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Beginner Coding

Creating an Escape Room Game in Java: A Complete Beginner’s Guide

Learn to build a console escape-room game in Java, from planning rooms and clues to writing commands, testing puzzles, and packaging a JAR.

By VGSources Team 12 min read
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Build a playable, text-based escape-room game in Java with a command loop, rooms, clues, inventory, a keypad puzzle, and a clear win condition. This guide uses only the Java standard library and targets Java 25 LTS; you do not need a game engine, graphics, or external dependencies.

The finished project is a console game, not a graphical escape-room game. You will start with a simple design, then add the game’s state and commands, test the rules, and see how to grow the program without putting everything in one oversized method.

What you will build

The player wakes in an office, finds a key, uses clues to open a laboratory, solves a keypad puzzle, searches a storage room for an exit key, and escapes. The game runs in a terminal: the player types commands such as look, examine desk, take key, and go laboratory.

This small project introduces core Java ideas in context:

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Game feature Java concept
Repeating turns until the player quits or wins while loop
Typed commands and responses Scanner and String
Different actions and puzzle rules Conditionals and methods
Items the player has collected Set and HashSet
Door and puzzle progress Boolean state
Rooms and objects Classes and objects, when you refactor
Unexpected commands Input validation

A room is a location, an object is something that can be examined or used, a clue is information, and a puzzle is a challenge with rules the player can solve. Game state is the set of facts that change during play—such as the current room and whether a door is unlocked. The win condition is the exact combination of state required for escape.

Design the rooms, clues, and win condition first

Write the rules down before coding. That keeps puzzle design separate from Java syntax and makes it easier to spot missing steps.

Room map

  • Office: Contains a desk, a painting, and the laboratory door. The desk has a brass key; the painting gives the keypad clue.
  • Laboratory: Requires the brass key to enter. A machine has a four-digit keypad.
  • Storage room: Opens after the machine is solved. Its shelf contains the exit key.
  • Exit: The player wins after reaching storage and taking the exit key.

Clue and code

For a first programming exercise, the painting can reveal the code 4812. That makes the puzzle’s rule deterministic and easy to test, but it is not a subtle riddle: a finished game should split the information across discoverable clues and avoid presenting the answer outright. The code below intentionally keeps the puzzle implementation visible so you can see how input changes game state.

State checklist

  • Which room is the player in?
  • Does the player have the brass key?
  • Has the keypad been solved?
  • Does the player have the exit key?
  • Is the program still running?

For this small game, a few fields and a set are enough. As the game grows, move them into a dedicated GameState class rather than adding many unrelated fields to the main class.

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Install a JDK and choose how to run Java

You need a JDK, not just a Java runtime: the JDK includes development tools such as javac, which compiles source files. As checked on August 16, 2026, Oracle lists Java 25 as the latest Long-Term Support release and Java 26 as the latest Java SE release. This guide uses Java 25 LTS as its baseline. Version recommendations can change; see Oracle’s Java downloads page for its current release and distribution information.

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You can install Oracle’s JDK using its Java 25 installation guide, or use a Java 25 OpenJDK build. The OpenJDK project lists production-ready JDK 25 builds under the GPL with Classpath Exception at jdk.java.net. Different JDK distributions can have different licensing and support arrangements, so check the terms for the one you install.

Open a terminal and verify both tools:

java --version
javac --version

Both commands should report an installed JDK version. If java works but javac is not found, check that you installed a JDK and that its tools are on your PATH.

Use IntelliJ IDEA

  1. Install a JDK, then open IntelliJ IDEA.
  2. Choose New Project, select Java, and select the installed JDK.
  3. Create the project and add Main.java in its source directory.
  4. Paste the game code from this guide into the file and run the class containing main.

These are the current IntelliJ IDEA project steps described by JetBrains’ Java application tutorial; labels can differ in older releases. JetBrains describes core Java and Kotlin development features in the unified IntelliJ IDEA distribution as available at no cost, with advanced features available through an Ultimate subscription. Other IDE options include Eclipse and VS Code, but a terminal is enough for this project.

