We built Cyprus’s first escape room before we’d ever played one.
Back in 2014, “escape rooms” barely existed in this part of the world. There was nothing to copy, no template to follow, no room to walk into and study. So we did the only thing that made sense to us: we built one from scratch, by hand, out of an old family house in Limassol — inventing the puzzles, the mechanisms and the tension as we went.
On New Year’s Day 2015, ClueJob opened its doors as the first real-life escape room in Cyprus. We didn’t know if anyone would come. They came. Over the next two years, thousands of people were locked in our rooms — Chained, Crazy Granny, Hostages, Trapped — and thousands came out grinning, sometimes shaking, always talking. ClueJob earned a perfect 5-star record and a Travelers’ Choice award before we chose to close it at the end of 2016 — not because it failed, but because we’d caught a bigger idea.
A fixer learns to build anything — and to say yes to everything.
The reason we could build an escape room with no blueprint comes from a different chapter. For years, we worked behind the scenes on advertisements and films as a fixer — the person a production calls when they need the impossible arranged by morning. Find a location that doesn’t exist. Build a prop nobody sells. Rig something that has to work perfectly on the first take, on camera, on a deadline.
That work teaches you two things that turned out to be everything. First, how to build the tool the moment demands — if it doesn’t exist, you make it. Second, how to say yes to any brief and then figure out the how. Every custom challenge, every bespoke rig, every “can you do it like this for our team?” — the answer is yes, because solving exactly that, under pressure, is the craft we came from.
We don’t pull a game off a shelf. We build the experience your team needs — and if the tool for it doesn’t exist yet, we make it.
Out of the room, and onto the whole island.
Escape rooms taught us how people light up when a story locks around them and only teamwork gets them out. But four walls are a small stage. So we took everything we’d learned — the puzzles, the pacing, the clue that lands at exactly the right moment — and we set it free.
That became Gamestery. Since then we’ve designed and delivered immersive team-building experiences for more than 300 companies across Cyprus: story-driven mysteries in old wine villages, castaway investigations on the beach, hotel whodunnits, creative and cooking challenges, treasure hunts through the marina and the old town. Indoors, outdoors, a village, a hotel, a city square — wherever your team is, we bring the game to it, and we shape it around who they are and what the day is really for.
What that means for your team.
It means you’re not booking a package. You’re working with the people who invented this category in Cyprus and have spent a decade refining it — builders and storytellers who will bend the whole experience to your brief, your venue, your goal, and your sense of humour. Ten years on, we’re still doing the same thing we did in that first empty room: taking the escape room out of the room, and building something your people will still be talking about months later.
