IP Branding: Why We Are Seeing ‘Marvel’ and ‘Sherlock’ Rooms

May 2, 2025

  • Escape rooms using well known brands like Marvel or Sherlock are often built around IP licensing deals, higher build budgets, and bigger marketing plans.
  • These IP rooms pull in more casual players, but they also bring risks: higher costs, tight creative rules, and less control over your brand.
  • Independent, original concepts can still win if you design better puzzles, stronger stories, and smarter local marketing.
  • If you want to work with IP, you need to understand licensing, profit margins, and how to keep your own brand from getting lost in someone else’s universe.

IP branding in escape rooms is when you build a game around a brand that already exists, like a movie, TV show, game, or book series. Think Marvel, Sherlock Holmes, Peaky Blinders, Stranger Things, big video games, or even crime podcasts. We are seeing more of these rooms because brands are looking for new ways to reach fans, and escape room owners are looking for faster ways to get attention in a busy market. The tradeoff is simple: you borrow their brand power, but you give up some margin, some freedom, and sometimes, your own identity if you are not careful.

What “IP branding” actually means in escape rooms

I want to start simple, because this topic gets messy fast.

“IP” just means intellectual property. Stories, characters, logos, worlds, settings, music, and so on.

When you see an escape room using a known brand, you are usually looking at one of three situations:

  • A licensed, approved room based on that IP
  • A partnership or co-branded experience with the rights holder
  • Something that is “inspired by” but not officially licensed (this is risky, and often not legal)

Some people talk about IP like it is magic. It is not. It is a shortcut to recognition. That is all.

IP branding is trading your attention problem for a different set of problems: legal, financial, and creative.

Once you see it like that, the rise of Marvel and Sherlock rooms suddenly makes more sense.

Why Marvel and Sherlock style rooms are everywhere right now

1. The escape room market has grown up

Ten years ago, if you opened a halfway decent room in a mid sized city, you stood out. You were “the” escape room.

Today, in many cities, you might be the 7th or 12th escape room. Sometimes the 20th. Your new room is not fighting for attention against just other escape rooms either. It is fighting against Netflix, gaming, axe throwing, VR, and a long list of other activities.

So what do operators do?

  • They look for something that people already know
  • They want names that pop on Google and social media
  • They want a hook that makes the decision easy for a casual player

Marvel and Sherlock do that job in one second. You do not have to explain the setting. People already have it in their head.

2. Brands want new ways to keep fans engaged

On the other side, big brands are dealing with their own problems. Attention is scattered. Viewers skip ads. Subscription churn is high.

So they go looking for experiences that people remember and talk about in real life.

Escape rooms tick a lot of boxes for a brand:

  • Groups of friends interacting with the world of the brand for 60 minutes, not 30 seconds
  • Social media photos, group shots, and word of mouth
  • Location based income they did not have before

From their side, it is one more way to keep a fan base active between seasons or movie releases.

3. IP branding smooths out customer fear

A lot of people still feel nervous about escape rooms.

They are not sure if they will feel smart enough. They are not sure about being “locked in”. They do not know if it is scary, or childish, or awkward.

When you attach a known IP, that fear drops.

  • “I love that show, I will be fine.”
  • “I know these characters, I will understand the story.”
  • “If Marvel is on it, it cannot be a weird basement trap, right?”

You might roll your eyes at that last one, but perception matters. IP signaling makes people feel safer trying something new.

How IP branding changes the economics of an escape room

You cannot talk about Marvel and Sherlock rooms without talking about money. That is usually the real driver.

IP brings attention, but also a bill

When you work with a rights holder, you are usually paying for it in one or more of these ways:

  • Upfront license fee (fixed amount)
  • Revenue share or royalty, like 10 to 20 percent of ticket sales
  • Fit out rules that can raise your build costs

So you get better pull, but your margins can get squeezed.

Here is a simple way to look at it.

