Escape Rooms for Kids & Families in Melbourne

Escape rooms are a brilliant family outing: 60 minutes off screens, working together to crack a story. We have all-ages, not-scary rooms across all four Melbourne venues, and every room runs the same hour so it is easy to plan around younger players.

★★★★★ 4.9 on Google from 2,700+ reviews across our four Melbourne venues.

Are escape rooms good for kids?

Yes, with the right room. A good escape room is a shared puzzle the whole family solves together, hunting for clues, opening locks and piecing a story together against the clock. Kids get to lead, everyone contributes, and there are no screens in sight. Our family rooms are built to be fun and adventurous rather than frightening, and a game master watches from the control room the whole time and can give a nudge if you get stuck.

Players under 16 are welcome with a participating adult in the room. There is no minimum age to be in the room, though the puzzles land best from about primary-school age up. You are never locked in and can step out at any time.

The best Rush rooms for kids

These rooms are all-ages and not scary, gentlest first:

  • The Nine-Nine (Hawthorn) — a comedic Brooklyn detective heist, all-ages and a favourite for younger kids
  • Cluemanji (South Yarra) — a Jumanji-style jungle adventure, playful and not scary
  • Monsterz (South Yarra) — a friendly monster world, great for little ones with an adult
  • Treasure Island (St Kilda) — a pirate ghost-ship hunt, fun rather than frightening
  • Da Vinci Down Under (Chadstone) — an all-ages treasure hunt and a proper brain-teaser for older kids

Kids' birthday parties

An escape room is a birthday the kids actually remember. Bigger groups split across rooms at the same venue and race each other, and we can point you to the right rooms for the age group. For party bookings and group rates, see our celebrations pages or email enquiries@rushescapegame.com.au.

Kids' birthday parties →   Celebrations & group bookings →

School holidays

The school holidays are our busiest family window, so book ahead for the times you want. An escape room is an easy, weatherproof half-day plan, and it works for mixed ages when you split a big group across rooms.

School holiday activities →   Rainy day activities →

Book at any of our four venues

We have 16 rooms across four Melbourne venues, so there is usually one close to you. South Yarra is our six-room flagship; Hawthorn is home to the original HackSaw; St Kilda has our most advanced sets and effects; and Chadstone (Oakleigh) holds our two hardest puzzle rooms. Pick your nearest and check live times.

Frequently asked questions

What age can kids start?
There is no strict minimum, but the puzzles suit about primary-school age and up. Under-16s play with a participating adult, and younger children are welcome to join in with the group.
Which rooms are best for young kids?
The Nine-Nine at Hawthorn, Cluemanji and Monsterz at South Yarra, and Treasure Island at St Kilda are our gentlest, all-ages rooms.
Are the rooms scary?
The rooms above are not scary. We also have horror rooms, but those are clearly marked and recommended for ages 16 and up.
How many kids can play?
Rooms take 2 to 6 players, and larger groups (a birthday party, say) split across rooms and race. Chadstone's Da Vinci and Mission rooms take 2 to 4.
Is it safe? Are they locked in?
No one is ever locked in; you can leave at any time, and a game master watches over every session.

More for families and groups

Planning a party or a day out? Start here.

What a child is actually doing in there

Adults assume an escape room is a test of cleverness, and that children will therefore be carried through it. It is not what happens. The hour is mostly noticing, searching and describing, and children are frequently better at all three than the adults who brought them.

They have not learned to ignore things yet. An adult scans a room, decides what is set dressing, and never looks at it again. A nine-year-old opens the box that says nothing on it, turns over the painting nobody thought was a puzzle, and crawls under the desk. A meaningful share of the rooms we run are cracked by somebody under twelve doing exactly that while the adults are arguing about a code.


The adult's job, which is not solving it

The single biggest determinant of whether a family enjoys the hour is what the adults do in the first fifteen minutes. There is a version of this where a parent takes over, works efficiently through the chain, finishes with time to spare and has given their child nothing.

Translate, do not solve

The useful role

When a child finds something, help them work out what it means rather than taking it off them. The phrase that does the work is "what do you think that is for", and it costs about four seconds.

Hand over the physical things

Where children win

Locks, dials, keys, anything that turns or slots. Adults are not better at these and children want to be the one who opens it. Let them.

Take the reading and the arithmetic

Where they will stall

Some rooms have text to work through and some involve numbers. A seven-year-old who is still working on reading will disengage fast if that is where the room sits, so carry that part and hand back the rest.

Ask for the hint early

The bit adults get wrong

Grown-ups treat a hint as failure and sit on it for ten minutes. With children in the room, ask at three or four minutes of being stuck. A group in motion is having fun and a group stuck is not, and nobody is scoring you on how few hints you used.


Siblings with six years between them

The common family shape, and the one people worry about most. A six-year-old and a thirteen-year-old want completely different things from an hour, and one room has to serve both.

It works better than expected, for a structural reason. Rooms are built as several parallel threads rather than one ladder, so at any moment there are two or three unrelated things to be working on. The older child takes the chain that needs sustained reasoning, the younger one takes the search and the mechanisms, and both are genuinely contributing to the same finish rather than one waiting for the other.

What does not work is putting the younger one in a room chosen for the older one. If the gap is large, pick for the youngest player in the group and let the teenager be good at it.


Where families come unstuck

  • Booking on the theme. A child who loves dinosaurs is not going to enjoy a hard room about dinosaurs more than an easy room about anything else. Difficulty decides the hour, not subject matter.
  • Assuming spooky means scary. Two of our all-ages rooms are rated spooky. Most primary-age children find that the best part. A few do not, and those few are usually known to their parents in advance.
  • Too many people. Six in a room with three of them small is crowded. Two rooms of four beats one room of eight every time, and it turns the outing into a race.
  • Arriving hungry or at the end of a long day. Sixty minutes of concentration at five in the afternoon after a full day out is not the version of your child you want in there.

The screens claim, honestly

Every family attraction in this city advertises itself as screen-free, and most of them mean there is no iPad in the room. Ours is more literal than that. There are no screens in the puzzles, and phones go in a locker before the session, so for sixty minutes there is genuinely nothing to look at except the room and each other.

The part parents notice afterwards is not the hour itself. It is that the conversation in the car continues all the way home, because something happened that everybody was present for.


What a family booking costs

Children are charged separately. Ages 9 to 13 come in at $42 per child, on top of the adults in the room.

Weekdays, including school holidays. Adults are $50 each across Monday to Thursday, all day where 3 or more play. The rate is not suspended during the breaks.

Weekends. The adult rate starts at $74 and reaches $70 once six are playing.

Rates in full are on prices and deals. If the plan is a party rather than an outing, kids birthday parties covers the age-by-age room ladder and how to split a group.


Questions parents actually ask

Will my child be frightened?

Not in a room rated not scary, and that is most of what we run. Every room has a published fright rating on the scare scale, and the ones built to frighten are age-restricted, so it is not possible to book into one by accident.

What if they want to come out halfway?

They can, immediately. No door in any room is locked, and the game master is watching the whole session and will open up before you have finished asking.

Is an hour too long for a small child?

It is about right, and shorter than most family activities. Attention holds because the room keeps producing new things rather than asking for sustained focus on one.

Do we need to be good at puzzles?

No, and families who describe themselves as hopeless finish rooms constantly. What matters is saying out loud what you have found, which children do without being asked.

Is it worth it if we probably will not escape?

Yes, and roughly half of first-time family groups do not. Your game master takes the group back through the ending, and children remember the wall that opened rather than the clock that ran out.

Plan a school holiday visit Rooms for older kids