Jun 20, 2026

In Sink Is the Co-Op Escape Game That Proved Dwayne and I Are Idiots, and I’ve Never Had More Fun in My Life

10 min read

In Sink: A Co-op Escape Adventure needs to be in your library. Right now. Honestly, Clock Out Games cooked something here that I've been mentally recommending to people for months, and I'm mad it took this long to sit down and actually write about it. Go grab whatever your version of Dwayne is. Your mate, your partner, any warm body with a Steam account will do. The second you boot this up with someone else, it becomes one of the best co-op experiences you're going to have this year. Maybe longer. I'm not kidding.

Two players looking at wall puzzles in In Sink
Screenshot: Clock Out Games

Escape Room? On MY Computer? It's More Likely Than You Think

Here's the pitch: you and your partner are shipwrecked. Stranded. Stuck on a desert island together with nothing but each other and a series of rifts that go absolutely NOWHERE sensible. Naturally, you're gonna travel through those rifts anyway, because what else are you gonna do, build a raft? And on the other side of each rift is a completely different escape room scenario stuffed with puzzles you've got to solve together to get out.

Eight Levels of Absolute Breakdown

Eight levels. A pirate ship. An art museum. A train that's personally decided physics is someone else's problem. In fact, each one's wildly different from the last, each one more "wait, what the hell's going on here" than the previous, and all of them're fantastic.

On the street in In Sink: A Co-Op Adventure
Screenshot: Clock Out Games

No Text, No Instructions, Just Vibes, Shapes, and a Hint System That Actually Respects You

And here's the thing that immediately won me over: there's no text. No walls of instructions. No language barrier nonsense. Instead, everything in this game communicates through shapes, colors, signs, and numbers. Your symbol. Dwayne's symbol. You're turning wheels and flipping levers and pressing buttons and standing on pressure plates, and all of it means something, and the game never puts a word of explanation in your face.

A Hint System for Grown-Ups

Granted, the game doesn't hold your hand, but it also doesn't randomly decide to be a dick about it. There's a hint system for when you're completely cooked, and it's the good kind that nudges you toward the answer instead of just handing you a solution and making you feel like a sad little baby.

It looks incredible, too, by the way. Low-poly, colorful, and charming in a way that just immediately makes you want to be inside it. Clock Out Games've got taste. Big taste. Love to see it.

A puzzle inside of a ship in In Sink
Screenshot: Clock Out Games

The Whole Game Is Just "Please Describe That to Me," and It RULES

Okay. Here's where In Sink does the thing.

For instance, Dwayne's often staring at something I can't see. Meanwhile, what I need is right on his side of the room. Whatever he's trying to make sense of? Right behind me. Consequently, neither of us can do a damn thing about it alone. The whole game, mechanically, is built on the two of you describing what you see and actually listening to what gets thrown back at you.

"Yeah, okay, communication, I get it, all co-op games do that." NO. You don't understand. In Sink takes that and makes it the ENTIRE MECHANISM. You can't look at what your partner sees. Therefore, there's no shortcutting it. You're completely relying on each other to communicate what you're seeing in a way that actually lands, and THAT is where shit gets absolutely unhinged. If you've played Keep Talking, and Nobody Explodes, you already know the energy. Except both of you're inside the puzzle this time, and neither of you has the manual.

Because it turns out, Dwayne and I are terrible at describing things.

It's Like a Diamond, But Someone Sat on It a Little

  • Me: "It's like a shape, kind of diamond-y but not really?"
  • Dwayne: "Does it have points?"
  • Me: "Yeah, it's got... okay, so imagine a diamond but someone sat on it a little."
  • Dwayne: "Is there a line?"
  • Me: "There's sort of a line situation happening, yeah."
  • Dwayne: "A line situation."
  • Me: "Like a suggestion of a line."

Fortunately, we got better eventually. But those first sessions of staring at completely different things and both being absolutely convinced we understood what the other person needed? Some of the best, most chaotic, most hilarious gaming I've had in years.

Ultimately, being forced to actually slow down and communicate, one painful word at a time, makes In Sink feel more alive than anything else I've played in a long time. You're not just playing a game next to someone. Instead, you're both stuck inside the same problem, and you're each other's only way out of it.

That's a completely unhinged concept, but it executes on it perfectly. Peak Goblin shit. I haven't stopped thinking about it since, and I refuse to seek help for that.

The two characters looking at one another in In Sink
Screenshot: Clock Out Games

The Ah-Ha Moment in This Game Is a Different Drug Entirely

Okay. You know that feeling. You've been staring at the same puzzle for ten minutes. Your brain's been grinding its gears, trying everything you can think of and some things you can't explain. And then it clicks. All at once. The answer assembles itself out of nowhere, and you understand EXACTLY what you're supposed to be doing.

Bottled Discord Chaos

In Sink has that feeling on tap. Consistently. Moreover, it hits so much harder when you're sharing it with someone else.