Room type Avg ticket price Occupancy (rough) License / royalty Owner profit margin (simple)
Original IP room $30 per player 45% $0 High, if costs are controlled
Branded IP room $38 per player 65% 10-20% of revenue Medium, depends on build and fees

This is not exact, and numbers vary a lot by city and country. The idea is what matters:

IP rooms often charge more and sell more slots, but the extra revenue does not all stay in your pocket.

If you are thinking about IP, you need to run the numbers for your market. Not theirs. Yours.

Marketing spend looks different with IP rooms

One of the biggest hidden benefits of IP is that you spend less time on basic awareness.

With a Sherlock-themed official room, your marketing might look like:

  • Big logo in ads that people already recognize
  • Search traffic from people looking for “Sherlock escape room”
  • Coverage from local media because of the name value

With an original concept, your effort often has to go into:

  • Explaining the story from scratch
  • Convincing people your brand is trustworthy
  • Building reviews one group at a time

That does not mean IP is always better. It just shifts where you spend your energy. Many owners underestimate the cost of that shift.

Why Marvel and Sherlock in particular feel so common

There are many IPs out there. So why do some names show up more often than others?

1. They scale into many locations

Brands like Marvel and Sherlock (and similar ones) have a few useful traits:

  • Huge recognition across multiple countries
  • Stories that fit puzzles, clues, and investigation
  • A fan base that spans age groups

If you are trying to license rooms to dozens of cities, you want an IP that does not need much explanation and can work in many cultures.

Something like a smaller local crime drama might have passionate fans, but not enough across multiple markets to build a full network of rooms.

2. They sit in genres that already match escape rooms

Think about what escape rooms do well:

  • Investigation and deduction
  • Physical problem solving
  • Heist, spy, mystery, sci fi plots

Marvel brings superhero missions, secret bases, and tech puzzles. Sherlock brings old school detective work, logic puzzles, code breaking.

These IPs plug straight into what players expect from an escape room. You do not have to twist them hard to make the theme fit.

3. They are “safe” for groups

When a group of friends or coworkers is trying to pick a game, some themes can be divisive:

  • Horror with gore (some people love it, others will never book)
  • Very niche sci fi worlds that only some know
  • Romantic or very dark storylines

Marvel type worlds and Sherlock type mysteries are, in general, safe for birthdays, families, and corporate groups.

The safer a theme feels for a mixed group, the easier it is for the “planner” in that group to click the book button.

That is one reason why you see these names pop up in big chains and in tourist heavy areas so often.

How IP rooms change player expectations

There is another side to this story. When you slap a famous brand on your door, expectations jump.

Production quality

Players expect something that feels closer to a movie set, not plywood with cheap stickers.

So you are dealing with:

  • Higher build and prop costs
  • More complex electronics or scenic work
  • Longer design and testing time

If you cannot meet that level, people feel cheated. “This did not feel like Marvel at all.” You might have made a decent room, but the IP raised the bar too high.

Story and character accuracy

Fans know the source material. Often better than the designers do.

They notice when a character behaves “wrong”, when a location does not match canon, or when the tone is off. Some will be polite. Others will be vocal online.

Rights holders usually care about this too. They may require:

  • Script approvals
  • Checks on art, costumes, and props
  • Restrictions on what you can and cannot do with characters

This can limit your puzzle freedom. You cannot always create that perfect mechanic if it clashes with brand rules.

Replay value and tourism

IP rooms often turn into tourist magnets. People plan trips around them.

This is great for reach, but it also means:

  • Less repeat play from locals
  • Pressure to keep it running for years without major changes
  • Tougher maintenance needs because of higher volume

Original rooms, on the other hand, can sometimes refresh faster or spin off sequels without needing approvals.

The hidden risks if you lean too much on IP

I think this part gets ignored in the hype around famous names.

Your own brand can fade into the background

If every ad, thumbnail, or poster screams “Marvel” or “Sherlock”, where does your own logo sit?

I have seen players leave great IP-based venues and, when asked later, they only remember the brand, not the company that hosted it.

