
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
竟然错过了这款游戏,也是感谢大家的推荐~ 游戏的质量出奇的高,地图巨大,层级也多~ 非常的错综复杂,散布各种奇怪房间与设计~ 步行模拟为主,但全程的探索并不枯燥无味~ 寻找录像带来推进流程,也是增加了趣味性~ 游戏虽然没有中文,但基本上是不影响游玩~ 设置中可调节VHS的质感细节或可直接关闭~ 完美适配手柄,音效非常真实,适合躺平玩~ 主流程需 5小时左右,仔细探索则 10+小时~
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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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
とてつもなくおすすめです!ひたすら歩くだけのリミナルスペースゲームに少し飽きて来た方にも是非プレイしてみて欲しいです。 ・ステージのクオリティが高い ものの数分歩けば一周してしまうようなゲームもありますが、歩いていると本当に途方もなく広いステージに感じます。実際広い。同じところに戻って来たかと思ったら違う場所に辿り着いたり、ひとつのステージに様々なリミナルスペースの要素があり、シンプルではありますがボリューミーです。 ・ステージ数が多い これで最後のステージなのかな、と思っていたら新しく開放されるエリアがあったり、そもそもステージの入り口を探すところから始まったり、隅々まで探索しないと気が済まない方にもサプライズがあります。 いつも遊び足りないなと思ってしまうのですが、このゲームは他のゲームに比べて段違いにステージが多いので一日や二日ではなかなかクリア出来ない楽しさがあります。 ・目的がある 出口を探すという目的の他に、探し物の要素もあります。各ステージに隠されたアイテムを集めるというシンプルなものですが、これも探索好きにはとてもおすすめです。ありそうなところには無いし、無さそうなところにはある。特にすごいのがアイテムは二つから三つの場所にランダムに現れるということです。一周した後も楽しめる要素がある! スペックの低い自身のPCでも問題なく動きました。暗い場所も懐中電灯が最初から装備されているので安心です。この値段でこんなにも楽しめるなんて、素敵なゲームをありがとう。 飽和しつつあるリミナルスペースですが、作者のこだわりを感じられる素晴らしい世界でした。
"Describe BACK*SPACE for me will you?" Sure. It's Backrooms on steroids. Also. One of. If not the best, Backrooms game out right now. A whole slew of camera settings. (something I wish more devs would offer.) Not sure if there's controller support? But I am using DualSense/wired with no issues. Everything is mapped perfectly. Endless stamina. Just press L2 and off you run. No thumb cramping. Anyway... 10/10 Must buy. Excellent job dev.
BACKSPACE is a deliberately quiet take on the liminal-space exploration genre, choosing atmosphere, isolation, and curiosity over monsters or conventional horror mechanics. Developed and published by Mostly Farmless Games, it places the player inside a collection of strangely familiar environments where empty corridors, abandoned rooms, forgotten commercial spaces, pools, and surreal architecture create the feeling of wandering through places that should make sense but somehow do not. Rather than explaining exactly where the player is or providing an elaborate narrative, the game allows uncertainty to become part of the experience. Its central question is not simply whether you can escape, but whether you actually want to leave. The absence of enemies is one of its most important characteristics. Nothing actively hunts the player, and there are no monsters waiting to trigger predictable chase sequences. The uneasiness instead comes from emptiness and anticipation. Walking through a poorly illuminated hallway can still feel threatening because the player does not know what lies beyond it, even when the game has already established that combat and hostile entities are not its focus. This produces a more psychological kind of tension, where imagination does much of the work. At the same time, some areas can feel oddly peaceful, making the experience fluctuate between discomfort and relaxation. Exploration is spread across 16 main levels, divided between spaces resembling forgotten offices, malls, rooms, and other deteriorating interiors and environments centered around tranquil but uncanny poolrooms. The different themes prevent the game from becoming an endless repetition of identical Backrooms-style corridors. Some locations are deliberately maze-like, while others provide a more understandable route through their environments. After the introductory sequence, the player reaches a central home hub that connects these areas. Because the levels can be approached without following a rigid linear sequence, players are given considerable freedom to decide where they want to wander next. VHS tapes provide the primary collectible objective. Each major level contains a tape hidden somewhere within it, and its location can vary between visits. Decoy objects and environmental audio cues add uncertainty to the search, encouraging players to pay attention instead of simply running directly toward an obvious objective marker. Discovered tapes appear back at the home hub, gradually filling the collection. Finding all of them has a larger purpose connected to the Hub Exit, but collecting tapes is otherwise not forced upon the player. Someone interested primarily in atmospheric wandering can therefore explore without constantly worrying about completion. This freedom works particularly well because BACKSPACE is fundamentally a walking simulator rather than an action game. Much of the enjoyment comes from discovering unusual