Skip to content
Seaside VR

The catalog

Every world
behind the portal

Not a row of cabinets. A private floor you walk. Things to do in Seaside Oregon that aren't another walk on the Promenade — escape rooms, family fun, and rainy-day indoor hops you still remember. Sun 11am–6pm · Wed 5pm–8pm · Thu 5pm–8pm · Fri 12pm–8pm · Sat 11am–8pm.

5.0 · 6 five-star Google reviews

Quick Play · from $30 for two

Short crossings, full intensity

Twenty-minute crossings. Same private arena, same wireless kits, same intensity — a short hop you still talk about. 1–6 players. Ages 11+.

Cops vs Robbers

Quick Play

Cops vs Robbers

PVP heist. Swap sides and run it back.

One team hits the bank. The other stops them. Swap sides and run it back. A loud, physical crossing — not a row of cabinets.

1–6 people · 20 min · Ages 11+ · $15 per person

Terminator Uprising

Quick Play

Terminator Uprising

Co-op survival. The war for the future.

The war for the future has begun. Step into the ruins of humanity's last stand and join the resistance against the machines.

1–6 people · 20 min · Ages 11+ · $15 per person

Zombie Storm

Quick Play

Zombie Storm

Wave survival. Noah's Call.

Humanity's last hope is inside an infested factory. Rescue the scientist holding the only known cure.

1–6 people · 20 min · Ages 11+ · $15 per person

AIM Assault

Quick Play

AIM Assault

Tactical co-op. Hit the mark, extract.

Squad up as operators, fight through waves, and make the extract. Fast, readable, and loud.

1–6 people · 20 min · Ages 11+ · $15 per person

Gunslinger

Quick Play

Gunslinger

PVP arenas. Bounce shots.

Battle across a set of arenas, landing bounce shots and deflecting incoming fire.

1–6 people · 20 min · Ages 11+ · $15 per person

Hunter VR

Quick Play

Hunter VR

Co-op shooting across three environments.

Challenge friends across three arenas packed with moving targets and non-stop action.

1–6 people · 20 min · Ages 11+ · $15 per person

Premium Experiences · from $70 for two

The long form

The long form. You are in the world until the story lets you go. 45-minute booking including buffer — most experiences run 30–40 minutes. Dream Hackers is a 60-minute slot. 1–4 players. House minimum age 11; some experiences suggest 18+.

Colony Olympus

VERSE_01 // MARS

Colony Olympus

Arizona Sunshine. Walk the overrun colony.

1–4 people · 45 min · Suggested 18+ · $35 per person

3,247 years ago, humanity's first Mars colony fell to an ancient pathogen. The infected still roam the corridors. The weapon sits in the missile silo — armed, never launched.

What you'll do

You and your crew physically walk through a Mars colony that's been overrun by zombies. Pick up weapons, open doors, search for supplies, and fight your way through corridors and open areas. This isn't point-and-click — you physically walk to that doorway, lean around the corner to check if it's clear, and raise your hands to aim and shoot. When a zombie charges from behind, you spin your actual body around to face it.

What it feels like

The first minute is disorientation — the room you were just standing in is now a red desert with abandoned structures. By minute three, you forget you're in Seaside. You're calling out to your friend: "Two on the left!" "I'm reloading!" "Behind you!" Your heart rate is up, your arms are tired from aiming, and when you finally clear a section, your whole group exhales at the same time.

Who it's for

Groups of friends who want action. Families with teens. Anyone who's ever wanted to walk through a zombie world instead of watching one. No VR experience needed — the controls are intuitive because the controller is your own body.

The moment everyone remembers

The first time a zombie appears behind someone and they scream. Everyone laughs. The person who screamed laughs the hardest.

The Frozen City

VERSE_02 // KEPLER-442b

The Frozen City

After the Fall. Ice, ruins, Snowbreed.

1–4 people · 45 min · Suggested 18+ · $35 per person

Kepler-442b — a super-Earth buried under glacial ice. The portal found a city, frozen in time. The shadows move. They call them the Snowbreed — creatures born from the cold itself.

What you'll do

Your squad moves through a frozen post-apocalyptic cityscape. Ice covers everything. Creatures called Snowbreed emerge from the frost — fast, aggressive, and relentless. You work as a team to hold positions, cover each other, and push forward through increasingly intense encounters. The experience scales with your group size — more players means more enemies.

What it feels like

The environments are massive and beautiful — ice-covered buildings, frozen highways, underground tunnels. You can feel the scale. When your squad is moving together and someone calls out "contact right," everyone pivots and the group responds like a unit. By the end, strangers who walked in together walk out as a team.

Who it's for

Friend groups and families with teens who want a bigger map. Competitive crews who want to see who cracks under pressure. 1–4 players.

The moment everyone remembers

When the Snowbreed breach your position and the group breaks formation. Controlled chaos. Someone always becomes the unexpected hero.