Because it's not just YOU having that moment. Instead, it's both of you having it at the same time and completely losing it. Or one of you cracking the missing piece and absolutely LOSING THEIR MIND in voice chat while the other one scrambles to follow the logic before the moment evaporates. The screaming. Absolute chaos. The "OH MY GOD YES THAT'S IT" energy bouncing back and forth over Discord. That's the whole game, bottled and delivered directly into your skull, and I need it on a permanent drip.

Single-Player Cannot Give You This, and I Will Not Be Apologizing for Saying So

To be clear, single-player puzzle games can be great. I love them. But they don't give you that. That's a co-op-exclusive feeling, and In Sink knows it and weaponizes it constantly. Every time you crack one of these puzzles together, it feels like you've just won something. Like you've beaten the game a little. And then the next room kicks in, and you're back to "okay, what the hell am I looking at?" Perfect loop. No notes.

But then... there's the Museum. That GOD FORSAKEN MUSEUM.

One of the Museum Level sections in In Sink
Screenshot: Clock Out Games

The Museum Level Almost Ended Our Friendship, and I Will Tell You Exactly Why

Alright. We've gotta talk about the museum.

Before I get into this, there's something I need to come clean about. I'm not great at escape rooms. Never have been. I'm the guy who confidently announces he's figured out the puzzle and then proceeds to be wrong about it for forty-five consecutive minutes while everyone stares at him. That's important context. File it away.

That said, Dwayne and I are functioning adults with brain cells that technically work and decades of gaming history between us. Therefore, I'm saying all of this because what I'm about to tell you'll make you question every word of it, and I need the disclaimers on record before we proceed.

The Parking Lot Trap

The museum level has a puzzle where you collect numbers. That's it. That's the whole mechanic. You find them. You use them. Done. Easy. Except the numbers in question are scattered throughout the museum's parking lot outside, and they're RIGHT THERE. On signs. On walls. Painted on the pavement. Fully visible. Not hidden behind anything. Not in the dark. Zero bullshit. Just... there. In the parking lot. Being numbers. At first, we found most of them had no problem. Confidence was high. We were moving fast. And we were feeling like a pair of absolute geniuses.

Video via: GameTrailers

We Walked That Parking Lot Four Times. The Number Was on the Floor the Entire Time.

However, then we hit the wall. One number was missing, and we couldn't for the life of us figure out where it was.

So we walked the parking lot again. Did a full sweep. Nothing. Walked it again. Compared notes. Nothing. Dwayne went and checked the high spots. I went low. We swapped. Nothing.

Next, we went BACK INSIDE THE MUSEUM to check if we'd accidentally counted something wrong or missed something in there that we'd mentally filed as parking lot content. Checked everything. Came back out. Still nothing.

At this point, I'm describing every single thing I can see to Dwayne, and he's doing the same to me, and we're both sure we've covered the entire area. We've been doing this for a length of time I'm not going to specify because I still have a shred of self-respect left that I'm holding onto for dear life.

And then. One of us looked down.

The number was painted on the ground. Right there. In a completely visible spot. In the middle of an area we've walked through multiple times. Not hidden. Not obscured. Just sitting there on the floor like "hey buddy, what's up, I've been here the whole time."

The Longest, Most Painful Silence in Gaming History

Consequently, the silence on voice chat when we found it was one of the most specific silences I've ever experienced in my life. Two grown men doing a full internal audit of every decision they've ever made.

We slammed our heads on our desks. For about thirty seconds, neither of us said a word. And then we both started absolutely losing it at the same time because what else are you gonna do, cry? (We were going to cry.)

This moment has become legendary in our little gaming circle. Months later, "parking lot" is a shorthand for "I cannot believe we just did that." It's the kind of stupid, chaotic, wonderful disaster that you only get from co-op gaming with someone you actually like. In Sink handed that to us, and I haven't shut up about it since. Ask Dwayne.

A room full of skulls in In Sink
Screenshot: Clock Out Games

Play This Game. Right Now. Call Someone.

Look. In Sink isn't a huge time commitment. Eight levels, a few hours, boom done. But it's SUCH a good few hours that I want everyone I know to have experienced it. It's the kind of game that becomes a story. The kind that generates inside jokes that outlive the playthrough by months.

Smart Design Meets Pure Tension

Clock Out Games nailed it here. The puzzles are smart without being cruel. The language-free design means you're never fighting a text wall, just each other's complete inability to describe a slightly squashed diamond shape. There's also a hint system that shows up when you need it and stays completely out of your face when you don't. And the whole thing's so visually charming that even when you're completely stuck and your brain's starting to smoke a little, it never feels punishing or unfun.

Communication's the mechanic. You're gonna find out real fast that you're bad at it. That tension IS the game. Full stop.

Look UP. Look DOWN. Most Importantly? Look EVERYWHERE.

When you get to the museum?

Look. Down. First.

Trust me on this one. Learn from us. Don't be us.

Go grab someone you like and play it tonight. You'll come out the other side either closer than ever or completely unable to make eye contact for a week. Both happen, and honestly, that's entirely the point. And seriously, if you do end up playing it, let me know how long you end up staring at that damn parking lot. I need to know if we're actually the only idiots out there.

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