IP rooms can fill your calendar today, but if people cannot remember your name tomorrow, you have built equity for someone else.

This is not always bad. But if your long term plan is to build a chain, or sell the business, your own brand equity matters.

Licenses end, but buildings stay

Most IP contracts are time bound. Three years. Five years. Sometimes with renewal options.

When that period is up, a few things can happen:

  • You renew, and accept any new terms
  • You walk away, and you need to strip or rebuild your room
  • The brand decides not to renew with you, or pulls the license for their own reasons

If your room is very custom to that IP, converting it later into a generic theme can be messy and expensive.

Creative burnout for designers

Designers who love to write worlds and characters may struggle inside tight IP rules.

You cannot always invent a new villain. You cannot kill off a character. You cannot change the tech level of the world. The IP bible can feel like a cage after a while.

I know a few designers who started in licensed projects, learned a lot, then moved back to original rooms because they missed that freedom.

How original rooms can compete with Marvel and Sherlock

This is where many owners get discouraged: “How can my local sci fi room stand a chance against a Marvel room?”

You are not going to out-fame Marvel. But you can out-design it in your niche and your market.

1. Double down on local stories and unique settings

Big brands have to stay broad. You do not.

You can build rooms that Marvel cannot touch, such as:

  • A mystery set in your city around a real historical event
  • A thriller inside a local landmark reimagined in the future
  • A heist based on a local bank robbery from the 1920s

Tourists love this type of story. Locals feel more connected. You are not trying to be Marvel. You are trying to be the place that makes your city feel more interesting.

2. Focus on stronger game design, not just decoration

Many licensed rooms lean hard on set design and atmosphere. That can cover for weak puzzles, to a point.

You can stand out by building games that are:

  • Readable, so first time players are not lost for 20 minutes
  • Layered, so experienced teams still feel engaged
  • Fair, with clear feedback when you do the right thing

Players remember how a room made them feel. If they felt smart, involved, and immersed, they will talk about your original concept even if your logo is unknown.

3. Build your own “mini IP” over time

You may not own a Marvel scale franchise, but you can create recurring elements inside your venue:

  • A recurring in-house character who appears in multiple rooms
  • A shared fictional agency or organization that ties your games together
  • A light meta story that rewards people who play more than one room

After a few years, your regulars will talk about these elements as if they were a real IP.

I know one venue that created a fictional investigation bureau. Every room is a different case file. Players buy the T shirt because they feel part of that world, even though it started from nothing.

4. Use clear value in your messaging

IP brands often charge a premium. You can use that in your favor without undercutting yourself too much.

Examples of messages that can work:

  • “Locally designed missions, built only for this city”
  • “No license fee markup, just more puzzle for your hour”
  • “Storylines tailored to your group, not scripted to fit a franchise”

You are not attacking the IP rooms. You are just framing why a player might want a different type of experience.

When IP branding can make sense for an escape room owner

I do not think every venue should chase licenses. For some, it can be the right move.

Good signs that IP might fit your strategy

  • You are in a high tourism zone with heavy foot traffic
  • Your competitors already include strong IP or very high production rooms
  • You have access to capital and can accept longer payback periods
  • Your team is ready to deal with corporate processes and approvals

In those settings, an IP room can act like an anchor store in a mall. It draws people in, and you cross sell your other original games.

Red flags that IP might hurt more than help

  • Your main strength so far has been creative freedom and fast iteration
  • Your local market is price sensitive
  • You do not have much marketing in place yet
  • You are operating close to cash flow limits

If most of these are true, a high cost, high expectation IP project might box you in.

Legal and ethical side of IP branding

We cannot talk about Sherlock and Marvel rooms without touching on something that many people try to sidestep: unlicensed or “almost” versions.

“Inspired by” vs infringement

Some venues try things like:

  • “Superhero Squad” with familiar colors and obvious references
  • “Consulting Detective in Baker Street” with a violin, pipe, and deerstalker hat
  • “Wizard School of Magic” with curiously familiar houses and scarves

They do this to ride the wave of recognition without paying a license fee.

