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Player phones and Pocket Relay

Understand invitations, private agent screens, shared clue requests and the optional cooperative puzzle.

Run a shift · 6 min read · Reviewed September 6, 2026

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Phone companions extend a live room screen to a player’s own device. They are optional; guests should still be able to participate under the way you advertise and operate the room.

Real product screen · Sep 6, 2026
Diamond Heist in Skape’s public five-minute rehearsal. These are demo players; the controls affect only this browser.
  1. 1The remaining game time is the main player readout.
  2. 2Open the local Game master controls to rehearse the staff side.
  3. 3Players can request a clue or technical help.
  4. 4Explore the next checkpoint without resetting the timer.
The public rehearsal includes a local phone companion preview

Diamond Heist in Skape’s public five-minute rehearsal. These are demo players; the controls affect only this browser.

  1. 1The remaining game time is the main player readout.
  2. 2Open the local Game master controls to rehearse the staff side.
  3. 3Players can request a clue or technical help.
  4. 4Explore the next checkpoint without resetting the timer.

Join a live session

The live room screen offers Join on your phone. A guest scans the team invitation QR and chooses Get my agent screen. The flow assigns a private Agent identity without requiring an account or personal details.

Share the team invitation with the group, not an individual player’s private URL. The live invitation expires after twelve hours and supports up to thirty-two phone companions. These are connection limits, not a recommendation for room capacity; the room’s safe player limit still applies.

Each phone follows the session timer, checkpoints, clues and replies. Clue and technical-help requests share a thirty-second cooldown so one group cannot flood its game master by tapping on several devices. Enable sound on the phone for alerts; the room tablet supplies the main music.

Understand Pocket Relay

Pocket Relay is an optional cooperative puzzle. The room tablet presents four symbols and the phone presents a decoder channel. Players combine what they see and submit an answer. The first correct solution completes the relay for the team and sends one game-master message.

Solving the relay does not advance the room checkpoint or alter its timer. Answers are rejected while the game is paused or out of time. Keep the relay aligned with your room narrative and explain whether guests need a phone before the game begins.

Turn the options on or off

In the room settings, Player phone companions and Pocket Relay puzzle are separate switches. Both default on in the current room-screen implementation, but inspect your room’s saved values rather than assuming they are enabled. Test the result before using it with a group.

Try the safe preview

The public room demo and room rehearsal include a Phone companion preview paired within the same browser. It uses local sample state and does not generate a real phone invitation. Reload the demo to reset it.

If a live phone stops following the game, check the correct invitation, session state and network before issuing another link. Never post private player links or screenshots containing live session secrets in public Help discussions.

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