The words ARC uses, in plain language. Terms are listed alphabetically.

TermWhat it means
ActionA single step an automation or scene carries out — set a device, play media, speak a hint, adjust the timer, and so on.
Ambient audioBackground music or sound a game plays while it runs.
AutomationA rule that runs actions automatically when a trigger happens (and any conditions pass) — “when this, do that.”
BypassMarking an objective as skipped without it being solved.
ConditionAn optional check that must pass before an automation’s actions run.
ConnectionThe bridge ARC uses to talk to a family of hardware — an MQTT broker, a Z-Wave controller, a DMX or Hue setup, and more. You add a connection before adding devices that use it.
ConstantA fixed, named value in a game that never changes while the game runs.
Control dockThe persistent bar on the control page showing the timer, game status, and key controls.
Control pageThe screen where staff run a game — timer, hints, objectives, displays, and audio.
DashboardThe home screen showing every game at a glance, with status, timer, and progress.
DeviceA piece of hardware ARC reads from or controls — a lock, light, sensor, or sound player.
DisplayA screen players see, showing the countdown, hints, and media.
EditorWhere you build and configure a game — its objectives, displays, devices, automations, and media.
GameOne escape-room experience set up in ARC, with its own timer, objectives, displays, devices, and automations.
Game Reset SystemARC’s guided process for returning a room to its starting state between groups.
HintA clue sent to players — text, image, video, audio, spoken aloud, or read out verbally.
InsightsHistory and performance after games run — sessions, timelines, and metrics.
ObjectiveA puzzle or task players must complete. ARC tracks its progress and the hints tied to it.
Objective groupA named set of objectives within a game, used to organize the room’s flow.
OverrideA staff action that manually completes an objective or sends a device command.
Quick ActionA one-tap button on the control page that runs a scene or automation.
ResetReturning a room and its devices to their starting state for the next group.
SceneA set of actions you trigger on demand, with no automatic trigger behind it.
SessionOne run of a game, from start to reset.
TimelineThe live log of what happened during a session — hints sent, objectives completed, devices changed, and more.
TimerThe countdown (or count-up) clock for a game.
TriggerThe event that starts an automation — a device change, an objective, a timer event, an interval, or a message.
VariableA named value in a game that automations can read and change while the game runs.
VisionARC’s camera features, available with the Vision add-on.