Identity Games - "Medical Mysteries: Miami Flatline"
- Andrew Woods
- Jun 28
- 5 min read


Photo above is property of Identity Games
Company: Identity Games
Game: Medical Mysteries: Miami Flatline
Country: USA 🇺🇸
Language: English
Type of Game: Tabletop Games 📬
Genre: Detective
Date Played: March 20, 2025
Difficulty (based on 2 players): 6.5/10
Size of Team: 1-4 ppl
Time: 60 Mins. per patient
Price: $48.83
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House - the game, has returned in a much anticipated sequel, ditching the gray facade of Gotham for the neon tropics of Miami. Florida, the perfect swamp and breeding ground, a veritable pathogenic party. The temperatures are rising, the diseases are more exotic. No place offers a greater biodiversity for the perplexing study of the human condition. If you thought this was going to be a vacation you were wrong, but hopefully not dead wrong.
“Medical Mysteries puts you in the shoes of an Emergency Room doctor, tasked with ensuring your patient survives the night - their lives are in your hands. Can you work with your team to examine, diagnose and treat your patient, before it’s too late? As an Emergency Room Doctors, it is your job to examine your patients’ mysterious symptoms, review their medical history and uncover hidden clues. Work together to diagnose the conditions. Follow clues, run tests, consult specialists and use your instincts to diagnose the patient, and finally make the right treatment decisions to help your patient survive the night. Then, work to determine the underlying cause of their condition. Earn points along the way for making the right treatment decisions and helping your patient survive the night.”
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The game continues its run of game design perfection - if it aint broke don't fix it. This time they've tweaked the aesthetics ever so slightly to dilate the game towards the colors of Miami, making them bolder, brighter, eye popping, and neon tinged. The vividness makes the game even more enjoyable to look at and handle. The material is extremely well presented. Just the color coding alone is masterfully done. It's very readable, playable, shareable, which is key because the game often is at its core a matter of connecting types of information (symptom and pathology) and carefully construing a diagnosis out of them.

Photo above is property of ESCAPETHEROOMers
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Gameplay wise it's much the same great system as the first, except as a sequel which anticipated the players desire for more exotic and challenging scenarios. It is at once standalone, but also builds upon the original game, so it's an attempt to satisfy both worlds, the new and legacy player. They've expanded and refined the symptoms, pathologies, and solutions, creating a vaster and more wondrous universe of medicine. The most impressive part of the game is how organic and true to life they have made it with the static elements it is composed of. It is a living game: your choices have effects, which in turn create new situations to be affected. There are many paths, and there can be multiple ways of uncovering information and treating and stabilizing the patient, though only one explanation of the origin of their pathology. I can say with extreme confidence, given my cursory knowledge of Medicine, that this is the closest I have ever felt to playing a real Doctor.
It is replay-able, and it is not. Take what eventually proves a wrong turn and you can backtrack to where it first started to go wrong. But once you have stabilized the patient, and therefore turned the final page and solution, there is no turning back. So I implore anyone playing this game - really play it before you turn that page, and really think through the solution, the pathology of which is often much more subtle then what is immediately understood through the diagnosis and its final resolution. I said this in a review of the first game - the solutions require a leap from stabilizing the patient and identifying their diseases to ultimately explaining how the disease started in the first place. This can often have some kind of environmental component, which is communicated through the narrative uncovered alongside the medical diagnosis. For example, we can trace the anaphylaxis, which you have just stabilized with an EpiPen, to the peanut butter residue which is accidentally being put into the patient's sandwich everytime they pack a lunch. So clean that kitchen knife!
Photos above are property of ESCAPETHEROOMers
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The symptom, condition, medical action, pathology system is such a perfect play and elevation on the classic murder mystery genre which is limited to death and the motive and means behind it. The logic of the game is immediately relatable, and yet it communicates a very deep and novel system, the human being as an organism being its own kind of special puzzle. This one jumpstarts a little faster, which I love - meets game lovers expectations - defibrillator hits a little harder, and the ceiling is higher. It is trying a little harder to complicate the diagnosis, and to throw you curveballs, and to make you have to think over every little decision and the potential resulting complications. At its best this game really gives you that sense of urgency of treating a live patient, while really testing you to work through the logic of deconstructing the symptoms and the patient's evolving condition - which is the thrill and challenge of it all. The finale is something like the designers conceiving of the ultimate challenge, but I will leave it at that. Choose your own adventure, and for the sake of little Zoey choose wisely!

Photo above is property of ESCAPETHEROOMers
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The one knock, if any, is that there's a lot of material, and yet not a lot of replay-ability or content, in the sense that I can guarantee you players will be clamoring for more by the end of it. They need the equivalent of a steam DLC type release schedule, and many of them, because there the foundation of the game could sustain so many more great cases, it's quite tragic. There's this tug of war in the marketing and selling of mystery games between standalone and legacy, between a one shot game and a game where the depth gets deeper as the player gets more invested and involved. I want to believe that the player base enjoys these games enough to support a legacy system of releases - it should be! This game is almost screaming for a digital version so support that model. I want to finish this by saying buy the game and try it for yourself, I think you'll have a blast, it's an ingenious pivot from the usual murder mystery games. As House says: "We save lives. That's what we do. Sometimes we need to do stupid, crazy, risky things to do it."
(If you do decide to try this game, give us a shoutout or tag us on social media so we know you heard it from "ESCAPETHEROOMers"!)
Disclosure: We thank Identity Games for providing us with a sample of this game. Although complimentary experience was generously provided, it does not impact our opinion on the review whatsoever.
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