
Backrooms: Partygoers is a backrooms horror game based on Level 0 where you play as a researcher tasked to find anomalies inside the backrooms. You are equip with devices that can beep whenever an anomaly is near, where the partygoers roam and can hear you.
Modeled estimate, not a reported figure. How we estimate →
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
[quote][url=https://unity.com/legal/as-terms]Warning: Unity License Violation[/url] This product violates the Unity Asset Store license, terms and conditions.[/quote] [quote][b][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/b] Backrooms: Partygoers is a Digital Homicide style asset flip, or what Valve calls a "Fake Game". The "developer" paid for/pirated a few Unity asset store assets, dumped them all in a blender, and submitted it to Valve as if they're real game developers. Some of these assets are provided under a NON-COMMERCIAL license, so this is deliberate, illegal for-profit copyright infringement.[/quote] Two notable criteria for what makes an asset flip instead of legitimate use of stock assets are whether those assets comprise the majority of the game, and whether the "developer" properly credited the people who created most of the assets in the game. This game fails both of those tests. In this case, the asset flipper took the [url=https://assetstore.unity.com/packages/templates/systems/uhfps-ultimate-horror-fps-kit-urp-254506]Unity Horror FPS Kit[/url] from the real developer, Thundercat, and populated with a series of stolen assets including a "Backrooms" asset pack and Synty's [url=https://assetstore.unity.com/packages/3d/environments/fantasy/polygon-horror-carnival-pack-art-by-synty-266862]Polygon Horror Carnival Pack[/url]. It has no value or merit as a real game. The "developer" stole assets from real developers and is trying to get YOUR money for other people's creations. Insincerely made asset flips like this are harmful to everyone. They harm the asset creators, whose game assets are misused, which damages their own brand, especially when those assets are used illegally. It harms developers who do the right thing and create genuine, sincerely made games, because they have to compete with these asset flips for the attention and interest of gamers. It gives amateur developers an even worse name. Finally it harms us gamers, because we have to sort through all this scamware and pollution to find those genuinely made games worth our time. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was [b]only 5 players[/b]. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 130 million gamers on Steam and well over 140,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. The game contains stock/store assets/libraries/packages, but the "developer" here hasn't credited the people who actually did the work for the game. In some cases this breaches the license agreement the developer signed for the use of those assets. Worse, some of the assets are licensed under a [b]NON-COMMERCIAL AGREEMENT[/b], but the developer is violating those licenses [b]FOR PROFIT[/b]. This is not just a contractual/license breach, in many jurisdictions this is a breach of criminal law. Claiming credit for the work of others as well as breaching software licenses and breaking the law is highly unethical. This also breaches the Unity Asset Store terms and conditions, another intellectual property violation. Because this is exclusively made up from Unity Asset Store assets, it's in violation of the [url=https://unity.com/legal/as-terms]Unity Asset Store Terms of Service and EULA[/url]. Specifically, this part: [quote]Subject to the restrictions set forth in this EULA, Licensor hereby grants to the END-USER a non-exclusive, non-transferable, worldwide, and perpetual license to the Asset solely: (a) to incorporate the Asset, together with substantial, original content [b]not obtained through the Unity Asset Store[/b], into an electronic application or digital media that has a purpose, features, and functions beyond the display, performance, distribution, or use of Assets (“Licensed Product”) as an embedded component of that Licensed Product, [b]such that the Asset does not comprise a substantial portion of the Licensed Product[/b][/quote] Because the developer misused Unity Asset Store assets such that they comprise the vast majority of this "game", the developer has unethically and deliberately breached the agreement. This is a deliberate license and intellectual property violation. Why is this permitted on Steam? This kind of asset flipping isn't harmless. It makes it harder for gamers to find genuinely made games from ethical developers. It makes it harder for genuine indie developers, who put hard work into trying to make real games, to find an audience for their products. It gives indie developers a bad name. So, should you buy this asset flip? Is this better than any of the 140,000+ genuinely made games on Steam? Of course not! Backrooms: Partygoers has the cash grab price of $12 USD, for which you could easily get any number of older AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. For comparison, the $12 asking price for this game could get you games like "Divinity: Original Sin 2", "Cuphead" or "Resident Evil Village". Quality, professionally made games like those are frequently on sale cheaper than this. It's important to note that, despite this being such a low quality product, there's a number of positive reviews that all appeared immediately after the game launched, from suspiciously inactive Steam accounts that have reviewed almost no other games apart from this. On a purely unrelated note, recent US FTC rulings mean that review manipulation and fake reviews are now federal crimes. Interesting, isn't it? Regardless... take the review score of this game with a grain of salt. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
Very slow and clunky mechanics, annoying loud noise jump scares that pop up every 30-60 secs that are the exact same every time, unsatisfying gameplay overall. Reminds me of old Roblox horror games
Worst game I've ever had the displeasure of playing I wish I could get my money back. Do not buy this game at the price it is at, It is at least worth a penny or free. The game has to many bugs that break the game to the point you cant progress. Do not believe the positive reviews, they just got friends to help them with the reviews.
