
You have found yourself in a space that reminds you of nothing, and everything. A space of rooms, that are both comfortingly familiar, yet strangely unknown. A space of quiet and loneliness. You have found the BACK*SPACE. You aren't sure if you are alone. You aren't sure if you want to leave.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 16 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Why do you keep searching?
BACK*SPACE is a liminal space exploration game that focuses on the aesthetic of liminal spaces. The player finds themselves suddenly thrown into a strange new place, consisting of empty corridors, forgotten rooms, strange pools, and surreal architecture. Can you find a way out of this place? Or, do you want to stay a little longer?
How long will you stay?
BACK*SPACE is uncanny, but still somehow feels comfortable and inviting. Nothing is chasing you, there are no entities, no threats of danger. Explore a little while you are here, and see what you might find. Search at your own pace.
Where is this place?
BACK*SPACE consists of 16 unique levels, each with varying themes. 8 levels feel like forgotten offices, malls, and rooms, and smell of moist carpet and molding wallpaper. 8 levels feel like poolrooms, and lure you in with calm waters. These levels are inspired by backrooms lore, and feature some familiar takes, and some maybe less familiar. A wanderer can explore any level at any time, and does not have to progress in any linear order. These rooms are confusing and somewhat maze-like, but the way out is still reachable, if you really want to leave...
After an introductory level, wanderers find themselves in a home ‘Hub’ of sorts, that connects to each of these 16 levels. But also, one final Exit elevator in this room is found, glowing in the light of a mass of television screens. Is this the way out? Do you want to leave? You are welcome to stay as long as you like…
What do you keep finding?

Each main level has a VHS tape hidden somewhere in its rooms. This tape can show up in different places each time a wanderer visits, encouraging the wanderer to explore and look a little more closely. Some objects are decoys. Audio cues throughout a level may appear, trying to lead you on your exploration, maybe towards your tape, maybe towards the way out. Sometimes, a tape may be more tucked away and difficult to find, but, a wanderer only needs to find a VHS tape if they truly wish to move on from this place. 16 tapes, 16 screens…
Each found tape will show up at Home in the collection, and finding a tape will also enable a signal that the tape has been found in its level, but you could return for a wander if you wish.
Some levels are more maze-like while others are a bit more linear in nature, but in all of them you will start to feel your state of mind aligning with the level’s namesake. Many rooms are dark, but your flashlight will help. An explorer that feels trapped can save/reload and would restart at the beginning of the current level. Remember, the VHS tapes are not required to unlock anything except the Hub Exit. There are no active entities or monsters in this game to pressure your exploration (although there are a few spooky moments scattered throughout), your player is never in any real danger. Your exploration, and your findings, are entirely up to you.
Are you watching closely?
BACK*SPACE features multiple options to adapt the visual experience. It begins with a heavy analog/VHS look, but multiple VHS effects can be removed in game options if a clean look is desired. This is meant to help with wanderers who may be sensitive to motion sickness.
Other options include disabling head-bob effects, use-icon effects, footstep sounds, look sensitivity, and audio disable.
Some areas utilize some flickering fluorescent lights. It is not particularly extreme by any means, but users with photosensitivity should proceed with caution.
BACK*SPACE features a manual save ability, so wanderers can continue wandering at a later time. 3 save slots are usable. Saving will store tapes found, time played, and current level. Saving once you return Home is recommended, to make venturing forth easier.
BACK*SPACE can be played with either keyboard/mouse or XBOX controller.
There is no music currently in BACK*SPACE. This is intended to draw the wanderers focus to the visual aspect, however, it also enables a wanderer to turn on their own liminal playlist if they desire.
Is this what you want?
BACK*SPACE features a free demo. The demo includes 2 of the 16 main levels, one ‘room’ style, one ‘pool’ style, along with the intro and hub rooms. The demo shows the true BACK*SPACE experience, just not all the levels are reachable. Wanderers are encouraged to ‘try before you buy’ to see if this liminal walking sim is something they would enjoy.
The demo should provide about 2-3 hours of liminal exploration. The full game can provide 20+ hours of exploration to a dedicated explorer, but, generally speaking, the average wanderer might get 10-12 hours on a single playthrough. New playthroughs may place the VHS tapes in different locations, and thus lead explorers to different rooms a second time around.
BACK*SPACE is built in UE5, using Lumen technology. Lumen seems to have issues sometimes with certain graphics cards. It is Highly Encouraged that a wanderer try the demo first if there is concern with maybe some older hardware. Many UE5 pre-made assets have been used in this game, credits for in-game assets can be found in-game upon completion and reaching the Hub Exit. No AI was used in the making of BACK*SPACE.
