Review: Chapter 1 - Occam’s Apartment, Chapter 2 - Norcross Art Gallery, (The Asheville Series) Off The Couch Games, Fremont, CA

The Asheville Series — Chapters 1 & 2

Occam’s Apartment and Norcross Art Gallery

Off the Couch Escape Games — Fremont, California

Fun Factor 8

Chapter 1: Occam’s Apartment

Chapter 2: Norcross Art Gallery

Off The Couch

555 Mowry Ave, Fremont, CA 94536

Date we played: August 22, 2025

Booking size 2 to 6 (we recommend 2 to 4)

Game time:

Up to 105 minutes for Chapter 1, Occam’s Apartment

Up to 90 minutes for Chapter 2, Norcross Art Gallery

Objective: Investigate the disappearance of your friend, detective William Occam and follow the story to where it leads you in the town of Asheville.

Horror Theme: No - this is not a horror room. However, please note that there are undertones and images that may be unsettling to some. Expect spooky and intense moments—mainly from live actor interactions and some gory props and photos—that lean into the horror genre. The majority of your time is focused on puzzles and story rather than scares. Off the Couch notes that the games are not suitable for children, and we would agree.

Difficulty: Intermediate/Advanced

We had fun playing Chapter 1 - Occam’s Apartment and Chapter 2 - Norcross Art Gallery at Off The Couch Games in Fremont, California and highly recommend the collective set.

Overview

Off the Couch Escape Rooms in Fremont, California, has breathed new life into three games originally created by Evil Genius Escape Rooms in Los Angeles. Although we played those rooms over seven years ago, we still have very fond memories of the fun times we had at the groundbreaking experiences.

While the titles remain the same, the overarching story arc and the first two rooms (Occam’s Apartment and Norcross Art Gallery) have been substantially reworked.  There are nostalgic references and homage paid to the original games.

The third chapter (The Morgue) is said to be closer to the original LA version, but we have not played the Off The Couch Chapter 3 yet.  The original version had one of my all-time favorite puzzle-solving moments – I am told that moment is maintained and perhaps amped a bit.

We played Chapters 1 and 2 back-to-back, which I highly recommend. This creates a mega escape room world and story.  One of the most thrilling aspects of the original version was the organic and seamless transition between the two rooms – it was so seamless that if you weren’t aware that they were separate escape rooms, it would have seemed like one continuous “room”.  Off The Couch has maintained the organic transition. Although you can book them separately (and even out of order), the storyline flows seamlessly from one chapter into the next, making the combined experience feel like one giant, interconnected escape room. Very few companies manage this type of continuity well; Off the Couch pulls it off impressively.

Even more ambitious, Off the Couch has revealed that its ultimate goal is to produce a 12-chapter saga playable as one continuous set. If the first two chapters are any indication, this could become one of the most ambitious narrative escape room projects around.

Both rooms feature:

  • Heavy use of varied appropriate technology (everything worked smoothly).

  • Actor-driven moments that add story-content and raise the stakes.

  • Thoughtful hint systems are integrated directly into the environment, so immersion is never broken.

  • Well-decorated immersive sets that transport to Asheville.

One unusual feature: Off the Couch uses a time-based pricing model. You pay a deposit up front, and the final cost depends on how long you spend in the room. Escape faster, pay less. I appreciate the commercial motivation — teams that finish quickly sometimes question whether they’ve gotten full value, and this model helps address that. For us, the fun is in the puzzles and savoring the journey, not racing the clock. I do wonder if this payment system could feel like a grading mechanism, but, for us, it didn’t affect our gameplay or the stakes of completing our mission.

Actor-Driven Elements

Both chapters include actor-driven components that go beyond background storytelling. At times these moments introduce pressure, confrontation, or tension that raise the stakes of the game. These aren’t cheap jump scares, but they do create memorable sequences that keep you alert and invested.

Importantly, the actor involvement isn’t constant — most of your time is still spent with your team solving puzzles — but when it arrives, it heightens the atmosphere and makes the world feel alive. Players who prefer a low-key experience should be aware that others will find these moments to be standout highlights.  The rooms can be booked by groups of 2 to 6.  We recommend 3 to 4 as a good size to experience the size and scope of the spaces.  But this game is likely approachable by 2 experienced players…and larger groups should also function well, especially in Norcross Art Gallery as it has more non-linear moments.

