Scatter items, clues, and collectibles across detailed scenes. Track what the player finds, clear a room to open the next, and weave in puzzles — all built visually, no coding.
EscapeMaker is built for escape games first — and a hidden object game is the same hunt: search a scene, find what’s hidden, use what you collect. The pieces are already here.
Start building — it’s freeBuilt by Selfdefiant, creator of 2,000+ browser games played by millions on Coolmath, Newgrounds, and beyond.
You don’t script an engine. You place the objects and bring the scene — the collectibles system, find-count tracking, and clear-the-room logic come ready to use.
Place items, clues, or collectibles anywhere in a scene and reveal them on click. Overlapping hit areas and close-up popups let you tuck things into tight spots.
A collectibles system counts what’s been found. Check the count with conditions, show progress, and fire an event the moment a scene is fully cleared.
The “all collectibles found” event can fire per-scene (this room is clean → unlock the next area) or for the whole game (everything found → the finale). One event, no per-item wiring.
Found items can drop into an inventory, combine with each other, and be used on objects in the world — for hidden-object-meets-adventure hybrids.
Turn finds into a currency and let players spend them in a built-in shop on hints, unlocks, or bonus scenes.
Drop any of ten puzzle types between rooms — combination locks, jigsaws, sliders, and more — so finding isn’t the only challenge.
Pop a shine, flash, or particle burst, play a sound, and animate an item as it’s collected. Add a timer for against-the-clock rounds.
Publish to the EscapeMaker Portal in one click, or (on paid plans) export the whole game as one self-contained HTML file to host anywhere.
Nothing here is a “coming soon.” These are the same tools that ship thousands of escape games — pointed at the hunt.
Bring the scene. The hunt is already built.
Yes. Place objects, mark them as collectibles, and the visual event system handles the rest — counting finds, clearing scenes, and unlocking the next area.
A built-in “all collectibles found” event fires when every collectible in the current scene is found (or every one in the whole game). You decide what happens next — navigate, reward, or celebrate.
Yes. Found items can go into an inventory, combine together, and be used on objects — so you can build hidden-object-meets-adventure games.
Yes. Use close-up popups to zoom into part of a scene, and overlapping hit areas to tuck items behind others.
Yes — and searching a scene for what’s hidden is exactly what escape games do. You’re using a focused point-and-click tool, not a blank engine.
On paid plans, export the whole game as one self-contained HTML file. On any plan, publish free to the EscapeMaker Portal.
Sign up free — no code, browser-based, ready in minutes.
Start building — it’s free