
Explore and break the environments of the Backrooms and Poolrooms! Utilize Thor's demolition hammer, firearms, and explosives to carve your way through the walls and entities. This isn't just another mundane walking simulator game. Now the entities are the victims. Overcome your fears with violence.
Modeled estimate, not a reported figure. How we estimate →
About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Japanese, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
after seeing the backrooms movie this was a fun way to get revenge
Была бы возможность - поставил бы нейтральный отзыв. Да, игра отвратительно оптимизирована, дешево выглядит и не особо интересная, но как убивалка времени на пару часов, за свою цену (особенно со скидкой), вполне сойдет. Игра по итогу скорее понравилась, чем нет, хотя представляет собой американские гонки, чередуя хорошие решения с плохими.
Honestly, The games headline is to "Explore and break", When half of the game isn't even breakable. In level the poolrooms for example, Only about a small part of the map is breakable. The game also seems to be very unoptimized.
[h1]HONEST TRAILERS PARODY:[/h1] From an independent game designer who discovered a "game-changing" mechanic, and a publisher who looked at it and said, "Yeah, that's enough for a marketing cycle," comes a title that brilliantly captures the feeling of getting your hopes up just to have them thoroughly crushed... Welcome to Backrooms Break. A game that asks: "What if players could finally take revenge on the liminal spaces of their nightmares with a massive, satisfying weapon?" And then spends the rest of the runtime answering: "Actually, we only meant one specific level at the very start. Everywhere else has been coated in reinforced space-titanium. Please enjoy your walk." [hr] [h2] THE "THIS IS ACTUALLY AWESOME" OPENING MINUTES [/h2] Credit where credit is due, the first fifteen minutes are an absolute fever dream of pure, unadulterated satisfaction. The atmosphere is top-tier, the yellow wallpaper looks crisp, and the physics are punchy. The hammer itself feels like it has real weight behind it. You start smashing through drywall and particle board like you’re trying to win an aggressive argument with a suburban house. Chunks of the environment explode everywhere in glorious, chaotic fragments. For a brief, beautiful moment, you think: "Oh wow, they actually cooked. This is going to be the most cathartic physics sandbox of the year." Then you finish the first level, load into the second, and realize the game designer spent 99% of the budget on that first room and the publisher spent the rest on a glossy trailer, leaving the actual game loops to be paid in loose buttons and good vibes. [hr] [h2] THE "WAIT… DID THEY JUST NERF THE GAME?" LOOP [/h2] The gameplay loop quickly reveals its true nature: Enter a new corridor. Optimistically swing your hammer at a wall. Realize it’s completely indestructible. Walk to the exit door in absolute silence. Repeat until your brain completely shuts down from boredom. It’s less of a "destruction sandbox" and more of a "depressing walking simulator that occasionally lets you break a singular wooden chair just to remind you that the physics engine didn't completely crash." It’s a game that promises you absolute freedom, then glues your weapon to your side the second you find a room that actually looks interesting. [hr] [h2] THE POOLROOMS INCIDENT [/h2] Let's talk about the Poolrooms. 🌊 They look incredible—the kind of pristine white tile, glowing lighting, and crystal-clear water reflections that belong in a high-end digital art gallery. You walk in, your eyes lighting up, fully ready to turn this aesthetic masterpiece into a pile of beautiful rubble. You take a massive swing with your hammer... and thunk. Nothing. Not even a scratch. It turns out the Poolrooms are 95% indestructible. It is the ultimate gaming bait-and-switch. Ironically, the first level is 85% destructible, which sets a fantastically high bar that the rest of the game—and my patience—flat out refuses to meet. It’s blatant false advertising masquerading as "level design," and it completely kills the entire appeal of the concept. [hr] [h2] STARRING: [/h2] [b] The Hammer [/b] as [i]"A Weapon Worthy Of Thor Himself"[/i] 🔨 [b] The Poolrooms [/b] as [i]"A Very Expensive Screensaver That Tricked You"[/i] 🌊 [b] The First Level [/b] as [i]"The Only Five Minutes of Actual Fun"[/i] ✨ [b] Indestructible Walls [/b] as [i]"The Game Designer's Sudden Lack of Effort"[/i] 🧱 [b] Player Expectations [/b] as [i]"An Empty Shell of Grief and Disappointment"[/i] 📄 [hr] [h2] FINAL VERDICT [/h2] Backrooms Break is a masterclass in wasted potential. It is genuinely excellent for exactly one level, which only makes the immediate, sharp decline into total boredom and sheer disappointment more painful. The first fifteen minutes promise a revolutionary destruction experience; the next level delivers a hollow, static shell. The hammer feels great, the aesthetics are top-tier, but the actual fun is nowhere near as big as the trailers suggested. You aren't playing a game; you're playing a tech demo that forgot to be a game, leaving you to quit in frustration after just two levels. [i]Backrooms Break gives you a legendary tool of chaos, drops you into a stunning world, and then gently asks if you’d like to stop playing before you get even more annoyed. You are now part of the loop.