The Outbreak

VERSE_03 // PROXIMA CENTAURI b

The Outbreak

Propagation. Survival horror at arm's length.

1–4 people · 45 min · Suggested 18+ · $35 per person

Proxima Centauri b — the closest world to Earth. The colony survived for decades. Then the infection spread. Now the corridors crawl with nightmarish creatures. They're fast. They're close. And the only thing between you and them is your bare hands.

What you'll do

This is survival horror in the most physical sense. Creatures don't politely stay at a distance — they rush you, grab at you, and attack from arm's length. You punch them. You grab objects and swing them. You physically duck, dodge, and fight with your bare hands. Three stages, each more intense than the last. Stage 1 teaches you the rules. Stage 2 breaks them. Stage 3 is pure survival.

What it feels like

Nothing in the catalog compares to this. Your entire body is engaged — arms swinging, ducking behind cover, backing up instinctively when something lunges at you. You will sweat. You will make sounds you didn't know you could make. After 30 minutes, you take off the headset and your hands are shaking — not from fear, from adrenaline. Players describe it as stepping into a living horror film.

Who it's for

Adults who want the most intense VR experience available. Horror fans. Fitness enthusiasts who want a workout in disguise. Groups who want bragging rights. This is not for kids, people who scare easily, or anyone looking for a casual session — it's the most physically demanding experience on the board.

The moment everyone remembers

The first time something grabs you and you instinctively punch. Your body reacts before your brain catches up. That's when you realize this is an experience.

Each stage is a separate visit. Come back three times to complete the full trilogy. Most players book their next stage before they leave.

Dream Hackers

VERSE_04 // TRAPPIST-1e

Dream Hackers

Six episodes in the shared dream.

1–4 people · 1 hour · Ages 11+ · $45 per person

TRAPPIST-1e — a world where the collective unconscious became real. The Dreams Machine lets you infiltrate the dream layers. Each dive takes you deeper. But the dreams fight back. Living nightmares guard every layer.

What you'll do

You enter the Dreams Machine and infiltrate the collective unconscious — the shared dream space of all humanity. Each of the six episodes takes you deeper into a different dream realm. You'll explore ancient temples, navigate alien cities, solve puzzles that bend the rules of reality, and fight nightmares that guard each layer. The story unfolds across all six episodes — each one ends with a revelation that makes you need to know what happens next.

What it feels like

This is the most visually spectacular experience in the catalog. Every episode is a work of art — environments so detailed and immersive that players forget to fight because they're busy looking around. The storytelling is cinematic — it feels like being inside a movie. Between the puzzles, the combat, and the story reveals, this is the experience that creates the most conversation after the headset comes off.

Who it's for

Story lovers. Puzzle enthusiasts. People who want beauty and wonder, not just action. Couples on date night. Anyone who's ever wanted to explore a world that couldn't exist in reality. Also perfect for players who tried Colony Olympus or Frozen City and want something completely different.

The moment everyone remembers

The end of each episode. The revelation. The cliffhanger. The immediate question: "When can we do the next one?"

This is a saga. Each episode is a complete experience, but the story connects all six. Most players who complete Episode 1 book Episode 2 before they leave.

Escape Rooms · from $90 for two

Rooms you inhabit

You are not watching a room. You are in it — horror, mystery, and the people you came with. 1-hour booking including buffer. Player counts vary by room. Ages 11+.

The World Gate

ESCAPE // ATTIC DOOR

The World Gate

A door in the attic. A different world behind it.

2 or 4 people · 1 hour · Ages 11+ · $45 per person

Each room is a different dimension. Solve one world to unlock the next.

What you'll do

A portal connecting every dimension. Each room you enter is a completely different world with its own rules, physics, and puzzles. Solve one world to unlock the gate to the next. Ancient forests, underwater kingdoms, floating cities, volcanic caverns — each world looks and feels completely different from the last.

What it feels like

A journey through imagination. The variety keeps you surprised — just when you think you've figured out the pattern, the next world changes everything. The visual diversity is the star here. It feels like traveling through the pages of a fantasy novel.

Who it's for

Groups who want variety. Families. Anyone who likes the idea of visiting multiple worlds in one session rather than staying in one setting.

The Asylum

ESCAPE // DELUSION CLINIC

The Asylum

Forensic horror. The clinic does not want you to leave.

1–4 people · 1 hour · Suggested 18+ · $45 per person

Bodies with no cause of death. Find Emily. The deeper you go, the more the place gets in.

What you'll do

An abandoned asylum. Bodies have been found — bloodless, no visible cause of death. Your team is the forensic investigation crew. Examine evidence, reconstruct events, explore the asylum's dark wings, and figure out what happened. But the deeper you investigate, the more this place gets inside your head. The asylum doesn't want you to leave with the truth.