Features Summary
-16 levels of liminal exploration
-search for VHS at your own pace
-no entities or monsters
-Visual and Gameplay options
-3 Save Slots
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best Backroom games of all time :) Its a simple and straight forward kind of game its literally a walking simulator but you have to search for tapes on each level, there is about 16 levels in total and all of them look very different, I think the best ones were Serenity, Solitude and Tranquillity those were all very cool. I feel like the game accurately captures what it would be like to become trapped within the Backrooms in search of an exit sometimes it can be quite difficult, whilst finding the tape might be easy, as the atmosphere will play a humming sound in the direction of where the tape is located. The Atmosphere itself is one of the best things about the game, you see the game world through a camera lens and its almost like your watching a recording. The maps can be eerie and they all have their own kind of style and appearance, its makes the game fun to explore and the ambience, is excellent you can hear noises like the exit playing music and when you hear that with the humming sound and the environment it works really well as you wonder about. The game has a safe area where it shows your progress, as in how many tapes you have collected and which levels have been completed, there is no order to the levels either so you can do them in any way you choose and you can save the game at any time. I liked that the developer included a location everyone is familiar with, whilst adding their own personal levels to the backrooms and liminal space, to give the game its own unique identity and presentation. There isn't much in terms of a story and the main character (the player) is the only character throughout the entire game there are no entities, but there is a few secrets hidden throughout the game and strange areas, that can teleport you to other parts of the maps. I do think the game is very relaxing to wonder around and sometimes listen to music, when you have already discovered each tape and just want to revisit certain levels. I think for the cost of £5.75 this game is great and very underrated, definitely one of my favorite games on Steam, overall its a lot of fun and I really enjoyed it. Amazing game :)
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A single player game with no online features should not try to add a firewall exception to your system.
I haven't completed the game yet but I felt like I needed to make a review. As someone who's played more than a handful of backrooms/liminal space games on Steam, this game is by far the most well made. I've played Pools, which is nice but is limited to water areas (shocker). I've also played Dreamcore, which originally was my top pick for liminal space games on steam. The issue that I had with that game was INCENTIVE. Almost every backrooms inspired games without entities or monsters chasing you is essentially a walking sim, which isn't a huge deal if you're playing for immersion in atmosphere. The problem with Dreamcore is that once you've been in one or two rooms, you've been in them all. In Eternal Suburbia, all the houses are pretty much empty. The layout might be slightly different, but nothing disorienting or out of the oridinary, which was disappointing for me. This game solves that while keeping the same strengths that Dreamcore had. There are plenty of maps, and they are all huge. And the best part is that there are things to see that make you WANT to go through different doors and explore different areas. It doesn't have the procedurally generated map feel to it, it feels like someone actually handcrafted almost every room/area you go into. There's still nothing chasing you, no jumpscares, no monsters, but because the map is so diverse it gives it that lived in, or previously lived in, feeling without there being anyone or anything at all. There's other one off backrooms games you can play that are nice overall experiences as well but if I had to rank the one's I've played and enjoyed, I would without a doubt put Back Space as the number one, with Dreamcore and Pools following behind EDIT: I said that there are no jumpscares in this game and I just found out thats not entirely true.
I refunded this only because I personally dislike the level design choices. Apparently, all of the 16 levels are extremely similar with this tight corridor/maze-like layout even if they differ a bit visually (as you can see in the store page images and videos), and there are frequent invisible walls to keep you within these corridors and to prevent you from going into the pool water. Everything else about this game (UI, graphics, tutorial, sound design, optimization, lack of entities, the tape-hunting endgoal, etc) gets an A+ from me, which is why I'd still recommend it if you are a fan of the level designs that I mentioned above.
