The rail on the Control page holds the panels that control what players experience in the room — the screens they see and the audio they hear — plus the one-tap Quick Actions and the live Timeline log. This guide covers each of them.
The Displays panel
A display is a screen players see — a TV, monitor, or browser tab showing the countdown, hints, and media. Open the Displays panel in the rail to see every display for the game and its current status.
Each display shows whether it is online or offline, along with controls to manage it:
- Refresh — reload the display, useful if it looks stuck or out of date.
- Clear — clear whatever is currently showing on the display.
- Launch Display — open the display in a new browser tab (handy for a spare screen or a quick check).
- Enable / Disable — turn a display on or off for this game.
- Audio target selector — choose which display plays the room’s audio. The chosen display is marked with a SELECTED badge.
Offline displays need attention
If a display shows offline, players are not seeing it. Check that the screen and its bridge (a Raspberry Pi or Windows Bridge) are powered and connected. See the Devices guides for connection help.
The Audio rail
Open the Audio panel to set the volume for the room while the game runs. Audio is split into channels so you can balance them independently:
- Alert — the attention sound that plays before a hint or on demand.
- Ambient — background music or atmosphere.
- Media — audio from videos and media clips.
- Speech — spoken hints delivered by text to speech.
Each channel has its own volume slider. Some channels also have a volume lock. A locked channel means staff can lower or mute it but not raise it above the set level — useful for keeping ambient music or alerts within a comfortable range. An unlocked channel can be adjusted freely.
Quick Actions
Quick Actions are one-tap buttons in the rail that run a scene or automation — for example, releasing a maglock, resetting the lights, or playing a sound. Managers and builders set them up in the Editor; on the Control page you simply press them.
A Quick Action button can be labeled and colored to suit the action, and a toggle-style button changes color to reflect an on/off state at a glance. Some buttons require a confirmation — you press them twice — so a high-impact action like opening the exit cannot fire from a single accidental tap.
Use Quick Actions for the things you do every game
If you find yourself doing the same manual step every session, ask a builder to add it as a Quick Action. It is faster and harder to get wrong than digging through panels mid-game.
The Timeline
The Timeline is the live activity log for the session. It records what happened and when, so you always have a running history of the game:
- Hints sent.
- Objectives completed and bypassed.
- Displays going online and offline.
- Help requests.
- Timer events.
By default the Timeline shows the player-facing story of the game. Turn on the Diagnostics toggle to also see what fired behind the scenes — automations, device changes, and scene runs — alongside the timeline. This is the first place to look when something in the room behaved unexpectedly.
Where to go next
- The Control Page — how the dock, column, and rail fit together.
- Hints and Objectives — what appears on the displays and how hints are sent.
- Resetting a Room — return the room to its starting state.