The Control page is where you run a game. While players are in the room, this is the one screen you keep open — it shows the timer, the objectives, the hints you can send, the displays players see, and the audio in the room. Everything you need to start a session, help a stuck team, and reset the room afterwards lives here.
You open the Control page from the top navigation (Control) or by selecting a game from the Dashboard. Each game has its own Control page at its own address, and you can move between active rooms without losing your place.
This is the day-to-day screen for running a game — you watch the room, send hints, and keep the session on time. You don’t configure or design a game here; that happens in the Editor.
The three regions
The Control page is organized into three regions. Once you recognize them, everything on the page has a home.
1. The control dock
The control dock is the persistent bar that runs along the bottom (or top) of the page. It stays visible the whole time and holds the most important live controls:
- The timer and the current game state (Idle, Running, Paused, and so on).
- The session buttons — Start, Pause, Resume, End, Success, Failed, Reset.
- Time adjustments like +1m / -1m and Timer Speed.
- Session Details — group size, hints used, and whether to include this run in analytics.
- The game picker, for switching to another active room.
These controls are covered in Running a Game.
2. The control column
The control column fills the main area of the page with the content you work in most: the objectives panel, the live Timeline log, and the tools for sending hints. This is where you watch player progress, mark objectives complete, send a clue, and respond to a help request.
Objectives and hints are covered in Hints and Objectives.
3. The rail
The rail is a set of slide-out panels on the side of the page. Open the panel you need and tuck it away when you are done. The rail holds:
- Quick Actions — one-tap buttons that run a scene or automation (for example, “unlock the exit” or “reset the lights”).
- Displays — the screens players see, with online/offline status and controls to launch, clear, refresh, or enable them.
- Audio — volume for the room’s alert, ambient, media, and speech channels.
- Variables — the game values your automations read and write.
- Devices — the hardware and props in the room and their current state.
Quick Actions, Displays, and Audio are covered in Displays and Audio.
Where to go next
- Running a Game — the session lifecycle and timer controls, start to finish.
- Hints and Objectives — tracking progress and helping a stuck team.
- Displays and Audio — the screens and sound players experience.
- Resetting a Room — returning the room to its starting state for the next group.