Backrooms drops your players into the yellow rooms behind reality. They wake up on Level 0 with a dented flashlight and one battery, and from there it is a run: search the rooms for supplies, keep their head together, stay quiet, climb into a locker when something comes, and find a door. Some doors lead deeper, some lead home with a cash reward — and some are traps.
Every run is a private copy of the world shared by up to four survivors. Five levels each have their own light, sound and monster, and an AI director watches how frightened and how loud the group is to decide when the lights die, when something starts walking, and when to leave them alone. Players get in by dying — a small chance of waking up inside instead of at the hospital — through entrances you place in the world, or by being sent by an admin or another script.
Almost nothing is configured in files. Language, rewards, survival, the HUD, restrictions and access are settings changed live from an in-game panel, entrances are placed in game with a creator, and every run is recorded for an in-game statistics window.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the items and claiming admin access. | |
Ways in, the five levels and their monsters, survival, items, exits and rewards — plus the entrance creator, the settings panel, the statistics and the level editor. | |
Frameworks, inventories, targets, ambulance jobs, HUDs, phones, Discord logs and quests — how each is detected and where to plug in your own. | |
Admin and console commands, the developer tools, and the exports and events for driving it from your own scripts. | |
What each problem means, and what to do about it. |
What it does#
Area | Details |
|---|---|
Levels | The Lobby, Habitable Zone, Pipe Dreams, Electrical Station and The Sublevel — each with its own lighting, fog, ambient hum, flickers, blackouts, red alerts and monster. |
Monsters | Five creatures with their own rules: one backs away from your flashlight, one only moves when nobody is looking, one kills whoever sees its face, two feed on light. None of them can be killed. |
AI director | A tension meter fed by sanity, noise and time spent on a floor. It schedules omens, blackouts, spawns and chases, and gives the group room to breathe after every scare. |
Survival | Sanity in five stages with hallucinations, stamina, a battery-powered flashlight, footsteps whose noise depends on the floor, and lockers to hide in. |
Loot | Twelve items — almond water, batteries, flares, keycards, map fragments, film rolls and more — found in searchable containers, each with its own effect and value. |
Groups | Up to four survivors per run in their own routing bucket, sharing loot and exits. A fallen survivor leaves a body the others can search. |
Escape and rewards | Cash that grows with every level survived, plus the worth of what they carry out — and the loot can come with them. |
Entrances | Taped-off walls and pay-to-play arcade machines placed in the world with an in-game creator, each leading to the level you choose. |
Admin tools | A settings panel with 45 options in nine sections, a statistics window over every run, and a level editor for the layouts. |
Persistence | A disconnect either pulls the player out or puts them back on the same level when they return, and every finished run is recorded. |
Languages | 41 languages, switched live from the settings panel. |
Driving it from your own scripts? A cursed item, a ritual or a quest sends a player in with one export, and server events tell you about every entry, death and escape. See Commands and Exports.