What it feels like

Slow-burn horror meets detective work. This isn't jump scares — it's atmospheric dread that builds over the full session. You're examining a body, reading patient files, and piecing together a story when you realize something in the room has changed since you last looked. The investigation keeps your logical brain engaged while the atmosphere works on your instincts.

Who it's for

Adults who want slow-burn dread, not jump-scare spam. True crime fans. Groups who want to solve a mystery, not just survive monsters. Suggested 18+. The most psychologically intense experience in the catalog.

The Occultist's Mansion

ESCAPE // WOLF 1061c

The Occultist's Mansion

Victorian halls. Three occultists. A boss at the end.

1–4 people · 1 hour · Ages 11+ · $45 per person

Wolf 1061c. Victorian mansion. Three occultists, twisted experiments, tortured souls.

What you'll do

A Victorian mansion. Three occultists conducted twisted experiments inside. Their tortured souls haunt every room. Navigate the mansion, solve puzzles to unlock new areas, evade supernatural threats, and face a boss encounter in the final chamber. This is the only escape room in the catalog with a horror element — dark corridors, unexpected sounds, and things that move when you're not looking.

What it feels like

Tense. The mansion is designed to keep you on edge — shadows shift, doors creak, and the atmosphere is thick. The puzzles are woven into the horror — you have to focus on solving while your instincts are telling you to run. When you finally face the boss, your whole group is either screaming or silent. There's no in-between.

Who it's for

Horror fans who want puzzles, not just scares. Groups who want the most intense escape room experience. Not for young children or anyone who doesn't enjoy being unsettled.

The Time Vault

ESCAPE // CHRONOSPHERE

The Time Vault

Past, present, and future in one room.

2–4 people · 1 hour · Ages 11+ · $45 per person

In eons past the mad wizard Yendor stole the Chronosphere — able to alter the ebb and flow of time. Many brave adventurers have made their way to his tower. None of them have been seen again.

What you'll do

A vault where past, present, and future exist simultaneously. Time is fracturing. Your team manipulates time itself to solve puzzles — freeze objects in place, reverse sequences, and see the same room in different time periods to find clues that don't exist in the present. Restore the flow of time before you're trapped in a loop forever.

What it feels like

Mind-bending. The time manipulation mechanic is unlike anything in the other experiences. You see a broken bridge in the present, switch to the past where it's intact, cross it, and switch back. Your brain constantly adjusts to thinking in multiple timelines. Groups that figure out the time logic early feel like geniuses. Groups that don't spend 20 minutes arguing about paradoxes — which is equally fun.

Who it's for

Puzzle enthusiasts, sci-fi fans, groups who enjoy intellectual challenges. The most thinky experience in the catalog.

The Pharaoh's Tomb

ESCAPE // GLIESE 12b

The Pharaoh's Tomb

1928. A pyramid. Get out before it seals.

2 or 4 people · 1 hour · Ages 11+ · $45 per person

Gliese 12b. A pyramid buried beneath alien sands. A 1928 expedition vanished inside.

What you'll do

It's 1928. An expedition vanished inside a pyramid buried beneath alien sands. You're going in after them. Navigate deadly traps, decode hieroglyphic puzzles, avoid pressure plates that trigger ancient mechanisms, and find the burial chamber before the pyramid seals you inside. Every puzzle requires teamwork — one person holds a lever while another crosses, one reads the clue while another operates the mechanism.

What it feels like

Indiana Jones in VR. The scale of the pyramid interior is breathtaking — massive chambers, narrow tunnels, and drops that make your stomach flip even though you know the floor is right there. The puzzles are genuinely challenging without being frustrating. Your group will argue about solutions, celebrate breakthroughs, and race the clock together.

Who it's for

Families with kids 11 and up, puzzle lovers, escape room fans, couples. The least intense experience in the catalog — no jump scares, no combat, just exploration and teamwork. Perfect for groups with mixed comfort levels.

The Argonaut's Gate

ESCAPE // GJ 357d

The Argonaut's Gate

Greek ruins, alien ocean, Medusa's gate.

2–4 people · 1 hour · Ages 11+ · $45 per person

GJ 357d. Ruins rise from alien oceans — temples mirroring Ancient Greece. A gate that has never been opened.

What you'll do

Ancient Greek ruins rise from alien oceans. A gate that has never been opened stands before you. Legends say those who enter are turned to stone. Navigate underwater ruins, solve mythology-based puzzles, and figure out how to open the gate without triggering Medusa's curse. Swim, climb, and explore environments inspired by the Assassin's Creed universe.

What it feels like

If Pharaoh's Tomb is Indiana Jones, this is The Odyssey. The water environments are stunning — swimming through submerged temples, surfacing in massive caverns, climbing ancient structures. The puzzles are slightly harder than Pharaoh's Tomb and require more spatial thinking. Your group needs to communicate constantly.

Who it's for

Groups who completed Pharaoh's Tomb and want the next challenge. Mythology fans. Anyone who wants a beautiful, cerebral VR experience without combat.

HoursBook