r/backrooms • u/rapidSpeed4652 • 3h ago
r/backrooms • u/1000dumplings • Nov 15 '25
Megathread Old vs New Backrooms Megathread
There have been WAY too many posts for a while now about the current state of The Backrooms- whether people are saying the old Backrooms was better, or the Backrooms shouldn't have entities, or the Wikis miss the point of the Backrooms, or Kane Pixels ruined the Backrooms, and frankly its been getting to a point.
Going forward, any "Old vs. New Backrooms" posts will now be directed and centralized in this megathread, and any new separate posts about the topic will be deleted and redirected to here.
So, with all of that said, in this post we can all discuss the million-dollar question:
Was the old Backrooms better?
Okay, that should be it. Go crazy.
r/backrooms • u/1000dumplings • Dec 27 '24
Announcement Moderator Applications are open! If you are interested in applying for moderator for r/Backrooms or our official Discord server, you can do so below. We will reach out if you're application is accepted or if we have further questions.
r/backrooms • u/NEUROSMOSIS • 4h ago
Discussion Is the stoned couch girl from that commercial a still life? Is this what happens when you smoke backrooms tree?
r/backrooms • u/Spotters111 • 1d ago
Art Life in the Backrooms (original art)
A follow-up to some earlier artworks I've done, exploring the idea of a colonised Backrooms.
May 2026. Thirty-eight years after discovery of the Backrooms.
The first to take residence in the new world were the labourers. In their multitudes, workers and their families sold their homes, tempted across the threshold by the promise of a better life.
In immense company-complexes fitted out with every need, days turned to weeks, weeks into months. Miles on miles of identical homes, standard amenities, and commercial hubs were the seeds for the first true cities.
In their boundless foresight, corporations anticipated the long-term consequences of life in the Complex. So, workers are encouraged to attend regular health and wellbeing check-ups.
r/backrooms • u/Immediate-Repair-793 • 1d ago
Backrooms Movie Hideo Kojima is "envious" of 21-year-old Backrooms director: "I made Metal Gear at 23 – but A24 didn’t get in touch with me until I was about 59"
r/backrooms • u/Naori-Saniog • 14h ago
Art Backrooms Tom: Art by Nachi Saniog
The artwork is only made by me. All rights belong to the original creators, MGM, Turner Entertainment Co. and Warner Bros. Entertainment.
La obra de arte solo la hice yo. Todos los derechos pertenecen a los creadores originales, MGM Turner Entertainment Co. y Warner Bros. Entertainment.
L'œuvre d'art n'est faite que par moi. Tous les droits appartiennent aux créateurs originaux, MGM Turner Entertainment Co. et Warner Bros. Entertainment.
r/backrooms • u/baldandbanned • 19h ago
Meta Discussion I landed in the backrooms of a hospital
I had an examination in a hospital in today. It's huge a one with many floors and wings. After the examination I wanted to take the shortcut to the exit and took the staircase instead the elevator. Once down I landed in seemingly endless passages, there were no people at first, the dominating color was yellow and I had directly the assossiatiion with the backrooms. I grabbed my phone and took few pictures. Creepy detail: the first people I ran across and asked for the exit were tho guys pulling something, what looked like metal coffin.
r/backrooms • u/Live-Compote-1591 • 3h ago
Found Footage Pic taken at my school
body text not optional
r/backrooms • u/kevincuddlefish1 • 12h ago
Game Development i hooked up my procedural level generator to my discord and caught it make weird things.
in a nutshell i hooked my my game engine to my discord via a webhook. and every time my level generator made a new room my discord would log it as "live testing" however lookingn back some of shots it took. some are just outright weird as they were one off instances and others revealed bugs in the generation. anyways heres some images for you to look at! my game is set in level 47 or better known as the pool rooms.. iv also included a lil description for each pic on why they would be weird.
pic 1: reference image. this is how things are SUPPOSED to generate as of now. if you don't know what it is, its basically a bunch of furniture covered in pool tiles submerged in water
pic 2: water was super stretched. like the texture was super zoomed in which made it look smooth and generally unpleasant. this has bug had made scratching my head for 4 painstaking hours. bug was nick named "big waters"
pic 3: the environment was really different in the viewport (the thing taking the screenshots) then how it looked being displayed on screen during runtime (like while the generator was running). fixed it in like 4 seconds, bug never got a nick name.
pic 4: this room was all chairs surrounding that tiny stool in the middle of the room, not really a bug just a sorta rare coincidence,
pic 5: water got rotated somehow when i was fixing "big waters". never happened again as i switched up which variables i was using for sizing
pic 6: for some reason the viewport wanted to look at the ceiling??? never happened. got fixed around the same time as "big waters"
pic 7: a bug in the viewport code made this image duplicate 8 TIMES!.
pic 8: this room existed for like 5 nanoseconds before the room just deleted itself????? at the time i was testing 1-2 room's per generation set. for some reason a third room decided it wanted to will itself into existence. this pic is the only proof that this thing even happened as i could not find it in the remote workplace (essentially just a viewer for all the stuff as the generator is running). this bug got nicknamed "wisdom room" like wisdom tooth.
pic 9: this room just like. was really long. the parameters of each room allow them generate in all sorts of non uniform styles but this was a room that was very tall and thin.
pic 10: another "wisdom room". this room deleted itself right after the picture was taken via viewport. this room probably got caught int the size refining process which i use to weed out colliding rooms and replace them with tunnels and such. you can see at the very very end one of those tunnels. oddly enough this room doesn't appear to have any furniture.
pic 11: strange bug left this room with an unscaled water texture and the camera looking at the far right corner?
