Reference

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.
Add-onAn optional part of ARC you turn on when you need it. Some are downloaded on demand from System → Overview (Vision, Speech Recognition, local text-to-speech voices); others are added to your subscription (Cloud Connect, Cloud Backup).
Ambient audioBackground music or sound a game plays while it runs.
AssistAn optional helper that watches a game and suggests a hint when a group looks stuck. You turn it on in System → Overview and choose how it behaves for each game.
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.
Camera wallA full-screen grid of room cameras for a dedicated monitor. You lay the grid out per game in the editor’s Cameras tab, then open it from the control page or a dashboard card.
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 that carries the current page’s controls — the timer, game status, and start/pause/end buttons on the control page, or the section menu in the editor, Insights, and System. You can put it along the top or the bottom in System → Overview.
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.
Display settingsThe drawer holding one display’s own setup — its name, type, template, hardware, and views. Settings that apply to every display in the game sit next to it under All displays.
EditorWhere you build and configure a game — its objectives, media, displays, devices, logic, panels, and cameras.
Evaluation ModeA free evaluation install. Games are capped at a shorter length, timer adjustments and speed are locked, player displays carry a “Powered by ARC” mark, and the paid features stay locked until you subscribe. Your account portal calls it ARC Explore.
Flow viewA map of which objectives unlock which. You arrange it in the editor’s Objectives tab; the control page shows the same map live, colored by what’s done, what’s available now, and what’s still locked.
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 — analytics, leaderboards, timelines, and staff metrics. See Insights.
IntegrationA link to an outside service you already use — weather alerts, UniFi Protect cameras, Slack or Discord chat, ElevenLabs voices, remote access through Tailscale. They live on System → Integrations. Hardware bridges are Connections; integrations are online services.
ListenRoom-audio monitoring. Staff turn on camera microphones from the Listen button on the control page to hear what’s happening in the room.
LogicThe tab that holds automations and scenes — plus variables and constants inside a game. There is one in the game editor and one in System.
MomentsPhotos and short video clips ARC captures from your room cameras during a game, collected for that session. Automations trigger them; staff view, download, or delete them from the Moments button on the control page or in Insights. Needs the Vision add-on.
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 fires the device action a builder attached to an objective — for example popping a stubborn maglock.
PaceA live comparison of how the current group is doing against past runs of the same game, shown on the control page with a predicted finish. It stays hidden until the game has 10 recorded runs.
PanelA small live view of one puzzle or prop, built in the editor’s Panels tab. Staff open it as a floating window on the control page.
Quick ActionA one-tap button on the control page that runs an automation or scene, or opens a panel.
Reporting criteriaRules that decide what a run counts as in reported results — a time limit, a hint limit, a hint time penalty, or a team-size limit. You set them from Insights → Analytics. Timelines, Pace, and Assist always keep the raw numbers.
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.
SearchThe magnifier in ARC’s status bar, or just press S. Type to jump to a setting, game, device, connection, or automation — or leave the box empty and browse by category.
Device assignmentsThe drawer in the game editor’s Devices tab where you assign the room’s temperature sensor, door sensors, start button, help-request button, and speech-recognition microphone.
SessionOne run of a game, from start to reset.
Speech recognitionAn optional add-on that listens to a room or camera microphone for help keywords and lock codes. You install it in System → Overview and choose the microphone for each game under Devices → Device assignments.
SystemThe settings area for your whole location — connections, location-wide devices, integrations, logic, media, cameras, and the built-in services and preferences on its Overview page.
TimelineThe live log of what happened during a session — hints sent, objectives completed, devices changed, and more. Past sessions are kept under Insights → Timelines.
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. See Vision and cameras.

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