$6.99Is Inside the Backrooms worth it?
Inside the Backrooms is worth it if…
- you want a horror night built around a lobby, with up to four friends coordinating and panicking in voice chat
- you know the backrooms creepypasta and want its entities and yellow rooms in playable form
- you enjoy puzzles under pressure, with solutions that change every run
- you like tension that comes from hiding, listening and managing scarce supplies rather than fighting back
- you do not mind rough edges: the game can be buggy, and recent updates divide long-time players
Screenshots
Endless yellow rooms
The setting is the famous creepypasta: countless identical rooms with pale yellowish walls, old dirty carpet and a hum of fluorescent light. From the first glance it feels wrong, a place that is not safe, and the game leans into that. You explore in first person, checking each room for items that let you unlock new areas and push deeper. Five huge levels wait, each built to be harder than the last, plus two secret mini levels that lead to a secret ending. The further in you go, the more dangerous it gets.
Know your hunter
Six entities stalk the backrooms, all drawn from the original creepypasta, and each one attacks and manifests in its own way. Survival is about recognition: identify what is after you, learn its behavior, and avoid it. Getting caught by one is bad. Two finding you at once is a very bad time. Seeing an entity raises your anxiety, which brings fear disorders and poor visibility, so panic is a mechanic, not just a feeling. You have limited stamina, and when something is close behind you, every sprint point matters.
Puzzles that refuse to repeat
Escaping takes more than running. Each level is packed with puzzles, from quick and simple to complex and laborious, built to be solved alone or with the group. The twist: every new game changes the solution of all of them, so memorizing answers gets you nowhere. You gather supplies, manage a limited inventory and try to collect everything you find, because running short of an essential item can mean death. Almond water restores health, pills calm anxiety, radios give long-distance team communication, flashlights light dark areas and protection suits guard against radiation.
A bad night, together
This is a game made for a lobby and a shared scare. Up to four players fight to escape each level together, splitting up to search rooms and calling out what they find. Proximity voice chat means you only hear whoever is near you, and some entities can hear you too, so a whispered plan can become a mistake. Nobody has to stay dead for long: the game respawns you in a creative, dynamic way, up to three times. When something starts chasing and everyone scatters, the voice chat tells the rest of the story.




















