
Backrooms Lost Runners is a co-op survival horror with team play, voice-reactive AI, and immersive puzzles. This isn’t a “walking simulator”: explore liminal spaces, outsmart entities, and remember—even a whisper can give you away.
Modeled estimate, not a reported figure. How we estimate →
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About
Backrooms Lost Runners is a cooperative survival-horror experience where teamwork is your only real weapon
and even your voice can put you in danger.
Trapped inside the endless corridors of the Backrooms, you and your friends must explore abandoned camps, solve environmental puzzles, manage scarce resources, and survive encounters with entities that react to sound, light, and movement. Every dark hallway hides a threat. Every whisper can give you away. Every wrong decision can separate the group forever.
Immersive Horror Atmosphere
Venture through dimly lit corridors, abandoned shelters, and unstable spaces filled with oppressive silence, dynamic lighting, and realistic sound design. In the Backrooms, every footstep matters and every moment of silence feels wrong.

Cooperative Survival
Survival depends on communication, trust, and coordination. Share resources, split responsibilities, solve puzzles together, and make difficult choices as a team. Staying together is safer but sometimes the best loot is found far from the group.
True Cooperative Gameplay
Collaboration is crucial for survival. Manage your resources, coordinate tactics via voice chat, and make collective choices.


Voice-Reactive Threats
Face entities with different behaviors and weaknesses. Some react to sound. Some hunt through darkness. Some appear when your mind starts to break. Learn how they behave, stay quiet when needed, and use your environment to survive.

Sanity System
Darkness, fear, isolation, and supernatural events affect your mental state. Stay near light, heat sources, and safe areas to slow sanity loss. If your mind collapses, the Backrooms will begin to change around you.
Tesseract Afterlife
Death is not the end. When you die, you are pulled into a surreal Tesseract realm where you must find a way back to life. But returning may cost you time, resources, and the safety of your team.

Storyline & Quest System
Discover journals, audio recordings, floppy disks, and unsettling traces of survivors. Piece together the timeline of the catastrophe, uncover the fates of those who were here before you, and find out what is really happening inside the Backrooms.

Resource Management & Character Progression
Scavenge for food, clothing, and tools to maintain health, stamina, and sanity. Will you risk venturing alone for high-value loot, or stick close to your squad?
Find valuable items and resources by exploring camps, lockers, and shelters.

