$6.99Backrooms: Extractions
Backrooms: Extractions sends you back into the yellow halls as an M.E.G. field agent, solo or with up to six players. Track lost agents, solve level puzzles, film what hunts you, then hold out for extraction. Gear you carry can be lost, while rank and storage carry on.
Is Backrooms: Extractions worth it?
Backrooms: Extractions is worth it if…
- you like co-op horror where teamwork decides who gets out
- you like tracking, scanning, and solving your way through scary places
- you like risk-and-reward gear where failed runs cost you
- you like learning monster rules and filming them to finish the file
Screenshots
Rescue runs, not escapes
Escape is not the mission here. Each deployment asks you to locate missing agents, transmit the data from your PDA, then survive until the extraction window opens.
You drop a beacon, catch the signal, and send it off while seven levels shift around you, from the Lobby and Utility Halls to the Suburbs, Paradise, and Attic Floorboards. Missions, loot, and entity behavior change run to run, and higher M.E.G. ranks clear you for deeper operations. Fail and the Backrooms keep what you brought.
Seven entities with their own rules
Seven confirmed threats stalk the levels: the Smiler, the Wretch, the Hound, the Skin Stealer, the Partygoer, the Balloon, and the Wraith. Each has its own senses, sounds, and rules, listed in the Entity Registry for agents who prefer reading to running.
Your camera does double duty. Filming an entity long enough completes its dossier, a permanent record if you survive the footage.
Tools, light, and loud voices
This is tool-driven horror, and choosing a loadout is already a survival decision.
Light is a resource and sound is a risk. Between runs, the LAB lets you restock, spend mission pay on tools, and climb ranks.


