Sometimes they get away with it for years. Sometimes they get a letter from a lawyer that ruins their month, or their year.

If your theme clearly makes people think of an existing brand, and that is your intent, you are on thin ice.

I am not a lawyer. You should talk to one if you are thinking about anything close to an existing IP.

What happens when brands clamp down

As IP rooms grow, more rights holders are watching the space.

Some will move to license their own official rooms. When they do, they often also move to protect their brand more actively. That can mean:

  • Takedown notices for unlicensed copycat rooms
  • Restrictions on certain phrases or imagery in marketing
  • More aggressive enforcement online and offline

Building your business on a thinly veiled knockoff is like building on rented land, but without a contract.

How to protect your escape room brand in an IP-heavy world

So, with more Marvel and Sherlock rooms popping up, how do you protect your own future?

1. Clarify what your brand stands for

Spend time on this. Not on a poster for the lobby, but in your decisions.

Ask yourself:

  • Are we “the place for story driven rooms” in our city?
  • Are we the hardcore puzzle venue for enthusiasts?
  • Are we the entry point for families and first timers?

You do not have to pick just one forever, but if you try to be everything, you become forgettable.

2. Build assets you own

IP rooms are rented attention. Your own assets are owned attention.

Things you can build over time:

  • A strong email list of past players, segmented by type
  • Your own photo style and in-room branding that shows up in every shared image
  • Recurring events or leagues that anchor people to your venue

These do not look as dramatic as a big Marvel logo, but they compound over years.

3. Partner locally instead of chasing global IP

If licensing a global IP is out of reach, you can still tap into known names around you in a cleaner way.

Some examples:

  • Work with a local museum to build a room around a temporary exhibit
  • Create a game in partnership with a local sports team, using their history as a backdrop
  • Partner with a city festival to run a short run pop up room themed around that event

This kind of local IP can be easier to negotiate, cheaper to build, and more distinct than another generic version of a global brand.

Questions to ask before you chase any IP room

1. What problem am I actually solving with this IP?

  • “Our bookings are low because no one knows we exist.”
  • “Our rooms are fine, but reviews mention weak themes.”
  • “Our market is saturated with similar concepts.”

If your core issue is poor game quality or weak service, IP will not fix that. It will just put more eyes on a weak product.

2. What happens if the license ends earlier than planned?

  • Can you re-theme the room without rebuilding the whole set?
  • Will your debt on that room be paid back by then?
  • Will your brand still stand on its own?

If your answer to most of those is “I hope so”, the risk is high.

3. Do I have the team for this?

IP projects need more than a good GM and a contractor.

  • You need someone who can manage approvals and documentation
  • You need a designer who can work inside a tight story world
  • You need staff who can perform in that brand consistently every day

People often underestimate what it means to “be in character” from a known world week after week.

Why IP rooms can be good for the whole industry (with a catch)

I do not buy into the idea that IP rooms are “ruining” escape rooms. In many cities, they have had some positive ripple effects.

Raising awareness of the whole format

A Marvel or Sherlock room might be the first escape room someone ever tries.

If they love it, they start looking for other venues in the city. Smaller, original rooms get a slice of that interest for free.

Raising baseline quality expectations

When big IP rooms raise set and storytelling standards, it nudges everyone up. Some owners hate that pressure. Others rise to it.

In markets where strong IP arrived, I have seen mid tier venues improve their lighting, sound, GM training, and storytelling to keep up.

The catch: a wider gap between top and bottom

The downside is that it also exposes weak venues fast.

If a player goes from a high production IP room to a poorly maintained local room, they are less forgiving now. The gap feels larger.

IP is turning escape rooms from a novel attraction into a mature entertainment category, where “good enough” is not good enough anymore.

That shift would have come sooner or later anyway. IP branding is just speeding it up.

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