Reality-Bending Anomalies
Zero-gravity zones, sudden teleportation gates, shifting walls, broken physics, and impossible spaces will force you to question what is real. In the Backrooms, the environment itself can become the enemy.
YOUR ADVENTURE IS JUST BEGINNING.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Vietnamese, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Polish, Portuguese - Brazil +5 more
Engagement
Hours played at review time, across 75 reviews with recorded playtime.
Reviews
Themes across 74 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
Mantap
What an incredible experience from start to finish. The story pulled us in completely. The tension was constant, and the sound design made every scene even more intense. The music and sound effects kept me on edge and made the whole experience feel alive. Huge respect to the developers. Keep making games like this and never lose what makes them special. The suspense, the atmosphere, and the emotional impact are exactly what set this game apart. Looking forward to whatever you create next and the next updates!!
Tolles game. Hat spaß gemacht freue mich auf EP2. Wir haben rund 5 Stunden für EP1 gebraucht, es war einfach ein Spaß. Also ich kann es nur empfehlen
This game is shaping up to be something really special but there are a few things I'd like to point out as needing improvement. These things range from storytelling, player engagement, combat, stamina, and survival mechanics that if improved upon well would make this game worth way more than currently listed. Storytelling- A lot of what currently stands is alright but some things feel a bit rushed at points in comparison to other beats in the story. For example, I thought the opening bit where you're walking around this destroyed facility not knowing what happened is really cool and sets the whole thing up well for when you first open that door to the first part of the backrooms. But then other things like meeting up with that survivor to crack down on a plan just for him to freak out and backstab you moments later feel a little sloppy and I think the game needs more time with the character to have his backstab feel more impactful. This could be remedied by having this whole area more open and having him be taken along multiple locations rather than having all his main points shoved into a small series of rooms. I don't know how much that helps but I think just continuing down the path you're already going with making areas bigger and more slow-burn would help tremendously with a few gameplay tweaks. Also, there should be more environmental storytelling that blends with combat. What I mean by this is at a few points in the game there are notes that say things like "HE'S GONE CRAZY" just to be next to a dead body and an item. I don't know if this was supposed to refer to the survivor that backstabs you or it's hinting at other personnel turning into faceless, but if it's the latter, and I'd like it to be the latter, there should be humanoid enemies in these areas that reflect the "gone crazy" faceless that gets hinted at in posters around the facility. This gives the environments more memorability and engagement outside of rooms full of bodies, especially when paired with larger slow burn areas wandering around liminal spaces with not much going on. The slow-burn would make more action focused set pieces more impactful. Combat and Stamina- I really think this sucks right now and sucking down energy drinks for a brief boost in combat effectiveness just doesn't feel fun to me when it feels almost mandatory in that elevator sequence (I'll talk about this again later.) What I think the game should have is a combat system ripped from Dying Light, because that's the energy I was hoping for when hopping into this game for the first time. Combat stamina and movement stamina should be treated as different pools. This is not only more fun but allows for combat to be more engaging than smashing monster cans and swinging a crowbar. If you haven't played Dying Light, please do and take notes as that'll really elevate the gameplay here if you can do things like dropkick a faceless into a portal for him to shoot out the other side into a non-euclidian death pit. On the topic of faceless, they should act like the different zombie variants from Dying Light because kicking around zombies in that game was a blast 5 years ago when I first played it and it's a blast now as I'm still playing it. Having a combat sandbox like that would also liven up some of the really dull moments and make an open-world type backrooms game way more fun. But I also think it could potentially dampen the experience for some others, so there should be options for difficultly customization for things like enemy spawn rates and such. As for what the game already has in combat, deathmoths suck to fight and I wanna kick the life out of those damn grubs. I'm serious, let me kick those things. As for how deathmoths can be reworked into something more fun, maybe make them bigger and easier to hit or implement some kind of ranged weapon so I can hit them from afar. Flying enemies in melee games are always hit or miss so maybe use them sparingly or have someone playtest the living hell out of them until they feel right. Whatever works best. And specifically that elevator section sucks as it was the thing that made me want to put the game down and go touch grass. Like I and other reviewers have said it's not fun and not balanced for single player gamers with no friends loyal enough to drop a couple clams on another backrooms game. As for the elevator section in a vacuum, let it save the energy progress it collects and use grubs more sparingly. Or scrap the idea entirely and have the noise wake up some kind of faceless hoard and make it a half-life 2 elevator survival section. If both of those are a no-go then at least shrink the amount of wire you have to defend so you're not running around looking like a tweaker on main street playing whack-a-grub with an iron crowbar after downing a 12-pack like water. Survival mechanics- I know this is being worked on so I'll spare you the brushstrokes and focus on what ticks my tism. Full transparency, I'm enlisting into the army as a CBRN specialist and have multiple military grade gas masks so I think I know what I'm talking about when I say these masks make no sense. A lot of sci-fi settings have their own mask designs so I'm not going to get peeved that they don't look or smell like Avon or Mira products to a tee. What I will complain about the the absolutely ludicrous debuffs that the top tier masks give you while wearing them. Top grade masks like Avon masks are very comfortable. Hell, most of the time I'll just wear my Mira CM-7M around the house like it's my damn pajamas and occasionally work out in them for training. So get rid of the comfort debuffs, please. Matter of fact, the only time gas masks are explicitly uncomfortable is when they have a massive high grade CBRN filter attached to the cheek like it's a 3 pound tumor. But where on these masks are the filters? They look to me like very outdated filter inserts as seen on vietnam war era grasshoppers and M-17 bulldog type masks. This style of filter is not really as uncomfortable long term as a larger full CBRN nato thread filter (minus the asbestos used in most mask filters before the 90s). If you want the masks to negatively impact mind and comfort, put a fat CBRN filter on those masks or my immersion is toast. Speaking of immersion with gas masks, why is the playable character drinking through the mask like he's not wearing one? To drink through a mask, there is a special canteen and a straw on the outside of the mask that connects to the canteen and allows for "easy" drinking through the straw on the inside. If you want visual representation that's better than me trying to describe it, go to Mira Safety's youtube and watch the video on this subject. Now that I got that out of the way I want to talk about the gameplay impact of CBRN. There is very little. In my time playing I did not have a single nasty fart cloud liquify my lungs due to not wearing one. Is this because I wore one the entire time to scratch my larp itch? Maybe. I have a request. Rework the mask system. Instead of having them on at all times, treat them like Metro treats them during the first two games. Filters are consumables that can be scavenged (maybe from faceless still wearing masks), masks are degradable and subject to broken lenses and external fogging, and areas can be full of nasty nerve gas created by deathmoth feces. I will accept your insistent mask debuffs if they are more of a gameplay mechanic and used to create suspense and tension during gameplay. Thank you, and if you haven't played at least Metro 2033, please do so and take notes on their CBRN implementation. These mechanics can be skin deep, I just want them to at least be there. To replace the gas masks in the upgrade crafting menu, you can implement ballistic helmets in their place. I don't care so much if donning is not realistic for sake of having ballistic helmets. Conclusion- I ran out of space, conclusion below
хорошая игра, локи пустоватые, много ресов, мало врагов, ии тупой, ждем обновления
Головоломки ништяк. Крафт приятный. Сюжет очень даже хороший. Перевод везде идеальный. Багов не заметил. Боёвка присутствует, но она нужна в паре мест только, все сущности убивают сразу. В целом правильно, потому что это хоррор, а не шутер.
игра имба не супер легкая но и не супер сложная просто идеално только жалко нельзя покачто иследовать на полную после прохождения (назад вернуться и проверить что там теперь)
Лучшее переосмысление бекрумса. После этой игры я не хочу верить в то, что оригинальный бекрумс не такой. Играли вместе с другом и не могли перестать говорить про то какие красивейшие локации в этой игре, они буквально вдохновляют. Спасибо разработчики за такую прекрасную игру, жду не дождусь продолжения
Je n'avais fait aucun jeu Backrooms, mais celui-ci me donnait bien envie, alors je l'ai pris sans rien attendre du jeu. Je trouve les environnements assez travaillés, les monstres, pas très nombreux, sont pas si mal, et la coop est bien faite. Seul petit reproche : il y a beaucoup de stuff et de choses inutiles, comme par exemple les vending machines, dont les prix sont souvent abusés, ce qui les rend inutiles, ou certains items pas très utiles dans l'ensemble, en dehors de l'eau d'amande, du pied de biche et des barres de céréales. On n'a pas besoin de grand-chose pour finir le jeu. Aussi, le système de craft n'est pas très intuitif. Les boss sont pas mal mais un peu trop simples et répétitifs. Je pense qu'il y a énormément de bonnes idées dans la narration et le design, et une bonne base pour ajouter une suite, car avec le contenu proposé on est vite laissé sur sa faim (4h environ). Mais une suite est prévue, "To be Continued" à la fin me fera sûrement revenir si plus de contenu est ajouté dans le futur, ou une suite.
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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.
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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