This was the overall best liminal game ive played so far. Dreamcore was my favorite up until now, and i still really like it, but i realized that these 2 games have quite different "styles". While Dreamcore is almost COMPLETELY EMPTY, safe for a few PCs and chairs in some specific places (and the hotel area having some basic furnishing), this game has STUFF around, everywhere. Just, things in general. Not too many, but just enough for me to get the feeling of "there were people here, or at least someone put this all here." In most other games, there is no indication of anyone having ever been there. And while thats perfectly fine too, its a different kind of setting to games like this one, and i just ended up liking this here more. The game looks pretty great, just most of the filters get a bit much if id keep them all on at once. I tried around a bit, and for the first 10 levels i always kept some on i liked, but for the last 6 i decided to turn them all off, which i also liked. I would have preferred if the screen would have been 16:9 to fully fill it, or at least have an option for it, but in the end this one (whatever this width was), wasnt as distracting as i first expected. The biggest strength of this game are for sure the levels. Every single one i liked, and they were all MUCH larger then i anticipated. Most games have 1-2 "levels", this one has 16 so far. And one of them is bigger then most other entire liminal games already. However, despite the levels feeling so huge, i dont think i ever had the feeling of being actually lost. I still took 19 hours to beat this game, most games like this take at max 2-3 hours! Almost every single room and/or area was so distinct, in every level, that after being initially overwhelmed every time, i could find my way through the entire level pretty naturally, without burning out or getting frustrated. Every time i thought "Ok, i wouldnt complain if i found the exit now.", i found it pretty soon thereafter. I also found the tape in every level on the first go, mainly because i WANTED to explore every level to completion, and it was actually a great incentive to actually look on tables, shelves, and even the ground, i really liked this inclusion. (Be aware there are non-real decoy tapes, that you cannot pick up! I was very confused on my first one. You can pick up the real ones, and there is one in every level, in a random location as i understood.) Every room really felt distinctly crafted, with purpose and attention to detail, which ive not often seen in games like this where its often "the entire level is just the basic backrooms". There are some rooms in this game that look like the actual backrooms too, but theyre much more rare, and just sprinkled in for the theme it felt like. While some levels really were mostly "backrooms", they had actually a lot of different variations, different colors, lighting, furniture, layouts, etc. If there are ever 2 rooms that look the same, it was deliberately done to confuse, and didnt happen a lot at all. Some rooms or entire areas felt like the little funished rooms in an Ikra store, and man i loved that feeling here. But what i liked the most about the rooms, was a specific type of "realism" i rarely ever found in other games. Some things actually looked used, the floor and walls were dirty in some places, there was mold and sludge coming out of some vents, some few lights flickered, some clothes or towels hanging somewhere or lying on the ground, and all such small details. All in all, while the layouts ofc didnt make any sense for people to ever have lived or worked there, it still felt like it made sense for people to have been there, for some reason. And i really liked that feeling. I also very much liked the inclusion of a flashlight, by default, at all times. And areas where you could decide if you wanted to use it, or not. And only a few areas actually needing it, and there it very much fit imo. I also loved the inclusion of some few areas where you could see the sky, or well, some kind of sky i guess. Very rare to see, while not being technically outside yourself in a game. Lastly one major peeve i have is, that while there luckily is a sprint-toggle... it doesnt stay on. Every time you stop, it resets, and you have to sprint again to get started. You have to do this A LOT per level, almost to the point where it doesnt matter its a toggle sometimes, you might as well hold it down still. Id love to see a real toggle included, where you hold sprint once at the start of a level... and then just sprint, forever. Some other games of this type would NOT have survived without that feature, i would have just actually quit them before finishing. This one was barely managable for me with this half-toggle thing, but mainly because the game itself was so interesting. The stairs and some deep water parts are still VERY slow, but at least the overall movement speed isnt an absolute crawl.
Is a pretty enjoyable liminal game and in my opinion VERY underated. It does a good job balancing a calm, almost relaxing atmosphere with just enough uneasiness to keep you on edge without relying on constant scares My only real complaint is the settings which dont give much options There are multiple areas to explore, each with a hidden VHS tapes to find while you're searching for the exit. If you're into liminal space games that focus more on atmosphere and exploration than survival or highstakes gameplay, this is definitely worth checking out!
holy this game is PERFECT. i have 0 complaints. the levels are huge, the quality is peak, and i honestly cant wait for more levels. after each level, you go to level 99, home, which is kind of a lobby with all the levels, and theres a light above each level that turns green when u complete it, and i REALLY like that idea. overall 10/10
I been playing in multiple sessions now for 8h in total just exploring and looking for tapes for the moment we have 7 tapes . Such a amazing game always wanted a exploration game of the backrooms with multiple levels you choose without jumpscares our monsters. One word amazing game and now I am off exploring and looking for more tapes. Edit finished the game after 17h of playing not continues ofcourse it was amazing and strange but when you have a bad day starting this up and just go explore calms me down
i am in love with this game. i don't know what else to say beyond that. 16 levels is just incredible to me and i loved them all. just a visually stunning experience that had me wanting to move into the backrooms. level tranquility especially had me wanting to stay forever. i could replay this a thousand times probably. excellent job !!!! i kiss u mwah
and personally, it has helped me relax a lot. I feel like it's a game I wouldn't stop playing because it helps me calm down while also sparking my curiosity. I think it's an underrated game, and the environments are truly beautiful.
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