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Use the command line

  1. Create and enter a project folder:
    mkdir EscapeRoom
    cd EscapeRoom
  2. Create a file named Main.java and put the code below in it.
  3. Compile and run it:
    javac Main.java
    java Main

The filename must match the public class name. Because the program declares public class Main, the file must be Main.java. These commands assume the class is in the default package. Packaged projects use a different compile and run path, shown in the packaging section.

Build the playable console game

Save this complete example as Main.java. It uses Java 25 syntax, Scanner for text input, a HashSet so an item cannot be collected twice, and methods for separate game actions. The example keeps the code in one file to make it easy to compile; later sections explain how to split it up.

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import java.util.HashSet;
import java.util.Scanner;
import java.util.Set;

public class Main {
    private static final Scanner scanner = new Scanner(System.in);
    private static final Set<String> inventory = new HashSet<>();
    private static final String CORRECT_CODE = "4812";

    private static String currentRoom = "office";
    private static boolean machineSolved = false;
    private static boolean gameRunning = true;

    public static void main(String[] args) {
        System.out.println("ESCAPE FROM THE LAB");
        System.out.println("Find the clues, solve the machine, and escape.");
        System.out.println("Type 'help' to see the commands.");
        showRoom();

        while (gameRunning && !hasEscaped()) {
            System.out.print("n> ");
            String command = scanner.nextLine().trim().toLowerCase();
            handleCommand(command);
        }

        if (hasEscaped()) {
            System.out.println("nCongratulations! You escaped.");
        }
        scanner.close();
    }

    private static void handleCommand(String command) {
        if (command.isBlank()) {
            System.out.println("Please enter a command, or type 'help'.");
        } else if (command.equals("help")) {
            printHelp();
        } else if (command.equals("look")) {
            showRoom();
        } else if (command.equals("inventory")) {
            showInventory();
        } else if (command.startsWith("examine ")) {
            examine(command.substring("examine ".length()));
        } else if (command.startsWith("take ")) {
            takeItem(command.substring("take ".length()));
        } else if (command.startsWith("go ")) {
            moveTo(command.substring("go ".length()));
        } else if (command.startsWith("enter ")) {
            enterCode(command.substring("enter ".length()));
        } else if (command.equals("quit")) {
            gameRunning = false;
            System.out.println("Goodbye.");
        } else {
            System.out.println("Unknown command. Type 'help' for assistance.");
        }
    }

    private static void printHelp() {
        System.out.println("""
                Commands:
                look
                examine <object>
                take <item>
                go <room>
                enter <code>
                inventory
                help
                quit
                """);
    }

    private static void showRoom() {
        switch (currentRoom) {
            case "office" -> {
                System.out.println("You are in a dusty office.");
                System.out.println("There is a desk, a painting, and a laboratory door.");
            }
            case "laboratory" -> {
                System.out.println("You are in a laboratory.");
                System.out.println("A machine has a four-digit keypad.");
            }
            case "storage" -> {
                System.out.println("You are in a storage room.");
                System.out.println("A shelf stands against the wall.");
            }
            default -> System.out.println("You are somewhere unexpected.");
        }
    }

    private static void showInventory() {
        if (inventory.isEmpty()) {
            System.out.println("Your inventory is empty.");
        } else {
            System.out.println("Inventory: " + inventory);
        }
    }

    private static void examine(String object) {
        if (currentRoom.equals("office") && object.equals("desk")) {
            System.out.println("A small brass key rests on the desk.");
        } else if (currentRoom.equals("office") && object.equals("painting")) {
            System.out.println("Four marked numbers on the painting read 4, 8, 1, 2.");
        } else if (currentRoom.equals("laboratory") && object.equals("machine")) {
            System.out.println("The machine requires a four-digit code.");
        } else if (currentRoom.equals("storage") && object.equals("shelf")) {
            if (inventory.add("exit key")) {
                System.out.println("You find and take the exit key.");
            } else {
                System.out.println("The shelf is empty.");
            }
        } else {
            System.out.println("You find nothing useful.");
        }
    }

