
Explore the poolrooms in a inmersive cooperative horror game. Immerse yourself in the story of scientists who are exploring the depths of the poolrooms and end up encountering various obstacles in order to find a way back to reality.
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Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is great and all, but i just wish there was sex
BACKROOMS NO RETURN: Prologue builds its horror experience around unease, confusion, and the unsettling feeling of being trapped somewhere that should not exist. Instead of relying entirely on constant jump scares or endless pursuit sequences, the game creates fear through atmosphere and uncertainty. Players step into the role of a scientist involved in research connected to experiments surrounding consciousness and unknown dimensions. What begins as a scientific investigation quickly turns into a desperate fight for survival after entering a place where reality itself appears distorted. The game immediately establishes a sense that players have crossed into an environment governed by rules that no longer make complete sense. One of the strongest aspects of the experience is the environment itself. Rather than depending only on the familiar yellow office spaces commonly associated with Backrooms-inspired settings, the game focuses heavily on poolroom environments and surreal locations that create a strange mixture of familiarity and discomfort. Endless corridors, silent rooms, and vast pools of water create spaces that feel recognizable while still appearing unnatural. This contrast becomes effective because players constantly feel as though they are standing somewhere ordinary that has been transformed into something deeply wrong. Exploration becomes a major part of the overall experience. Progress does not revolve around defeating enemies or rushing from one location to another. Instead, players spend much of their time searching for clues, solving puzzles, and attempting to understand the environments around them. The game encourages careful observation and often avoids giving direct instructions, forcing players to rely on their surroundings for answers. This approach helps strengthen immersion because progress feels connected to discovery rather than simply following objective markers. The puzzle elements also help create a stronger sense of involvement. Players are frequently required to examine their environment and think carefully about how to move forward. Since solutions are not always immediately obvious, progression can feel rewarding when players finally understand what needs to be done. These moments help break up exploration while maintaining the feeling of mystery surrounding the world itself. The game also offers both solo and cooperative play, which changes the experience significantly depending on how players choose to approach it. Playing alone emphasizes isolation and vulnerability, making every sound and shadow feel more threatening. Cooperative sessions create a different kind of tension where communication and teamwork become important. Features such as proximity voice communication strengthen immersion by allowing players to naturally lose contact with one another as they move through different environments, creating situations that can become surprisingly unsettling. Visually, BACKROOMS NO RETURN: Prologue succeeds at creating a strong atmosphere through environmental detail and lighting. Reflections across water surfaces, dim spaces, and strangely large environments contribute heavily to the uncomfortable mood. The game understands that horror does not always require constant visual threats and instead uses empty spaces and environmental design to create fear. Often the environment itself becomes more disturbing than anything directly attacking the player. Sound design also deserves recognition because much of the tension comes from what players hear rather than what they see. Echoes, distant noises, and long periods of silence create constant uncertainty. Players frequently begin questioning whether sounds indicate approaching danger or simply exist as part of the environment. This uncertainty creates psychological pressure and helps maintain tension throughout exploration. The creatures and dangers that appear throughout the game are approached in a way that preserves vulnerability. Rather than encouraging direct combat and empowering players with weapons, the experience focuses more heavily on survival and avoidance. Running, hiding, and making careful decisions become more important than confrontation. This approach helps preserve the feeling that players are trapped inside a situation they cannot fully control. However, the game is not entirely without flaws. Certain technical issues and moments of rough design can occasionally interrupt immersion. Progression may sometimes feel unclear, and some gameplay systems do not always feel as polished as the atmosphere surrounding them. There are moments where players may become frustrated while trying to understand objectives or navigate certain sections. Even with these weaknesses, BACKROOMS NO RETURN: Prologue succeeds because it understands that effective horror often comes from uncertainty rather than nonstop action. It creates fear through strange environments, psychological discomfort, and the constant feeling that something is wrong even when nothing immediately threatens the player. As a prologue experience, it does a solid job establishing mystery and building curiosity for what may come later. It provides enough tension and atmosphere to leave players interested in discovering what other unsettling places may exist beyond its opening experience. Rating: 5/10
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Price over time, from our own daily price tracking.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
id rather watch paint dry get minimum wage for 500k years straight be a slave and wipe my ass with 1 ply than play this ♥♥♥♥♥♥ ♥♥♥♥♥♥♥ mess of a game FriedGPU you dont get to call this a game instead you should call it: "slavery: chapter 2" an elephants ass cheeks smell better than your inconsistent flashlight that btw looks WAY out of the artstyle (if theres even one i mean look at the assets) and get to tts ahh characters outta here also I GET 8 FPS at max with THE LOWEST settings even tho im not a game rating guy i believe this game will get -1000000000000000/10 by IGN, GAMEINFORMER AND ROCKSTAR ♥♥♥♥♥♥♥ GAMES CUZ THEY WILL HATE THIS TOO i cannot believe this mess of a game is on steam this is an itch.io game at most AND THATS AN OVERSTATEMENT. I. WANT. MY. 11. MINUTES. OF. MY. LIFE. AND 0. EURO. BACK.
♥♥♥
Не игра, а хер пойми что. Управление - говно. Освещение - говно. Сюжет - как такового нет...
говно хоть и бесплатное, 20 минут нифига не делая, разраб конченый т.к вставил 1 неожиданый скример и всё
Могу начать с того что друг с начала игры был на присяде и не мог встать, потом женчина примерно раз 10 повторила за то что нужно взять фонарик, после чего ходили минут 10 и начался лабиринт, за все время лабиринта словил скример только друг, к удивлению видеокарта не сгорела, прошли за 23 минуты, итог: если хотите проeбaть 23 минуты или больше игра для вас еще настройки меняются на максимум после каждого перехода на другой уровень, игра для аутистов и полная хyйня
♥♥♥♥ game, no sex, ♥♥♥♥♥♥ ass TTS and ass ending 1/10 Cheep ass jumpscare. REALLY unoptimized
крутое облысение
Genuinely, a pathetic excuse for this ass game, I would rather shove a stick with thorns up my ♥♥♥♥♥♥♥♥ then play this god awful ♥♥♥♥♥♥♥ game, genuinely this game is why 9/11 ♥♥♥♥♥♥♥ happened, ♥♥♥♥ this game, the graphics suck ass too
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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