
Co-op horror for 1 to 6 players. Anyone can try to escape the Backrooms. You are going back in: locate the lost agents, solve the puzzles, film the entities, and hold out until extraction. Everything you carry can be lost. Your ranks, gear and storage are built to last.
Modeled estimate, not a reported figure. How we estimate →
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About
Anyone can try to escape the Backrooms. Extraction agents go back in. Backrooms: Extractions is a co-op horror game for 1 to 6 players: you are field agents of the M.E.G., deployed to bring back the ones who never returned. Escape is not the mission. Rescue is.
Seven confirmed threats stalk the levels: the Smiler, the Wretch, the Hound, the Skin Stealer, the Partygoer, the Balloon, and the Wraith, the M.E.G.'s most recent confirmed sighting. Each one has its own senses, sounds and rules. Learn them in the Entity Registry, or learn them the hard way.
Every deployment is an operation: locate the missing agents, transmit the data, then survive until the extraction window opens. Complete the operation and the M.E.G. rewards you. Fail, and the Backrooms keep what you brought.
Track lost agents through hostile, shifting environments
Deploy your beacon, catch the signal on the PDA, and send the data to open the extraction window
Hold your position while the entities close in
Face the Backrooms alone, or coordinate a crew of up to six agents. Voice chat is built in, with field radios for long range, and the entities are listening: what you say, and how loud you say it, can decide who makes it home. During blackouts, even the radios go dark. Voice chat is never recorded or stored.
Backrooms: Extractions is tool-driven horror. Every operation is an investigation, and every threat has an answer if you brought the right equipment and learned how to use it: track signals with the Detector, read the interference on your PDA, mark safe paths with the paint gun, light the dark with glowsticks the entities barely notice, and drop beacons where it matters. Build your loadout before each deployment. Choosing what to carry is already a survival decision.
Your camera is your most important instrument. Scanning tracks the instability around you and highlights the unstable elements: the pieces of each level's puzzle that open the way back to the LAB. And when something is hunting you, film it long enough to complete its dossier in the Entity Registry: learn how it hunts before it learns how you run. Every completed dossier is a permanent achievement... if you survive the footage.
You have something to lose, and something to build. Gear you carry into a level is gone if you do not make it out. But when a run ends, your story does not reset: your rank, your storage and your reputation carry over. The LAB, the M.E.G. laboratory where every run ends, is your home base between deployments: stock your equipment, spend your mission pay on new tools, and climb the M.E.G. ranks.
Permadeath for your gear: extract with it or lose it
M.E.G. ranks that unlock deeper levels, better tools and new responsibilities
LAB Storage to build your personal arsenal between runs
Two currencies: mission pay for equipment, M.E.G. Credits for cosmetics
Explore 7 unique environments: Lobby, Habitable Zone, Utility Halls, The Suburbs, Paradise, Attic Floorboards, and Fun. These are not corridors you clear once: missions, loot and entity behavior change from run to run, and higher M.E.G. ranks clear you for deeper, harder operations.
Two new target zones, Black Lake and The Office, are already listed on the M.E.G. control panel. Deployment clearance: soon.
Light is a resource. Sound is a risk. Realistic visuals, positional audio and a found footage bodycam presentation put you inside the tape: every flicker, every distant laugh, every wet footstep matters.
An experimental M.E.G. protocol: an infinite sequence of levels with escalating threat. Entities grow more aggressive, resources thin out, and only the supply crates between levels keep you going. How deep can your crew loop?
Backrooms: Extractions is fully localized into 25 languages, interface and subtitles included. The Backrooms do not care where you are from.
Built in Early Access, with the community in the room. Updates ship multiple times a month: new levels, entities, tools and systems, steered by player feedback, in-game surveys and the built-in bug reporter. Join the official M.E.G. Discord to meet other agents and follow what is coming. The M.E.G. is recruiting: the Backrooms are understaffed.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Spanish - Spain*, Italian*, German*, Simplified Chinese*, Russian*, Portuguese - Brazil*, Portuguese - Portugal*, Bulgarian*, Danish*, Finnish* +13 more
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
прикольный хоррор для игры с друзьями
Got the game gifted to me by a friend and the 5 of us played it and we are having a blast cant wait to see what the devs bring going forward
Игра полное говно, очень неудобный интерфес, слишком мало контента
добавь прыжки / add jumps
too hard
нормальная ♥♥♥♥♥
So cool game, i like dis. Love you Headlight thx for childhood <3
.
Me pareció un buen juego, lleva tiempo sin alguna actualización que expanda el contenido. Es poco re-jugable y necesita más mapas, es bastante entretenido y la experiencia es muy buena, pero se vuelve repetitivo.
关卡设计的就是一坨够使,优化也是一坨,多人游戏有人一直在观战
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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