
Thrown naked into a stark room with thirteen strangers, Tonya learns she is the final contestant in a deadly game. All wear electronic collars that kill them when a “curfew” timer ends. With clues and tools from a box labeled “pieces,” they search for an exit and the reason for their abduction. As lights dim and bodies drop, each death reveals a clue to the killer.
Does Breathing Room have end credit scenes?
No!
Breathing Room does not have end credit scenes. You can leave when the credits roll.
Explore the complete cast of Breathing Room, including both lead and supporting actors. Learn who plays each character, discover their past roles and achievements, and find out what makes this ensemble cast stand out in the world of film and television.

Kim Estes
Ten

Brandon Stacy
Two (New Room)

Austin Highsmith Garces
Eleven

Sara Tomko
Nine

Michael McLafferty
Eight (Lee) / Twelve Corpse

Brad Culver
Six

Eve Sigall
Four (Rothie)

David Higlen
Five (Harry)

Ailsa Marshall
Tonya (Fourteen)

Keith Foster
Host / Other Room Participant

Stevens Gaston
Thirteen

Terri Marsteiner
Three

Jeff Atik
One (Charlie)

Steve Cembrinski
Zero (Robert) / Scientist

Bryce Gerlach
Two (Operator)
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Challenge your knowledge of Breathing Room with this fun and interactive movie quiz. Test yourself on key plot points, iconic characters, hidden details, and memorable moments to see how well you really know the film.
What profession does Tonya claim to have?
Psychology student
Police officer
Journalist
Doctor
Show hint
Read the complete plot summary of Breathing Room, including all major events, twists, and the full ending explained in detail. Explore key characters, themes, hidden meanings, and everything you need to understand the story from beginning to end.
Thrown naked in a desolate room with thirteen strangers, Tonya Mane discovers she is trapped in a deadly game and must uncover why she was abducted. The room holds a tape recorder that announces the basic rules and sets a grim tone for what follows. A key line is whispered into the air, and the tension rises as each participant tries to decide who will survive long enough to win. The rules are simple on the surface, but brutal in practice, and the stakes keep climbing with every passing hour.
Only those without collars can break the rules.
A chilling moment arrives when a contestant crosses a forbidden zone, and the electric collar he wears delivers a lethal shock. The room becomes a testing ground for nerve and cunning, a place where trust is scarce and fear is contagious. A box labeled “Pieces” catches Tonya’s eye, yet the others keep its contents a mystery. Another note found in a pocket reads, “Hint: piece the pieces,” adding to the puzzle and nudging players toward hidden connections. A further rule forbids any attempt to adjust collars, which only clouds the group’s attempts to escape. As the game progresses, paranoia, anger, and desperation boil over, and the living room transforms into a crucible where everyone’s limits are tested.
The host explains the grim objective: there can be only one winner, and that winner earns the life of the others in the room. This revelation shifts conversations from casual discussion to tactical maneuvering as the contestants try to deduce who is a threat and who might be a valuable ally. The players begin to reveal fragments of their lives: one is a recovering alcoholic, another teaches sixth grade English, and another works in sales; Tonya presents herself as a psychology student, a detail that shapes how she reads the others and interprets the clues around them. The atmosphere intensifies when danger intrudes from outside the established game—someone is kidnapped by an unknown entity, while another participant is found dead in the toilet, underscoring the seriousness of what is unfolding.
Amid the growing chaos, a clue appears in a closed drawer: “Hint: fourteen is the key,” a direct reference to Tonya as the fourteenth contestant. A bespectacled man discovers a paper bearing the words “Hint: Jumble,” further feeding the sense that every item and every remark may carry hidden meaning. The tension spikes as another participant is killed, and accusations flare as someone shouts at the others, demanding the cameras be broken to expose the truth behind the game. A mirror cabinet is discovered and smashed with a hammer, revealing a black box labeled “serial.” Inside lie flakes and a sealed paper, accompanied by a new riddle that reads: “hint: What is your favorite type of serial? In this game there are three. One rapist, one pedophile and one killer, find the killer, find the reason.”
The group presses themselves with more questions while the host imposes a tight clock—their time to deduce who will be eliminated is limited. A suicide shocks everyone as a contestant shoots himself in the mouth, an act that darkens the mood and pushes Tonya to search for a solution beyond simple deduction. She pieces together a key, a small but crucial discovery that could unlock one of the collars and tilt the odds in her favor. The eliminations continue, and the participants learn that these killings are known as “curfews,” a grim term that frames their nightmarish experience.
Tonya grows more calculating as the clues mount. She learns that the key she has could fit a collar, a detail that changes how she views the mechanical restraints as much as how she views the other players. A violent confrontation erupts between two of the contestants, and the fight ends with one of them frothing and dying, heightening the sense that every moment could be the last. A new contestant arrives, Robert Tanner, shaking up the dynamic and forcing the others to reassess alliances. Tanner soon uncovers a black box containing bullets and another paper that reads “Hint: Bite the bullet,” a cruel reminder that every decision may come at an extreme cost and that danger remains ever-present.
Across the escalating tension, the players’ backgrounds—personal struggles, careers, and fears—intersect with the game’s brutal logic, turning a supposed puzzle into a test of endurance, ethics, and nerve. As the clock winds down and the number of survivors dwindles, the line between strategy and desperation blurs. The fate of the participants hinges on parsing every clue, interpreting every gesture, and deciding when to risk a move that could either save a life or seal a fate.
The cast includes Two (New Room), Nine, Eleven, Eight, Four, Five, Six, Fourteen and many others, all of whom become entwined in a perilous game governed by rules that are as merciless as the facility itself. Each character’s moment—whether a whispered plan, a sudden betrayal, or a silent exit through a cracked door—speaks to a larger question about choice, fate, and the price of survival.
As the participants inch toward the end, Tonya’s keen observations and her willingness to piece together disparate clues push her toward a climactic realization. The balance between risk and reward becomes razor-thin, and the survivors must decide who among them is capable of outlasting the rest in a contest where the ultimate prize is life. In this high-stakes room, every glance, every confession, and every faulty assumption could be the difference between life and a fatal curtain call.
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