Not sure actors in escape rooms are for you? Click for our article: Actors!! Playing an escape room with actors - a FUN FACTOR GUIDE.

Chapter 1 – Occam’s Apartment

Your friend, detective William Occam has gone missing. Since he usually keeps close contact, something is very wrong. Meanwhile, Asheville’s new mayor, John Norcross, seems suspiciously uninterested in the public good. Could these events be connected?

The immersion begins before you even enter the room. Instead of a generic rules briefing, you’re addressed as Occam’s trusted friends — and given an item to use in-game that contains genuine, yet subtle, content. We’ve seen this approach attempted with mixed results, but here it worked well.

The apartment set includes a spacious living room and kitchen, with one locked door begging to be opened. The puzzle path is mostly linear, supporting the narrative flow while gradually opening up. Exploration is significant and satisfying, with plenty of “hidden in plain sight” tactile details.

Physicality is modest: there’s one point where all players will need to crouch briefly. There’s also a healthy amount of tactile interaction with props and set pieces.

Highlights:

  • Multi-layered puzzles, including inventive spins on familiar formats.

  • Scavenging elements that feel challenging but fair.

  • Organic use of props and hint system.

One object in particular is worth mentioning – although I will be vague to keep it spoiler-free.  It was cleverly repurposed and obtaining control over it caused us to realize that it is significant to our progress. Our prior escape room experience biased us to think that once we’d used this object, we could safely move on. Off the Couch surprised us by weaving in additional layers of content, making us return to it more than once. That moment of realizing, “Wait, this isn’t just atmosphere — it’s a puzzle,” was one of the most memorable surprises of the chapter. However, we would have enjoyed clearer direction to “keep going” or the use of a different prop to deliver the content — but, ultimately, it was still effective.

You’re not Occam’s only ally — hints come through a seemingly ordinary object used in an extraordinary way by another one of his friends. You’ll need to stay alert to deploy it to your advantage.

Chapter 2 – Norcross Art Gallery

Chapter 2 picks up immediately after your dramatic exit from Occam’s Apartment. The phone at a nearby booth rings — and suddenly you’re seeking refuge at the Norcross Art Gallery (yes, the same Norcross from Chapter 1). The gallery doubles as a puzzle-laden minefield of secrets.

Design touches shine here:

  • Lighting cues subtly direct your focus.

  • Non-linear puzzle tracks allow groups to split and reconvene.

  • High puzzle density — our team of four often divided to tackle multiple challenges simultaneously.

One of the best elements was the hint system: instead of a walkie-talkie or loudspeaker, Occam’s Ally “hacks” into gallery display screens. Messages (and story content) appear organically, maintaining immersion while keeping the lines of communication open. We particularly enjoyed that the system delivered not just hints, but also narrative content and game structure  — so it never felt like we were breaking character to ask for help.

The art gallery setting offers a wide creative palette (pun intended). Expect puzzle styles ranging from clever logic to creative outside-the-box thinking — all painting a broader picture of the story (yes, more puns). And while the gallery may appear pristine, let’s just say not every corner is well-lit. The footprint of the gallery is smaller than the apartment - but it is packed with puzzles and, between the two rooms, this was our favorite.

The chapter also features a clever story transition: the narrative doesn’t just stop when the final puzzle is solved. Instead, you receive a clear hand-off to Chapter 3 (The Morgue), making the continuation of the story feel organic and earned.

Final Thoughts

The Asheville Series is a rare example of episodic escape room storytelling done right. Playing Chapters 1 and 2 consecutively created an engrossing, cinematic adventure. Between the integrated narrative, inventive puzzles, dramatic actor moments, and organic hint systems, Off the Couch has crafted something special.

The actor-driven sequences may not be for everyone — they add tension and a confrontational edge that could unsettle some players — but they’re not gratuitous. In our experience, they elevated the story and made the world feel more alive. Off the Couch also seems sensitive to adjusting intensity if your group prefers a lighter touch.

We’re eager to see how the story continues — and curious about what future chapters might hold as Off the Couch builds toward its ambitious 12-part vision.

We had fun playing both Chapter 1: Occam’s Apartment and Chapter 2: Norcross Art Galllery at Off the Couch and recommend them!  If you visit would you please let them know you saw a Fun Factor Escape Room Review – and also please drop us a line to let us know your thoughts.  And – of course – HAVE FUN!

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