the cabin game Lifesaver Cards on the Clock Track
Hold them until the monster pawn is about to tag you. They do not name the exit.
Lifesaver Cards are the undo on the clock track, not a heal, not a skip, and not a win. In the cabin game you sit at a round table whose rim is a track. A player pawn and a monster pawn share that rim. Progress cards shove the monster toward you. Lifesavers shove it back. If the monster marker catches the player marker, the run ends even if nobody is currently being chased in a hallway. That is why this page exists next to card types instead of being a footnote on the Cards Hub.
the cabin game entered Early Access on 27 August 2026. 1–4 players, solo or online co-op, Steam Windows. English interface and full audio. 30+ cards, 12 monsters, more Event Card types planned. Press M. The First Round Patch added a separate ticking-clock audio slider; that slider does not move pawns. A quiet clock still kills you at 12. Lifesavers are how you buy minutes for clues after a bad Event Card.
What a lifesaver actually does
You play it from a seated hand. The monster pawn steps away from yours. You do not STAND UP because of the card itself. You may still need to stand for the next investigation or the next event. Do not treat a lifesaver as “we are safe now.” You are less close to a catch. The escape room still has to be identified and entered. How to escape is the commit. This card is the breathing room.
Lifesavers do not:
- Name the exit.
- Place a room.
- Flush SICK OF BEING DEAD pills.
- Hold the Feeling Small toy.
- Dim Neighbour darkness.
- Repair a version mismatch.
- Spend candy at the Boo Factory.
Candy is cosmetics. Join codes are on the Codes Hub. A lifesaver is a pawn shove. Keep those jobs separate at the table.
When to spend, when to hold
The Cards Hub shopping list is the law:
- Rooms and investigation first.
- Lifesavers in a pinch.
- Events you already understand.
- Time-skips last, especially solo.
A lifesaver spent at 3 o’clock because a hallway felt spooky is often a wasted shove. The same card at 10 o’clock, with the monster pawn one sector away and a notebook that still has two candidate rooms, is the difference between finishing an evidence sweep and folding. Hold until the catch is real.
After an Event Card, sit and look at both pawns before you decide. Survive events is honest: a “win” often pays nothing and still ate minutes. If the minigame shoved the monster close, that is the pinch. Play the lifesaver. Then write the clue notebook. Then investigate. Do not chain a second unread event “because we just saved.”
Co-op: one caller owns the rim
Four people standing in a chase will not see the pawn catch. Assign a table caller who stays seated when others STAND UP. That caller’s job is the rim: player pawn, monster pawn, clock toward 12. When they shout “lifesaver,” someone with the card sits and plays it. Co-op is the social page. Table rules is why sitting is part of the rules. Controls covers sit versus STAND UP.
If nobody can start a turn, you do not have a lifesaver problem. You have a version mismatch. Verify files. Hosting and the Optimization Update cover mixed builds and the join-code false fail.
Solo players are both caller and runner. Check the rim after every minigame. Time-skip cards feel like lifesavers and are not. A skip jumps the clock, which can move you toward 12 while the monster still walks. Solo is the longer warning. Progress cards unpack pawn tax versus clock jumps, including the four-leaf clover guess people hate.
Events that make you want to panic-spend
Neighbour. Darkness and crash reports. A lifesaver does not keep the client alive. Lower graphics first: settings. Then, if you survived and the pawn is close, spend.
Attic Stalker. Totems are droppable after First Round. Drop the totem to free hands; that is not a lifesaver. Spend the lifesaver if the chase ate the rim. Attic Stalker.
The Knight. A long Event Card the 2nd wave shortened. The tax is time. A lifesaver after a long Knight is common and correct if the pawn closed. The Knight.
SICK OF BEING DEAD and Feeling Small. Finish the recipe / hold the toy, sit, then decide. Dedicated notes: SICK OF BEING DEAD, Feeling Small.
Musical rooms / monkey. Collision no longer body-blocks halls after First Round. Path the loop; spend a lifesaver only if the pawn closed while you kited. Giant Monkey.
Patches that do not replace this card
First Round reduced some chase speeds and maybe fixed the forest teleport. That is 3D movement, not the rim. The 2nd wave printed the Dining Room as start and added tips. Optimization is performance and mismatch. A 3rd round of bug fixes was promised after the 2nd wave and had not posted as of 30 August 2026. None of those notes turn a lifesaver into an identification tool.
New groups should still run getting started before they treat this page as a spend chart. Early Access will add unique progress cards and more events. Lifesavers stay the pinch undo until the studio says otherwise. Steam news wins if this wiki and the store disagree. Official Discord is on Links. This wiki is unofficial.
Frequently Asked Questions
Quick answers about cards, clues, monsters, and escaping the cabin.
Do lifesaver cards identify the escape room?
No. They shove the monster pawn back on the clock track. Identification is still clues and how to escape.
When should I play a lifesaver?
When the monster pawn is about to catch the player pawn, usually after a long event or a lost minigame. Holding until that pinch is the Cards Hub rule.
Is a time-skip the same as a lifesaver?
No. Time-skips jump the clock and can push you toward 12. Lifesavers move the monster pawn away. See progress cards.
Can I play a lifesaver during a chase without sitting?
Play from a seated hand. Keep a caller at the table in co-op so someone can sit and spend. Table rules cover sit versus STAND UP.
Do cosmetics or join codes act like lifesavers?
No. Candy is the Boo Factory. Join codes are the Codes Hub. Neither shoves the pawn.