Welcome to the backrooms, a horrifying video game that contains an endless labyrinth of randomly created office spaces, as well as a range of settings characterized by the smell of wet carpet, yellow paint covering every surface, and dim lighting.
The Backrooms’ Levels
Level 0: This region is referred to as the “Corridor” in the image of the original Backroom. It contains all the glaringly visible features, including a rotten carpet, yellow walls in monotone, and fluorescent lighting. The beings inhabiting this level are referred to as “hunting dogs” and are described as particularly hostile malformed people. In addition, the “noclip” that can bring a player back to Earth, to another level, or even to an altogether new dimension is the defining aspect of this level and acts as its distinctive feature.
Level 1 is attained once the player decides to leave the “noclip” zone and continues to play at Level 0 for an extended period. At this level, the design will appear to be more industrial in detail: equipment is audible everywhere, and an old warehouse with deep fog and puddles may be visible. Compared to level 0, this level’s details are intended to be more unpleasant; for example, the lights will flicker continually and occasionally switch off, indicating the presence of unexplained monsters whose screams may be heard from a vast distance away.
Level 2 is regarded the darkest due to the level that came before it. This stage is designed to resemble a long tunnel and has an industrial appearance. After a significant period of time on Level 1, the player will progress to Level 2, which is much more challenging. The only way out of this position is to retain your composure, examine your surroundings, and look for clues that will guide you to safety.
The Backrooms’ Entities
This game’s level of creepiness is determined by the presence of unknown beings, together with the setting’s dark atmosphere and spooky sounds. Each creature has its own distinct set of qualities, and depending on those attributes, they may be hostile, friendly, or helpful to the player.
The only way to defeat them is to recognize and recall their patterns of behavior and routines. This will make it easy for you to create proper replies to any situation that may happen. If you permit yourself to feel terrified in their company, you will become an easy target who will be progressively defeated.