Hints and clues are not the same thing
In an escape room, a clue is something players find: a physical object, a hidden message, or a piece of information embedded in the room that leads them toward a solution. Clues are part of the game design—they're in the set, the props, the puzzle. Players discover them.
A hint is something staff give: a nudge, a premade message, or in-the-moment assistance sent to the group to push them in the right direction or help them past a sticking point. Hints are staff-to-player communication. They're not discovered; they're delivered.
What ARC actually delivers
When staff send a message—or trigger a premade message—to groups in the room, that's a hint. ARC displays hints: on screens, through your chosen channels, at the right moment. The feature is built for that. Yes, some "clues" can be shown on screens too (e.g. text or images that are part of the game), but the primary function of the system is delivering what staff say or schedule—and that is hints, not clues.
Why the word matters
Different businesses use different language, but separating clues from hints makes ARC easier to understand. Clues belong to the game design; hints describe assistance delivered by staff or an automation. That distinction keeps authored game content separate from staff-to-player communication.
ARC uses "hint" because that's what it provides. Clear terminology makes it easier to design games, train staff, and talk about what your system does—without confusing the thing players find with the thing you send.