    private static void takeItem(String item) {
        if (currentRoom.equals("office") && item.equals("key")) {
            if (inventory.add("key")) {
                System.out.println("You take the brass key.");
            } else {
                System.out.println("You already have the key.");
            }
        } else {
            System.out.println("You cannot take that here.");
        }
    }

    private static void moveTo(String destination) {
        if (currentRoom.equals("office") && destination.equals("laboratory")) {
            if (!inventory.contains("key")) {
                System.out.println("The laboratory door is locked.");
            } else {
                currentRoom = "laboratory";
                showRoom();
            }
        } else if (currentRoom.equals("laboratory") && destination.equals("storage")) {
            if (!machineSolved) {
                System.out.println("The storage door is locked.");
            } else {
                currentRoom = "storage";
                showRoom();
            }
        } else if (destination.equals("office")
                && !currentRoom.equals("office")) {
            currentRoom = "office";
            showRoom();
        } else {
            System.out.println("You cannot go there from here.");
        }
    }

    private static void enterCode(String code) {
        if (!currentRoom.equals("laboratory")) {
            System.out.println("There is no keypad here.");
        } else if (code.equals(CORRECT_CODE)) {
            machineSolved = true;
            System.out.println("Correct. The storage-room door unlocks.");
        } else {
            System.out.println("Incorrect code. You can try again.");
        }
    }

    private static boolean hasEscaped() {
        return currentRoom.equals("storage")
                && inventory.contains("exit key");
    }
}

The game loop has one clear lifecycle: while the game is running and the win condition is false, read a command and handle it. A puzzle method changes state, but it does not need to terminate the entire program. That keeps quitting and winning separate and visible.

Understand commands and input validation

The program uses nextLine() for every command, then trims surrounding whitespace and converts the command to lowercase. This accepts inputs such as LOOK without requiring the player to match capitalization. Oracle’s Scanner API documentation explains that Scanner tokenizes input, uses whitespace as its default delimiter, and can parse strings and primitive types.

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For this game, keeping the whole command as a line avoids the common input-buffer surprise caused by mixing nextInt() and nextLine(): after a token read, the next line read may consume the leftover newline. When a puzzle needs a number, read the line as text and validate or parse it deliberately. The example treats the keypad code as a string, which also supports codes with leading zeroes.

The simple parser checks command prefixes with startsWith() and extracts the rest with substring(). For multiword object names or extra spaces, split only once:

String[] parts = command.split("\s+", 2);
String verb = parts[0];
String target = parts.length > 1 ? parts[1] : "";

That preserves a target such as old painting as one string. A larger parser could use an enum, a command object, or its own parser class, but those abstractions are unnecessary for a first game.

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Handle numeric answers safely

If a puzzle truly needs arithmetic, convert after reading the full line:

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String input = scanner.nextLine().trim();
try {
    int number = Integer.parseInt(input);
    System.out.println("You entered " + number + ".");
} catch (NumberFormatException e) {
    System.out.println("Please enter a number.");
}

This catches nonnumeric text without crashing. If you choose Scanner.nextInt() instead, an invalid token can cause InputMismatchException; consume the invalid input before asking again or the same token may be read repeatedly.

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How rooms, movement, and inventory work

currentRoom records the location. moveTo() does not blindly assign whatever the player typed: it checks the current room, allowed destination, and any prerequisite. This prevents arbitrary teleporting and makes the laboratory door’s key requirement part of the rules.

The inventory is a HashSet<String>. A set is useful when an item should only be held once and the common question is “does the player have this?”—contains() answers that directly. Use an ArrayList when order matters or duplicates are meaningful; use a Map<String, Integer> if an item can have a quantity.

