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.

Screenshot to capture The full Control page with a game running — control dock at the bottom showing the timer and game state, objectives in the control column, and the rail open on the right.

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.

Screenshot to capture Close-up of the control dock during a running game — timer, game state chip, session buttons, and Session Details.

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.

Screenshot to capture The rail open on the Control page showing the Quick Actions, Displays, Audio, Variables, and Devices panel selectors.

Where to go next