rooms, becoming temporarily lost, following sounds, searching dark corners with the flashlight, and wondering whether another passage leads toward an exit or simply deeper into the environment. Players looking for complex puzzles, combat, elaborate character progression, or frequent scripted events may consequently find the experience too passive. For its intended audience, however, the restraint is arguably one of its strengths. The game understands that a mysterious location does not necessarily require a creature chasing the player to remain interesting. The visual presentation reinforces this philosophy through a strong analog VHS aesthetic. Fortunately, several of these effects can be adjusted or disabled, allowing players to create a cleaner image if the distortion becomes distracting. Head bobbing, interaction effects, footsteps, look sensitivity, and audio can also be adjusted. These options are particularly useful for a first-person game where prolonged wandering and camera movement could otherwise become uncomfortable. Some environments contain flickering fluorescent lighting, so photosensitive players should still exercise caution. Audio takes an equally minimalist direction. The lack of a traditional musical soundtrack leaves environmental sounds and silence responsible for establishing the mood. This can make seemingly ordinary rooms surprisingly effective because there is no dramatic music announcing when the player should feel afraid. Silence creates room for interpretation, while occasional sounds can encourage exploration or make an otherwise empty location feel less predictable. Players can also provide their own music in the background, but experiencing the environments without a soundtrack arguably preserves the intended loneliness more effectively. The game includes manual saving with three save slots, recording information such as current progress and collected tapes. Reloading while lost can return the player to the beginning of the current level, which is useful considering the intentionally confusing layouts. Keyboard and mouse controls are available alongside Xbox controller support. Steam achievements, Steam Cloud, and Family Sharing further complement what is otherwise a straightforward single-player experience. Steam Deck compatibility deserves some caution. The Steam store currently does not present BACKSPACE with an official Steam Deck Verified or Playable rating, and its listed platform support is Windows. The game does have full controller support, which is favorable for handheld controls, but that should not be confused with official Deck verification. Its use of Unreal Engine 5 and Lumen also makes performance compatibility more uncertain than its simple walking-simulator gameplay might suggest. Players specifically purchasing it for Steam Deck should therefore treat it as an unsupported or unverified experience rather than assuming flawless handheld performance. Replayability comes primarily from exploration rather than fundamentally changing content. VHS tapes can appear in different locations on subsequent playthroughs, potentially directing players into rooms they previously overlooked. A player determined to investigate every passage can spend considerably more time with the game than someone who focuses on reaching exits and completing the tape objective. Still, once the environments become familiar, some of their initial mystery inevitably diminishes. BACKSPACE is consequently better suited to players who enjoy absorbing environmental details than those seeking endlessly renewable gameplay systems. BACKSPACE succeeds because it commits to its identity instead of turning into another monster-driven Backrooms game. Its combination of nonlinear exploration, 16 distinctive environments, randomized VHS locations, customizable visual effects, eerie silence, and the contrast between unsettling interiors and strangely inviting pools creates a compelling form of environmental storytelling without relying heavily on exposition. Mostly Farmless Games has built an experience where curiosity itself becomes the main mechanic. It will undoubtedly feel too uneventful for players seeking action or conventional horror, but enthusiasts of liminal spaces should find considerable appeal in simply wandering through its impossible architecture. Rating: 8/10
