Known issues and fixes
The 6 November hotfix (v1.0.20261105.001) fixed two quest items being deleted on save-and-quit and a swapped clown voice line; still open in player reports are glass rendering artefacts, a roof stair translation error and Steam Deck launch failures.
Escape Academy 2 launched on 5 November 2026 and shipped a hotfix the next day. The hotfix fixed three specific things. Everything else on this page is still being reported by players as of 7 November 2026, and where a developer has answered, the answer is quoted rather than paraphrased.

This is a player-report page: fixes marked confirmed come from the developer on the Steam forum, workarounds marked reported come from players who say they worked.
What the 6 November hotfix actually fixed
Version v1.0.20261105.001, announced 6 November 2026. Three fixes, all named:
| # | Bug | What happened | Now |
|---|---|---|---|
| 1 | "Memory Leak" questline | Saving and exiting mid-quest could permanently delete the brain and drain chemicals from the world | Fixed - chemicals stay in the world |
| 2 | "Rest in Paint" questline | Same shape: stencils and paints could be deleted if you saved and quit mid-quest | Fixed |
| 3 | Izzy Dizzy dialogue | The clown was speaking Cod Stewart the fisherman's lines | Fixed |
The hotfix also confirms the version string, which is the fastest way to check whether you are running it - the main menu and pause menu both show it in a corner.
Still open: rendering
Glass rendering artefact. Reported on an AMD RX 9070 XT with a Ryzen 7 7700X on current Adrenaline drivers, most visible on the trophy cabinets upstairs near the principal's office. A reply reproduces it on an RTX 3080 and an R5 7600, so it is not vendor-specific.
Developer response: "this one is tracked! It just didn't make it into the release build, but it'll be fixed in the next patch." Until then the workaround is geographical - avoid the trophy cabinets upstairs - which is not a fix but is what players are doing.
Still open: crashes
Crash at the cheese wheel. Reported twice, then resolved by the reporter: they were "99% sure" the cause was the game defaulting to the integrated graphics card rather than the discrete NVIDIA card. Worth keeping as a diagnostic - a crash at one specific object, on a laptop, is more often GPU selection than a game bug. Force the discrete card before reporting.
Still open: launch and platform
Not loading on Steam Deck. The game shows the Steam loading spinner and drops back to the library, never launching; reinstalling, verifying files and restarting the Deck do not help. The fix, from the pinned FAQ and confirmed in a reply: force the latest Proton version through the game's properties, then the compatibility tab. Steam Deck approval was still pending at the time of the FAQ, which is why the path is manual.
No sound. Total audio loss with no replies on the thread. Nothing in the hotfix touches it beyond the launch build's "minor sound, music, and voice over fixes". Standard checks apply: verify files, check the Windows per-application volume slider, try another output device.
Still open: progression
Main story block with Quanty. A player opens the garage door, the quest ticks correctly, and Quanty keeps repeating that the doors need opening. A second player reports the identical issue in the same thread. Developer response: send the save through the studio's support channel, where it can be edited to unblock you. That is the strongest evidence save-editing support is real, and it is why that channel matters for hard blocks rather than soft ones.
Odd Tower elevator. Standing where the elevator lands and pressing down phases you through the floor. Reported with no reply; a collision bug rather than a progression block.
Zipline lockout. Not a bug but a trap: buying zipline upgrades before finishing the main line can leave you with no money and no route. The developer's reply points at the three income sources - side quests, red herring turn-ins and cash lying around campus - and confirms there is enough.
Still open: co-op
Second controller inert in local co-op. Both pads work in menus, one works in a level. Fix: enable Steam Input, then assign devices in the pause menu. Detail on the controller page.
Puzzle-piece desync between host and guest. Pieces are based on the host's save, the game is peer-to-peer, and the host is the server - so remaking the lobby re-syncs the guest. Detail on the co-op page.
Replays chain into the next stage. Finishing a replayed room shuttles you forward instead of back to the dorm. The developer's response: replays were added late, "they are not in a great state", and it is on the radar for a quality-of-life patch.
Still open: localisation
Spanish roof-stair word puzzle. The word does not fit the space provided, and the answer turned out to be "MÁRCHATE" rather than the expected "ALÉJATE" or "ALEJARSE". A developer reply apologises and says localisation testing was incomplete at that point.
French constellation word. The clocktower constellation spells "CHAMEAU" while illustrating a one-humped dromedary. An English player confirms the same, and the thread's conclusion is a camel/dromedary taxonomy joke rather than a translation error.
Polish language request. No reply. The supported set is English, French, Italian, German, Japanese, Simplified Chinese and Latin American Spanish.
How to report something properly
Copy the logs before relaunching - Player.log and Player-prev.log in the ProjectFLEA folder, and the previous one is overwritten every launch. Note your build number from the main menu. Post on the Steam forum for visibility and open a ticket through the studio's support channel for anything with a save attached. Say what platform and GPU you are on: the cheese-wheel crash and the glass artefact both turned on hardware specifics.
Next: the update timeline for what has shipped, or system requirements if you are diagnosing performance.