In the world of game development and storytelling, visuals often take center stage, but what if sound alone could create an immersive, interactive experience? Robert Tirotta has pioneered audio-only escape rooms, crafting deeply engaging worlds that rely purely on sound. His work is not only innovative but also a breakthrough in accessibility, offering visually impaired players a way to fully experience interactive storytelling. In this interview, Robert shares his journey, creative process, and how tools like Echotopia help bring his unique vision to life.
Pan: Robert, can you tell us a bit about your background and what first drew you into the world of audio storytelling?
Robert: It all started when I was 10 years old. I got a PlayStation for my birthday, along with a copy of Resident Evil 2, and from that moment, everything just spiraled out of control. I moved from one game to another, slowly expanding my interests. Over time, I started developing ideas, especially around the way sound shapes the story, and after a while I realized I wanted a way to tell stories through audio.
Back in high school, during a school project, I experimented with storytelling that didn’t rely on spoken dialogue. Instead, I tried using only sounds and backgrounds to convey a narrative. That idea stuck with me, and over the years, I kept exploring ways to bring immersive audio experiences to life.
Pan: What kinds of stories or experiences captivate you the most? What themes or ideas do you often explore in your work?
Robert: I’ve always been drawn to western and southern-style stories, the cowboy atmosphere, the grit, and the untamed feeling of the world. But I’m also deeply entrenched in horror. Horror-themed games and media have been a big inspiration for me.
The way the early Silent Hill games told their stories really stuck with me. Everything in that world had a purpose, a meaning, it wasn’t just random. That kind of detailed, immersive storytelling is what I aim for in my own projects. I want my worlds to feel lived-in, with hints of stories hidden in the background that players can discover as they explore.
Pan: At some point, you started creating audio-only escape rooms, which is a fascinating concept. How did that idea come about?
Robert: The idea really took shape when I was looking for ways to engage members of the Blind Buddies Discord server, a support group for low-vision or no-vision users that I help moderate. Activity in the group had started to decline, and we were brainstorming ways to bring people back in.
I had many ideas and after some experimentation and iterations with the rest of the moderators, we decided to try hosting the games in a single voice channel, and it took off.
What’s funny is that I had never actually been to an escape room, virtual or physical. I was just winging it! But people really responded to it, and that’s when I knew I was onto something.

Pan: You can connect with Labyrinth Lounge using the links below:
Pan: Can you describe the experience for those who might not be familiar with audio-only escape rooms? How do players interact with them, and what kind of challenges do they face?
Robert: I structure the games around a 90-minute time limit. The goal is simple, complete the story within that time or fail.
The game starts with a narrator setting the scene and reading the rules. There are six or seven core rules, mostly to keep things organized: no outside help, no cheating, no breaking immersion. From there, players rely entirely on audio cues and descriptions to navigate the game world.
Players can tell me what they want to do; search under a seat, open a cabinet, move an object. Anything they can imagine, within reason, is on the table. They need to find items, solve puzzles, and unlock areas to progress. It’s all about thinking outside the box and piecing together clues from sound and narration.
Pan: By the way, here's one of the pre-show intro videos that the players experience while they wait for the game to start:

Pan: You’ve chosen to deliver these experiences online via Discord. What led you to that platform, and how has it shaped the way your audience interacts with your work?
Robert: Discord is just incredibly flexible. It allows me to share my screen, integrate bots, and add features like leveling systems and virtual shops. The community is already there, and it’s easy to use.
I also love the ability to modify channels and roles on the fly. Originally, I wanted to create entire sections of the server dedicated to different game themes, but that idea didn’t pan out. Even so, running everything on a single voice channel has worked surprisingly well.
Pan: Bringing immersive audio worlds to life is no small feat. How did you first discover Echotopia, and what made you decide to use it for your projects?
Robert: I was searching for soundscape generators; something that would let me organize and trigger audio in real time. When I started, I was juggling multiple instances of VLC to play different sound effects, and it was a mess. I needed something more efficient.
That’s when I stumbled upon Echotopia through a Google search. I read through the website, and I was instantly impressed. I requested a demo key, and after a bit of learning and using I bought a license. As a storyteller with no background in sound design I had my reservations, but there’s a full manual and the support from the developers is very responsive. The rest is history!

Pan: What are some ways Echotopia has helped you create more immersive experiences? Were there any challenges it helped you overcome?
Robert: The biggest game-changer for me was Echotopia’s Live Mode. The moment I saw that feature, I knew this was exactly what I needed. Being able to trigger sounds dynamically and mix them live gave me the flexibility I’d been looking for.
Another huge advantage is the ability to use impulse responses to create realistic reverb. That added an extra layer of immersion to the soundscapes I was already building. Instead of just playing audio files, I could make environments feel alive and responsive.

Pan: What has been the reaction from players? Have you received any feedback from people with visual impairments about how your escape rooms impact them?
Robert: The response has been overwhelmingly positive. Players love the immersion, and I’ve gotten a lot of feedback from visually impaired players saying how much they appreciate an experience that doesn’t require sight.
Some people assumed I would just be reading from a screen reader, but I make sure everything is fully voiced, with ambient sounds and music to create a rich, engaging world. It’s all about making sure they never feel like they’re missing out.
Pan: As someone who works extensively with Echotopia, what are your favorite features, and why? If you could describe Echotopia to another creator who’s never used it before, how would you pitch it?
Robert: The dynamic soundscapes are a huge deal. Other tools I’ve used in the past were too rigid, sounds would always play in the same way, at the same time. But with Echotopia, you can randomize sound placement and timing, which makes everything feel more organic. Furthermore, you can literally position the listener object anywhere on the map and Echotopia will render the sound from that point exactly. Experiencing the story’s world from any point adds an unprecedented level of realism in storytelling with sound and allows my players to search for audio clues in various places, that really puts them in an investigative mood.
If I had to pitch it to another creator, I’d say: “If you’re looking for a way to create deeply immersive audio experiences, whether for games, storytelling, or live performances, Echotopia is hands down the best tool for the job”.


Pan: What’s next for you? Do you have any upcoming projects or ideas you’re excited to explore?
Robert: I’m bringing back some of my older ideas, like a server-wide leveling system and virtual economy where players can earn coins by engaging with the game. I also want to experiment with incorporating RPG-like elements, light mechanics that add a sense of risk and reward.
I'm also starting my own space to host some future adventures, it's called 'Labyrinth Lounge', and soon it will feature some of the new experiences I design.

Pan: You can connect with Labyrinth Lounge using the links below:
Pan: Finally, what keeps you passionate about creating these experiences, and what do you hope people take away from them?
Robert: For me, it’s all about immersion and accessibility. I love creating worlds that feel alive and interactive, where people don’t need vision to fully experience the story. If someone walks away from one of my games feeling like they truly lived through an adventure, then I’ve done my job.
Pan: Robert, this has been an incredible conversation! Your work is truly inspiring, and it’s amazing to see how you’re pushing the boundaries of immersive storytelling and accessibility. Thank you for sharing your journey with us. We hope Echotopia continues to be a valuable tool in bringing your creative visions to life.
Robert: Thank you! It’s been a pleasure to talk about my work, and I appreciate everything Echotopia has allowed me to do. It’s made my life so much easier and has opened up so many new creative possibilities.
Pan: It’s incredible to see how sound alone can shape entire worlds and make storytelling accessible to all. Robert’s work is a testament to the power of immersive audio, and tools like Echotopia are making it easier than ever for creators to build inclusive, interactive experiences. Whether you're a game developer, filmmaker, or sound designer, there’s an entire universe of possibilities waiting to be explored through sound.