kafama silah dayandığı için oynamak zorunda kaldım aşırı korkunçtu her yerde jumpscare var ve görüntüdeki istenilerek yapılmış bozulmalar hoşuma gitmedi backrooms korku oyunları sevenler bakabilir his olarak daha çok Slenderman oyunları gibiydi.
Моя кураторская страница "Достойные или нет херроры" - https://store.steampowered.com/curator/43715729/ Backrooms: Partygoers — небольшой хоррор, действие которого происходит на нулевом уровне бекрумов. Ваша задача — найти восемь артефактов с помощью сканера и не попасться монстрам, бродящим по этим запутанным жёлтым коридорам. Сюжета практически нет — вы сотрудник исследовательского центра, отправленный найти артефакты и выяснить, что произошло с предыдущей командой. По пути найдёте пару записок о скрытых ужасах этих жёлтых стен и том, что видели исследователи, но большего не ждите. Записки добавляют немного атмосферы, но не двигают историю. Геймплей типичен для собиралок: нужно бродить по лабиринтоподобным коридорам, искать восемь ящиков и стараться не умереть, ведь после смерти придётся начинать сначала. Монстры нестрашные — их топот легко слышно, а если вас заметят, убежать не составит труда, потому что интеллект у них невысок. Вас пугают рандомными джампскейрами в случайных местах, что, видимо, должно поддерживать напряжение. Графика и звуковой дизайн в порядке, но ничего выдающегося. Сканер пикает, когда поблизости артефакт, но его звук может привлечь монстров. В целом, это неплохой хоррор в стиле "найди и собери" в запутанной локации, избегая монстров, чтобы не начинать заново. Определиться, подходит ли игра именно вам, непросто: если хорошо ориентируетесь, пройдёте за 20 минут, если нет — можете застрять на часы. Если вам нравится такой геймплей, тема бекрумов и челлендж одного прохождения, берите, но лучше по скидке. А если ищете что-то более глубокое и сюжетное — проходите мимо.
Hi there! I've just played through this game and thought I'd give my two cents to it. TL;DR: Rather unpolished (and partly buggy) Slenderman (find the eight "X") clone. I hoped for something more but that's basically it. Beware: This review contains some spoilers but there isn't much to say honestly. The Backrooms. A internet phenomenon/creepypasta like Slenderman or The Rake. Maybe you have seen those great videos by Kane Pixels or one of the many found footage videos on YT. Lots of those at least partly feature what is called "Level 0"; long corridors full of yellowish walls, humming ceiling lights and brownish carpet. This is the style you see in this game too (with some balloons, cake and few other things to mention). You're obviously one of the people who got lost in the backrooms (judging by your biosuit, you seem to be an Async employee/"scientist"). Your goal? Survive, get out. You've got some tools at your disposal (a "scanner" which emits loud beeps once you're near one of the "anomaly boxes" you got to find). And you get a flashlight which I found to be very redundant; there are some dark spots but nothing so black that I ever felt compelled to whip out the flashlight. You have to find batteries once your flashlight runs out of power. You also can find water to heal yourself up after a run in with the enemies. So... Let's talk a bit about the graphics and visual representation: The models: the flashlight, cake and some other things used were released under a Creative Commons license and look okay. No complaints about the floor/carpet or the walls as this is the typical "backrooms look". The scientists/scientist suit look ok. But the "monsters"... they are borked. Things around the waist of the creatures (there's only one type of creature featured in this game) shift around. Something belonging to the monster model is also floating in the air. The body is clipping into itself while the enemies are walking. Meh. You've also got some "VHS"-like effects going on which you're used to if you've played other Backrooms games or watched some of the online videos. There aren't too many graphics settings you can tweak in the options but at least there's an options menu; other similar titles more often than not are missing any kind of options. You can change the resolution, scale the antialising and switch the texture & shadow quality (+ shadow distance). To me parts of the game looked a bit different than the screenshots on the steam store. The "blood" looked more black to me than red and in the video at around the tenth second you see a ball pool which I didn't see in the two rounds I've played. What about sound & music? Of course you'll have the familiar backrooms light fixture hum. On top of that you've got some spooky music playing in the background and some loud SFX & ambient track (I assume) once a monster sees you. Oh and some laughs from "Jack in the Boxes" which get triggered when you walk near them and attract the creatures (there's two of them as far as I can tell). Also - probably to increase the tension - you can hear heartbeats. The AI: The monsters roam around and start coming after you once they've spotted you. They react to loud noises (think of those "jack in the box" things I mentioned earlier). If you are good at navigating the rather confined space and watch for your