Compare The Escapists - Escape Team (DLC) prices across 50+ stores and find the best deal. Developed by Mouldy Toof Studios. Published by Team17 Digital Ltd. Released on 2/13/2015. Available on Xbox Series X, Xbox One, PC, Xbox. Genres: Action, Adventure, Indie, Simulation, Strategy. Metacritic score: 71/100.

Co-op prison break chaos for up to four players. Plan the escape, assign roles, and pray nobody blows the timing.

The Escapists: Escape Team is a co-op expansion built on top of The Escapists' core prison-break loop, designed specifically for multiplayer on Xbox. Up to four players share control of a single escape plan, dividing responsibilities across crafting, distraction, guard watching, and tunnel digging. The simulation underneath is the same grid-based, routine-respecting system from the base game, but coordination pressure replaces the solo player's quiet patience. If you have played the original, think of this less as more content and more as a different discipline entirely. The core tension comes from synchronization. Guards run predictable schedules, and the base game rewards players who memorize those rhythms. Escape Team keeps that system intact but multiplies the variables. One player needs to hold a job assignment while another crafts contraband in a cell across the map. A third has to manage heat while the fourth digs. Any one of those threads snapping at the wrong moment sends everyone back to the start of a roll call. That failure loop is genuinely funny with the right group and deeply frustrating without one. Communication is not optional here. From a systems standpoint, there is not a huge amount of strategic depth relative to what genre veterans might want. The crafting trees are shallow, the AI guards are predictable once you learn their routes, and the scenarios do not branch in meaningful ways. There is no late-game complexity to unlock. What the design does well is create readable, teachable rules that new players can pick up quickly, which makes it a reasonable recommendation if you have a friend group that bounces off traditional strategy games. The tutorial is short but functional, and the prison layouts escalate in difficulty at a fair pace across the available maps. The mod ecosystem on Xbox is effectively nonexistent compared to the PC version, which is worth flagging if you are the type who wants extended replayability through community content. The base map selection gives a handful of prisons with distinct layouts and guard densities, and clearing them all with a full squad takes somewhere between four and eight hours depending on how badly the group derails itself. Replay value is tied almost entirely to your willingness to replay the same levels with different role assignments or a different group of friends. Solo play is technically possible but strips out the central design conceit and leaves a thinner experience than the base game. With a 90 percent positive rating across a substantial review pool, the player response is clearly strong, and that tracks. Escape Team is not trying to be a deep strategy exercise. It is a co-op party game wearing a simulation costume, and within that narrower goal it succeeds. Bring three people who will stay on a voice call, pick a prison, and accept that the first attempt is always a sacrifice run. The Metacritic score of 71 reflects its limitations honestly, but critical scores are less useful here than the simple question of whether you have a regular co-op group who would enjoy organized chaos over a couple of evenings. Diego, Scout Team

The Escapists - Escape Team (DLC)
ActionAdventureIndieSimulationStrategy

The Escapists - Escape Team (DLC)

Feb 13, 2015Mouldy Toof StudiosTeam17 Digital Ltd
GamerScout Says

Co-op prison break chaos for up to four players. Plan the escape, assign roles, and pray nobody blows the timing.

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About The Escapists - Escape Team (DLC)

The Escapists: Escape Team is a co-op expansion built on top of The Escapists' core prison-break loop, designed specifically for multiplayer on Xbox. Up to four players share control of a single escape plan, dividing responsibilities across crafting, distraction, guard watching, and tunnel digging. The simulation underneath is the same grid-based, routine-respecting system from the base game, but coordination pressure replaces the solo player's quiet patience. If you have played the original, think of this less as more content and more as a different discipline entirely. The core tension comes from synchronization. Guards run predictable schedules, and the base game rewards players who memorize those rhythms. Escape Team keeps that system intact but multiplies the variables. One player needs to hold a job assignment while another crafts contraband in a cell across the map. A third has to manage heat while the fourth digs. Any one of those threads snapping at the wrong moment sends everyone back to the start of a roll call. That failure loop is genuinely funny with the right group and deeply frustrating without one. Communication is not optional here. From a systems standpoint, there is not a huge amount of strategic depth relative to what genre veterans might want. The crafting trees are shallow, the AI guards are predictable once you learn their routes, and the scenarios do not branch in meaningful ways. There is no late-game complexity to unlock. What the design does well is create readable, teachable rules that new players can pick up quickly, which makes it a reasonable recommendation if you have a friend group that bounces off traditional strategy games. The tutorial is short but functional, and the prison layouts escalate in difficulty at a fair pace across the available maps. The mod ecosystem on Xbox is effectively nonexistent compared to the PC version, which is worth flagging if you are the type who wants extended replayability through community content. The base map selection gives a handful of prisons with distinct layouts and guard densities, and clearing them all with a full squad takes somewhere between four and eight hours depending on how badly the group derails itself. Replay value is tied almost entirely to your willingness to replay the same levels with different role assignments or a different group of friends. Solo play is technically possible but strips out the central design conceit and leaves a thinner experience than the base game. With a 90 percent positive rating across a substantial review pool, the player response is clearly strong, and that tracks. Escape Team is not trying to be a deep strategy exercise. It is a co-op party game wearing a simulation costume, and within that narrower goal it succeeds. Bring three people who will stay on a voice call, pick a prison, and accept that the first attempt is always a sacrifice run. The Metacritic score of 71 reflects its limitations honestly, but critical scores are less useful here than the simple question of whether you have a regular co-op group who would enjoy organized chaos over a couple of evenings. Diego, Scout Team

Tags

xboxCo-op MultiplayerPrison BreakCouch Co-opParty GameCraftingStealth-liteShared ObjectivesScore Attack

System Requirements

System requirements for The Escapists - Escape Team (DLC) aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
71
Steam
90%(16,168)

Game Info

Developer
Mouldy Toof Studios
Publisher
Team17 Digital Ltd
Release Date
Feb 13, 2015

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