This research project focuses on the development of a Virtual Reality (VR) escape room as an innovative approach to corporate compliance training. We investigated theories of active learning, escape rooms for education, game-based learning, motivation, immersion, and flow to answer whether virtual reality escape rooms developed for corporate compliance training are a better alternative to traditional training methods. The study utilizes a quasi-experimental control group with non-probabilistic convenience sampling. It includes a total of n=32 participants, divided equally between the experimental group and the control group. The former experienced the VR escape room training, while the latter received the traditional e-learning self-study training. Data on engagement, motivation, and perceived learning were collected through post-testing questionnaires and direct observation. The metrics used to score the results were the User Engagement Scale (UES), the Situational Motivational Scale (SIMS), and the CAP Perceived Learning scale. The results showed a substantial increase in the affective learning of VR users but no statistically significant difference in cognitive learning. Furthermore, the experimental group surpassed the control group in almost all aspects of motivation with the exception of external regulation, indicating the experience did not feel punitive or forced. The experimental group scored higher in all facets of user engagement, excluding perceived usability. Based on the results, further implementation and polishing of the VR escape room experience are suggested to create a viable product that could offer enhanced engagement, motivation, and learnability for corporate compliance training.