system allowing you to easily add doors and windows.

Grid System

Precise placement of props, floors and walls is crucial for the feel of a room. That’s why ES2 features a fully customizable grid system.

  • By default, each square is 1x1, but you can change this.

  • Any action involving positioning (like placing a prop or editing floor points) can snap to the grid.

  • You can also change the grid’s color, or disable it entirely if needed.

GIF showing a brand-new grid system in ES2 Editor.

Walkable Area (Nav-Mesh) Visualizer

In the ES1 editor, it was impossible to clearly see where the player could walk. If you placed an obstacle, you had to test it in play mode to find out whether it blocked the path.

With ES2’s more complex 3D spaces, this issue could have become even worse. That’s why we’ve added a walkable area visualizer in edit mode.

It helps you easily see:

  • Which areas are walkable.

  • Which are blocked by props.

  • Whether a passage is too low, and more.

Here is what it looks like in action:

Room without walkable area visualization.

Room with walkable area visualisation (blue area shows exactly where the player can walk in-game).

That's it for now. We can’t wait to see what you’ll create with all the new tools we’ve built! The world of Escape Simulator 2 just got a whole lot bigger, and a whole lot more vertical!

More from Escape Simulator 2

Other announcements

All news
Major update14 Sep 2026Free VR Update Is Now Available!We’re excited to announce that the VR Update for Escape Simulator 2 is now available and completely free for everyone! We learned a lot from working on VR for the original Escape Simulator, and we’ve used that experience to make VR in ES2 even better. We’d also like to give a huge thank-you to all of our amazing testers who helped us find bugs, share feedback, and make the VR experience better.…Game update28 Aug 2026VR Preview Update AvailableA huge thank you to everyone testing the ES2 VR Preview! It’s been great to see so much positivity and so many helpful reports and suggestions from the VR community. Preview 2 brings a bunch of smaller and bigger fixes and improvements. It’s still a preview, so some things are missing (like proper VR characters), and a few things are still broken, (such as the Pirate Darkest 1 puzzle). We’re wo…Community31 Jul 2026Build-a-Room Competition: How the World EndedDear Builders, The apocalypse is coming to Escape Simulator 2, but how did it begin? For our new Build-a-Room Competition , we are asking you to create an original escape room that serves as a prequel to the upcoming Escape Simulator 2: Apocalypse DLC . A deadly virus? A rogue AI? An atomic bomb? A failed experiment? Aliens? Something much stranger? The cause is entirely up to you. The winning…