Several booleans are readable for a tiny game, but they become unwieldy as rooms and puzzles multiply. A map of rooms or a dedicated GameState object can then group locations, inventory, and solved-puzzle state. Strings are easy to start with but typo-prone; an enum such as RoomName gives compiler checks when the locations are fixed.

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Make the puzzles fair and the game unwinnable only by choice

  • Make every required clue discoverable before its puzzle blocks progress.
  • Give the player enough information to reason out a solution; avoid relying on developer knowledge or blind guessing.
  • Choose whether wrong attempts are unlimited, limited, or costly, and make that rule clear in play.
  • Let players revisit rooms and re-examine important clues. Do not make an essential clue disappear after an accidental action.
  • Do not let essential items be discarded unless there is a recovery path.
  • Accept ordinary spelling and capitalization variations where practical, and give a useful response for unknown objects or destinations.

For a richer version, replace the painting’s direct answer with a clue chain: a note gives the first digit, a painting establishes symbol order, and a clock supplies the remaining digits. Test that a player can find every clue before reaching the keypad and that no optional action can remove a required clue.

Test the game’s rules

A successful compile only proves the source is syntactically acceptable; it does not prove that the player can complete the game. Try each path and edge case:

Test Expected result
Type help, look, or inventory Commands, room description, or current inventory is displayed.
Try go laboratory before taking the key Movement is refused and the door remains locked.
Examine an unknown object or go to an invalid room The game responds without crashing or changing rooms.
Take the key twice The inventory contains one key and the response is clear.
Enter a wrong code or enter a code in the office The game continues and reports the problem.
Enter the correct code The storage door becomes accessible.
Reach the exit without the exit key The win condition remains false.
Collect the exit key in storage The game prints the win message and ends.
Type a blank line, unexpected text, or quit The game gives a useful response or exits cleanly.

In IntelliJ IDEA, set a breakpoint inside handleCommand(), run the game in debug mode, and inspect currentRoom and inventory while stepping through moveTo() or enterCode(). JetBrains’ debugging tutorial covers breakpoints, stepping, and inspecting program state.

Refactor when the one-file version gets crowded

One file is convenient to copy, compile, and understand at first. Keep methods focused: showRoom() displays a room, moveTo() validates movement, examine() handles objects, and hasEscaped() checks the win condition. Avoid turning main() into the entire game.

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Once conditionals repeat or new features become difficult to add, separate the responsibilities:

EscapeRoom/
└── src/
    └── com/example/escaperoom/
        ├── Main.java
        ├── Game.java
        ├── GameState.java
        ├── Room.java
        ├── Puzzle.java
        └── CommandParser.java

A Room class might hold a name and description, while a GameState class owns the current room and inventory. Start with conditionals and introduce those classes when they solve a real readability problem; object-oriented structure is useful, but adding it before the basic game works creates extra concepts to learn at once.

Package and run the game as a JAR

After the default-package version compiles, you can build an executable JAR. These commands assume Main is in the default package:

javac -d out Main.java
jar --create --file escape-room.jar --main-class Main -C out .
java -jar escape-room.jar

If the class declares a package, use its fully qualified name (for example, com.example.escaperoom.Main) for the JAR’s main class and compile from the matching source path. Packaging is optional: get the game’s commands, puzzle state, and win condition working before adding distribution details.

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What to add next

  1. Add more connected rooms and objects.
  2. Support an explicit item-use command and clearer multiword parsing.
  3. Refactor rooms, puzzles, and state into classes.
  4. Add hints, limited attempts, a timer, or multiple endings.
  5. Add manual or unit tests for puzzle rules and movement.
  6. Add save/load or randomized clues after the state model is stable.
  7. Explore Swing or JavaFX if you want a graphical interface; a GUI adds event handling and a different flow of control, so keep it separate from this console version.

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