What could be more fun spending your spare time locked in a coffin? It's a no from me.
If this is a bit of you though, you're in luck, as one Brit has invented the world's smallest escape room, which looks like an anxiety-inducing way to spend a few hours.
The Subject - the name of the creation - is the brainchild of Goldsmiths student George Larkwright, who decided he wanted to create a disturbing experience in which participants 'emerge haggard, almost aged by the experience'.
Although it's similar to traditional escape rooms in that you have to figure out clues in order to get out, that's where the likeness ends. George wants to induce feelings of 'claustrophobia, desperation and dread' for the person trapped.
The 24-year-old said he was sick of middle-class office workers taking part in escape rooms at corporate events, just to post on social media and didn't want the players to emerge 'giggling and snapping selfies'.
The escape room is based around a 120cm by 70cm by 50cm black box, and designed for two players.
Player one is locked inside the box, while player two has to help them escape.
Inside the box is a pencil, paper, flashlight, and the trapped contestant has to decode a series of cryptic messages and clues written across the walls.
Outside the box is a coded lockbox and another series of documents. The players then need to piece together the different information available and solve the puzzles to unlock the box.
He said: "Escape rooms are increasingly popular, they've become a middle-class millennial party experience or corporate team building gimmick.
"They're an experience driven by social media for social media.
"The goal is now to get a 'we escaped' selfie at the end."
The idea first came to the writer and game designer after he'd Quentin Tarantino's Kill Bill: Volume 2, where The Bride is trapped in a wooden coffin.
George, added: "I want participants to emerge haggard, almost aged by the experience, but also triumphant, proud of navigating a game that is both physically and mentally taxing."
The game's narrative draws on wartime human experimentation and American security services mind control programmes during the Cold War.
Each player experiences a different half of the narrative and the contestant in the box is a prisoner of war locked up in a laboratory. Player two is a secret services operative tasked with freeing them.
George, who has written for theatre, wanted to create a story that wasn't spoon-fed to the players. He is planning to take the box on tour over the summer.
Featured Image Credit: Triangle News