Wow. This could be the best "serious" Backrooms game out there. It might even beat out Dreamcore (the closest game to it and one of my favorites) so I'll be comparing them here. I've spent 6 hrs so far and only completed 3 of the 16 levels. This game is huge, with labyrinths that truly feel endless. And let me just say that having randomly-spawning VHS tapes to find in each level is genius, because you might find the exit before finding the tape... Do you choose to go back and search through the endless labyrinth to find it and risk forgetting how to make it back to the exit? It's truly rewarding when you do, because you have a "home base" where you can see your tapes accumulating and the environment changing. It's so well done - I wish other Backrooms games would do something like this. The scope and scale is truly enormous, I've been blown away. Yes, the game is even bigger than Dreamcore, which I didn't think it was possible. At the same time, the environments are cohesive and weirdly enough, they feel like they're pulled straight out of my childhood. I was shocked at multiple points in these first 3 levels in a way no other Backrooms game has done. Eerie chills, goosebumps - these spaces are real, I'm telling you! There are truly unique and special environments here that haven't been done in Backrooms games before. And on top of that, every level so far has dripped with liminality. Knowing just what it takes to develop these kinds of spaces, I found myself wondering how the devs did it, with nooks and crannies all over the place, endless doors and directions to choose from.. Nothing overdone, no silly and immersion-breaking gimmicks, very little no-clipping. It feels natural and real. There is also cohesion between levels - it was wild circling back over a unique location in floor #1, a room covered in windows with a spooky green light, and then in a later floor, floor #12 (which I randomly chose as my 2nd floor), discovering the other side of those windows, being able to peer back on where I once was. Little things like this make such a difference. Elaborating further, everything feels "off" without bombarding you with stupid Vaporwave Greek statues and big smiley beach balls and blood-covered demons that so many other "Backrooms" type games try to go for. These spaces are unnerving because of the spaces themselves, and also because you're pretty much lost in the endless labyrinth. It seriously competes with Dreamcore with this element and also isn't procedurally generated. For comparison, I would say this game gets to about 95% of the sheer endlessness and labyrinthine aspects of Dreamcore - despite being larger, you eventually learn your way around because you are kinda forced to learn your way around to find these tapes, with lots of circling back to check everything (the tape spawns are randomized, who knows where they might be). In Dreamcore, you don't do this on every level, some levels just go on for what feels like forever in one direction, and you never stumble back to the beginning ever again. (There are pros and cons to both design styles). There's also a handful of cool features like being able to focus your flashlight on things in the distance and to almost go prone to squeeze through some really low/tight holes. Some corridors "glitch" out and become an endless loop, and sometimes it feels like you "glitch" your way across the map, kind of like a seamless teleport. After all the work you do, the tapes that you collect seem to unlock features at the home base, which is a nice touch and drives you forward... I've really been loving it so far and I can tell I'll probably put 4x the time into this game vs. Dreamcore, yet this game is 1/3rd the price. Truly a steal.
My one main problem with exploration based backrooms games is usually no clear objective its just wander around and try to find an exit. I think these types of games need something else for me to be slightly more engaged in what's going on and this game does that well by having me look for the tapes. Do we get to watch them after we collect them all? That is yet to be seen but I am enjoying the hunt for them! The locations are also very well thought out and put together, makes it feels more like the backrooms randomness of HOW THE HELL DID I GET HERE than most games I've played that are similar to it. I think this is a VERY underrated Backrooms game! (PLAYTHROUGH BELOW) https://www.youtube.com/watch?v=p4RV0iLu2Ic
What an absolutely incredible game
I got lost, still not sure I'm really out.
Better than The Complex game pair.
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