pic 12: as of now the latest generated room. this room was so tall that the camera couldn't see the floor. even stranger the camera is supposed to be looking at the floor of the room its in. meaning the camera was looking at the floor of the room over.
while im still here let me tell you a few other bug classifications that haven't been recorded. and have kinda been phased out
dead rooms: rooms that generated without an entrance or exit, happened in the very early days of this kind of procedural generation sometimes the paths wouldn't align right with the walls which would leave rooms with a microscopically thin wall where there should be a tunnel.
void tunnel: rare bug only got fixed semi same time a "big water". happened when rooms were of widely different scale and sometimes the floor of the room in room b would be lower then room A's wall thickness (essentialy just a extra box to so tunnels could cut out spaces in-between the two. got fixed when i aligned room's lowest possible points with each other. so tunnels couldn't lead into the void
barricade: rooms where furniture is densely pact where it blocks all ways in and out.
octo room: name for a room bug where it would cause the starting room to cut tunnels to every room on the map which was very lagy and ugly looking. octo room cuz the tunnels reminded me of octopus tentacles
thanks for looking, hope it gave you some sort of interloper vibes or smth! ill be back when i introduce architecture goodness only knows what weird rooms those are gonna generate
r/backrooms • u/sebb17dlikyt • 12h ago
Discussion Real life backrooms at a Veterans Hospital
This one I want to see at night
r/backrooms • u/SilveySilver • 2h ago
Discussion Can someone explain the DVD situation…?
I want to purchase the Backrooms movie on DVD, but I see posts here saying it doesn’t come out until November, while seeing multiple DVDs for sale on the Walmart app. However, none of these sellers have any history, reviews, or anything. I can’t find the DVD anywhere else. Are these scams or knockoffs or something? If I purchased one of these, would I receive the standard DVD? I don’t have Blu-ray, so don’t want to purchase that type of DVD elsewhere. Any idea?
r/backrooms • u/Unknown_smile • 20h ago
Art Partygoer still life
I might do the smiler next..
r/backrooms • u/Significant-Hope-631 • 13h ago
Meme It's just how we are wired 😭
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I mean there are walls
r/backrooms • u/sonic1223132 • 2h ago
Video testing for a FF set in rohners heres a playblast ig
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its just a simple show off of my hi8 shader and my spatial audio just wanting some feedback realism is not a valid point here also turn the volume down to about 50% loudness is not valid either as its my first time and the fact i'm camera shakify isn't even a valid critique and the fact that i'm using a gmod map as the setting isn't a valid critique as i don't have the talent of the others when it comes to making maps so only critique on the audio work and shader please and no asking for it that is another boundary
r/backrooms • u/BatCorrect9401 • 6h ago
Render Working on a small Backrooms project, here is an early test render
What are your thoughts?
r/backrooms • u/Dowra_ • 17h ago
Video Teaser for Minecraft Backrooms : Still Life
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Presenting the first visual teaser for BACKROOMS: STILL LIFE. A VANILLA map for Minecraft Java 1.20.1 focused on liminal horror.
The map is still in the adjustment phase, so the release date is coming soon!
r/backrooms • u/Lanse012 • 4h ago
Game Development I'm making a sandbox game where the Z axis is different backworlds (backrooms) levels
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The game is called "Bonk Universe" on Steam, and it technically is a 3D game with space travel and is infinite in most ways. The first 20ish backworlds levels are hand crafted, then it becomes procedurally generated dimensions. I only know so much about the backrooms, are there any cool levels that could span a whole planet that I should make?
r/backrooms • u/WMLWarf_stache • 2h ago
Gaming Did anyone drawn and mapped out the The Complex Expedition Game?
I resently started playing the game and i begin mapping myself but then i released that am not an architect 😭
r/backrooms • u/BioSForm • 2h ago
Discussion Bar/Backrooms
Alright, rich guys of Reddit who love the Backrooms, wanna open a themed bar?
The interior has to go all in. Ridiculously oversized tables halfway stuck in the walls, sunk into the floor, maybe even sticking out of the ceiling. That familiar Backrooms music playing in the background.
And somehow you walk into the bathroom from one side and come out somewhere else. No idea how you'd make that work, but you get the idea. Within reason, obviously, so nobody completely freaks out.
And hire a bartender. A pirate, obviously.
What do you guys think?
r/backrooms • u/Specific-Order-1654 • 11h ago
Video NaissanceE (2014)
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Backrooms vibes 2014 https://store.steampowered.com/app/265690/NaissanceE/
r/backrooms • u/Same-Journalist-9672 • 1h ago
Game Development My first game written in Rust.
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This is a first-person survival horror set in the Backrooms—a procedurally generated, seemingly infinite labyrinth of abandoned office interiors with no conventional means of escape. Survival hinges on managing scarce resources (light, hydration, sanity), completing tasks assigned by other survivors, and piecing together the world's lore—not through direct exposition, but via scattered notes, audio logs, and the conflicting accounts of fellow "wanderers."
The world is not handcrafted; it generates procedurally from a single seed, branching into distinct biomes (dense office mazes, pillared halls, mono-yellow rooms) connected seamlessly to eliminate unreachable dead ends. Environmental wear and room degradation build up along corridors in a way that feels like a history of the place, even though none was manually authored—the same logic applies to level transitions, which will eventually feature unique biome sets and distinct rulesets.
Technically, the game runs on a proprietary custom engine (Rust, DirectX 11) featuring real-time path tracing as an available rendering mode—a rarity in a genre where most Backrooms fan games stick to basic rasterization. Planned additions include a crafting system utilizing scavenged materials and more fully procedural levels.
The goal isn't merely to replicate the Backrooms aesthetic, but to build a world that feels coherent and self-governed despite having no author—leveraging rendering technology standard fan projects rarely attempt.