[/i] 💀 [hr] [hr] [hr] [h1]Ryan George Style Pitch Meeting[/h1] [b]The scene takes place in a sterile, indestructible office. 🧱 The Game Designer sits across from the Publisher. 🔨[/b] [b]Publisher:[/b] "So, you have a Backrooms game for me?" [b]Game Designer:[/b] "Yes sir, I do! It's a game where players get a magical hammer and can completely destroy the Backrooms. It’s super satisfying, barely an inconvenience!" [b]Publisher:[/b] "Oooooh, destroying the Backrooms is TIGHT!" [b]Game Designer:[/b] "Isn't it? It’s 85% destructible in the first level." [b]Publisher:[/b] "Wow, that sounds amazing. So I can smash up everything in the game?" [b]Game Designer:[/b] "Well, see, that was a lot of work. So I decided to make the next level, the Poolrooms, 95% indestructible." [b]Publisher:[/b] "Oh... why would you do that?" [b]Game Designer:[/b] "It’s a surprise!" [b]Publisher:[/b] "That sounds like a disappointment. Isn't the whole point of the marketing that I can smash the walls?" [b]Game Designer:[/b] "Yeah, but once I built the first room, I got a little bored. So now you just walk through the other ones and look at the pretty water." [b]Publisher:[/b] "So it’s a walking simulator now? Won't people notice the bait-and-switch and quit out of sheer disappointment and boredom after two levels?" [b]Game Designer:[/b] "Whoops!" [b]Publisher:[/b] "Whoopsie!" [b]Game Designer:[/b] "But hey, the hammer is REALLY good! It feels like butter!" [b]Publisher:[/b] "Listen, I’m gonna need you to get all the way off my back about the hammer." [b]Game Designer:[/b] "Okay, let me get off that thing." [b]Publisher:[/b] "So what is the main gameplay loop?" [b]Game Designer:[/b] "Smash one wall, walk for twenty minutes, smash nothing, look at the water, feel scammed, Alt-F4." [b]Publisher:[/b] "Oh my god." [b]Game Designer:[/b] "Oh my god." [b]Joseph Joestar (bursting through the 5% destructible drywall ceiling):[/b] "OH MY GOOOOOOOOOOOD!" [b]Publisher (jumping completely out of his chair):[/b] "What?!" [b]Game Designer (clutching his design documents):[/b] "What?!" [b]Joseph Joestar (striking a massively dramatic pose, muscles bulging):[/b] "SAN ADA BIEEEEETCH! This game is a total scam! The destruction mechanics are a lie!" [b]Publisher:[/b] "Who are you?! And how did you get all the way off my back and onto my ceiling?!" [b]Joseph Joestar:[/b] "I am here to stop this madness! Your indestructible walls are the work of an enemy stand!" [b]Game Designer:[/b] "Sir, it's just a static collision mesh error because I didn't want to optimize the physics..." [b]Publisher:[/b] "Look, old man, we have a very specific pitch format to finish here, so if you could just get out of the room, that would be great." [b]Joseph Joestar (pointing dramatically with intense purple energy swirling around him):[/b] "NO! NO! NO! NO!" [b]Game Designer:[/b] "Wow. He is very loud, very muscular, and frankly, he's making a lot of sense about our level design." [b]Publisher:[/b] "He sure is. But you know what isn't loud or muscular? Our sales numbers after the player reviews drop on Steam." [b]Game Designer:[/b] "Oh my god." [b]Publisher:[/b] "Oh my god." [b]Joseph Joestar (falling to his knees in agony):[/b] "OH NOOOOO!" [b]Publisher:[/b] "Wait, why is he still yelling?" [b]Game Designer:[/b] "I think he's just genuinely distressed by how quickly the gameplay loop fell off." [b]Publisher:[/b] "Oh, well, in that case... experiencing a sudden drop in engagement metrics is tight!" [b]Game Designer:[/b] "Yeah it is!" [b]Joseph Joestar:[/b] "THIS IS DIOS FAULT!"
a
Игра мне очень понравилась и зашла но я хотел бы рассказать о плюсах и минусах: +геймплей+ геймплей более-менее однообразный но это не делает его скучным это больше как антистрес после долгого дня. Но монстры не дают расслабиться. +картинка или же графика+ в игре на главном меню картинка отстойная но в самой игре картинка не совсем дно но ей далеко до чего-то очень красивого. Средне. +босс+ я сначала думал: < сейчас просто возьму и всё и вся сломаю> Но нет! На финальном этапе появится босс. А теперь минусы! -слишком мало уровней- игра сделана блестяще но здесь всего 4 уровня! Это так мало! Я ужасно надеюсь что игру удлинят ведь я прошел её за 2 часа примерно. -ИИ врагов- враги бесят и это не минус. Но у некоторых тупой ИИ. Бывает они застрянут в стенах или что-то типа того. А вот на локации уровня 0 с какой-то штукой челы просто застряли внутри её и их можно спокойно завалить молотом. -босс- несмотря на всю крутость босс спускается вниз и сам подставляет себя под огонь. Прошёл легко. итог: не знаю как вам, но по моему это 7/10 игра крутая и хотелось что бы была в топе есть баги но она всё же крутая.
Неиграбельный кaл. Очень слабая игра. Задумка классная, но реализация - ужас eбaный
非常好玩,但是要是能出个联机就更好了,准确来说还有点恐怖元素,即能体验到破坏,又能感受到后室的恐怖与无助,而且虽然我才玩到level37,但是中间的‘’他们是隐形的‘’还确实有点创意,符合后室的标准,非常建议大家玩这款游戏,也希望游戏作者能够快点出联机模式。还有level0的那些怪物,提示居然是射掉他们的爪子就能够造成高额伤害,有创意,虽然这游戏只有5关,但这5关,就算我才打到level37(第2关),但是结合这两关来看,后面的关卡,肯定会更有创意
Was a good time with my Sledginor breaking up walls and stuff and shooting some monsters in a Backrooms type universe.
it is actually so laggy it is unplayable
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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