stamina you can lose them again. Or you just get into one of the lockers/closets you're supposed to hide in (which doesn't always work like expected, read more below). Even if one of the entities was directly behind you, it seemingly won't be able to get you once you're inside on of the lockers. I've had one staring directly at me through the "blinds", but when the "aaahh monster is attacking"-music stops it turned away and continued its patrol. Playing & some oddities: From time to time you're getting some loud noises, shifted field of view and some "spooky" images flashing up, showing the creatures or parts of the level. The first instances of these "jumpscares" seem timed, others seem to trigger after you've found one of the eight "anomaly boxes". It's more annoying than scary. SPOILER: The ending is also a lame jumpscare. Other things that come to mind: While playing my first run, I was pretty good at avoiding the creatures. I had 7 of 8 boxes. A creature picked up my trail so I ran and dashed into closet - as you're supposed to do to hide from the entities. The creature stood in front of the closet (they can't open it as it seems), but it glitched me out to a position next to the closet. I was still hidden obviously, as the creature lost interest. But I couldn't move anymore, no leaving the closet which I was "transported" out of. Thus ending my first run. Yeah. The backrooms are full of lore nowadays compared to their humble beginnings. But the dev somehow missed the opportunity to call the water (used to heal up; although one hit by the monsters takes away a bit more than half your HP) "almond water", which would've been in accordance with some backrooms lore. The game somehow has a "save game" feature which triggers close to the beginning of a run but then - never again. You can't load the save from the menu (at least I found no way to do so), your only option is to start again which overwrites the save. You can't (quick)save on your own. So I guess this "feature" is redundant. Walking/Running: You're very slow. This games "running" still feels slow. Fortunately for the player the creatures aren't too fast. EDIT: There is at least one instance of a short walkway with a ceiling lower than the creatures height. So I was like: "Hmmm... it surely couldn't follow me through here, could it?". Yeah well, the head of the creature just clipped through the level/the ceiling as it followed me through that "tight spot". The pricing. Holy hell. You can play through this in 30 minutes or less if you're good at avoiding the monsters and finding your way. 11,79 € as the normal price for this is WAAAAAAAY to high, especially if you're looking how fast the game can be completed. What can I say? Unfortunately the game was too short and had too many shortcomings for me to be able to recommend it. Maybe with a lot more polish and a lower price. There's so much lore about the backrooms and this game was released at the end of 2024, so dear dev if you're reading this, you could expand the game simply by adding some of it. Put some additional levels in this, maybe even add other objectives than "find those 8 things" and this could move in a better direction. Yeah I know, the "Partygoers"-scenario maybe isn't very cut out for more diverse design but I think it would help the game greatly if there was just ... more. And more polish of course. EDIT: I've read up a bit on the partygoers lore and actually there's a lot more that could be put into a game, like "Level Fun" (AKA Level-26 / The SS Fun), Partygoer Zero or the - which admittedly would be rather graphic - creation of the partygoers cakes/foodstuffs. So unfortunately I can't recommend the game. Thanks for reading!
A really well made horror experience. after playing the game for 30 minutes, I have come to see that it provides a great experience, an eerie vibe. Game mechanics from the movement to animations seems smooth, minor bugs and glitches, some improvements in accessibility would be great like, option to turn off chromic aberration, option to change the game's aspect ratio. A glitch I noticed is that I couldn't pick up the anomaly crate at first, had to restart the game Overall game seems quite interesting, hope the developers pay attention as It has a lot of potential
It's been a looong time since I've been THIS scared in a horror game! You could tell from the first minutes that it's going to be a diaper changing experience. The immersion is at another level, every detail that contributes to the atmosphere it's there: the creepy music, the echo of your footsteps, the perfectly adjusted light and the terrific sound of the monster coming (at some point you can hear two of them!). The game runs smoothie from the beginning. I really recommend it, the game really manages to play with your mind! Here's the full gameplay: https://youtu.be/TFsxKvjdFAA
A pretty cool horror game. The game runs perfectly. If u spend some time in the closet, the window start to go down, i dont know if this is intencional or not... and the game should have load game. If you quit in the middle of the game, when you want to play again you have to start from scratch... Overall it's a good horror game.
