New VR Escape Room: “Beyond Medusa’s Gate” Coming to Over 100 Locations Across the US and Europe

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Ubisoft has announced that Beyond Medusa’s Gate, the second location-based VR Escape Room Experience developed by Ubisoft Blue Byte, is launching on May 7 at locations across the US and Europe. Beyond Medusa’s Gate builds on the success of Blue Byte’s first VR Escape Room, Escape the Lost Pyramid, and is available exclusively at location-based entertainment centers for cooperative multiplayer VR. All current and future locations can be found below. With the development and operation of this new experience, Ubisoft continues to strengthen its position in the location-based VR market.


Developed by Ubisoft Blue Byte, Beyond Medusa’s Gate is set in the re-creation of Ancient Greece from Assassin’s Creed® Odyssey. Two or four players team up and have 60 minutes to find a way out of a vast Aegean coastal cave where the legendary ship of the Argonauts is anchored. To successfully escape, players must use cooperative teamwork, problem-solving skills and precise timing to solve riddles and find their way out of this room-scale experience. Players start the adventure by choosing their avatar from among six diverse characters, and can customize them with Ancient Greek accessories.

“Ubisoft’s Escape Games are tapping into two popular and growing entertainment trends—combining escape rooms and location-based VR in highly immersive, one-of-a-kind experiences,” said Cyril Voiron, Executive Producer for Ubisoft’s Escape Games. “Beyond Medusa’s Gate continues the legacy of our game design and storytelling expertise, pushing the Escape Room experience category with memorable state-of-the-art VR experiences that go beyond what is physically possible.”

“The level of immersion in Beyond Medusa’s Gate is astonishing and will make players feel like they are truly in the game,” said Benedikt Grindel, Managing Director at Ubisoft Blue Byte. “Our goal with Ubisoft’s Escape Games is to revolutionize the Location Based Entertainment industry and bring virtual reality to a mainstream audience.”

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