Backrooms: Partygoers is a compact but unsettling first-person horror experience that leans heavily into the uncanny dread and liminal atmosphere that define the Backrooms mythos. Developed and published by Mascot Bro Studio, the game traps you in the monotone maze of Level 0—a place of stained carpets, endless yellow wallpaper, and buzzing fluorescent lights—and challenges you to survive long enough to gather anomaly crates scattered throughout its sprawling labyrinth. Rather than relying on a complex plot or fast-paced action, the game builds tension through subtle environmental cues, long stretches of eerie quiet, and the constant threat of being hunted by the titular Partygoers. It captures the unease of wandering a familiar-yet-wrong place where help will never arrive. The game’s structure is simple but effective. You take on the role of a researcher assigned to investigate anomalies within the Backrooms, equipped only with a scanner, flashlight, and a limited supply of consumables like water. These tools form the backbone of the gameplay loop: scanning for the next crate, following the rising beeps into deeper corridors, and keeping your flashlight charged long enough to avoid stumbling blind into danger. The scanner’s sound becomes a double-edged sword—it guides you forward but also makes noise that can attract the Partygoers roaming the halls. These humanoid entities, vaguely cartoonish but deeply unsettling, serve as the game’s primary threat. Their patrol patterns blend randomness with scripted triggers, ensuring that even familiar routes never feel entirely safe. Stealth becomes your greatest ally. There are no weapons, no traps, and no meaningful ways to fight back; your only options are to run or hide. Lockers and closets scattered through the environment offer temporary refuge, but their safety is never absolute—if a Partygoer hears you entering one, you may find your hiding attempt cut short. This helplessness shapes the game’s tone: it is not about overcoming your enemies but outlasting them, not about mastering mechanics but surrendering to fear and uncertainty. Each time you hear footsteps echoing between walls or see a shadow glide across your periphery, the urge to duck into a hiding spot becomes instinctive. This sense of vulnerability is where Backrooms: Partygoers is most successful. The visual and audio presentation does much of the heavy lifting. The environment is built from monotonous office spaces—walls discolored by age, flickering lights overhead, and endless interconnected rooms that seem to twist in impossible ways. While the Backrooms concept is inherently repetitive, the game uses small variations in layout, lighting, and debris to maintain a sense of disorientation. The audio design, meanwhile, is consistently strong: mechanical hums, faint groans of stressed infrastructure, distant movement, and the scanner’s persistent beeping all work together to create a thick atmosphere. Even when nothing is happening, the tension rarely fades; the game succeeds at making emptiness itself feel predatory. Where the game begins to show limitations is in its scope. With a core loop centered on locating anomaly crates and avoiding the same type of enemy, progression can feel minimalist. The experience is also short, and once you understand the layout and mechanics, completion becomes much faster. There is little evolution in gameplay—no new tools, no expanded mechanics, no additional Backrooms levels—so the sense of discovery fades after the first run. This makes Backrooms: Partygoers feel more like a focused horror vignette than a full-scale survival title. It excels at creating tension but does not offer the systemic complexity or variety found in larger horror games. Despite its brevity, the game’s accessible system requirements, modest price, and concentrated atmosphere make it appealing to fans of indie horror and Backrooms-themed media. It is easy to pick up, easy to understand, and designed to generate fear through tone rather than jump scares or gore. For players who enjoy claustrophobic environments, slow-burn tension, and the feeling of being hunted in a place that warps logic, Backrooms: Partygoers delivers a strong, focused experience. For those seeking more content, mechanical variety, or narrative depth, it may feel too slight to leave a lasting impression. Ultimately, Backrooms: Partygoers is a short but effective descent into liminal horror. It captures the essence of the Backrooms—its quiet terror, its sense of being trapped between reality and nightmare—and concentrates it into a tidy survival experience built on stealth and atmosphere. It doesn’t reinvent the genre, but within its narrow scope, it succeeds at being exactly what it intends to be: a tense, unsettling walk through the empty halls of a place you were never meant to find. Rating: 7/10
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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.
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