
Inside the Backrooms is a horror multiplayer game mixed with different mechanics that will make you spend an intense night with friends. Explore, think, interact, but be careful, it is rumored that there are several entities wishing to find you...
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About

Inside the Backrooms is a Co-op online horror game up to 4 players, where you and your friends will fight to escape from the different levels of the backrooms, solving different puzzles with different mechanics in each one.
This game is based on the famous creepypasta with many real references implemented such as iconic entities and important elements. You will have to explore each room, look for elements that help you to continue advancing throughout the game and unlock new areas, but the further you go, more dangerous it will be, you must pay close attention in the area, identify each entity and know how to avoid them if you want to survive.
Look for supplies, store them in your inventory, explore all the rooms, solve puzzles, unlock areas of the map, interact, try to collect everything you find.
The main objective of Inside the Backrooms is to engage players with its gameplay, difficulty and atmosphere. There are countless identical rooms with an old, dirty carpet and pale yellowish walls, where at first glance it gives you a gloomy and bad feeling where you realize that it is not a safe place.
The game currently has 5 levels, each level is huge and is designed to be more difficult than the previous one and each one with different puzzles and mechanics.
There are also 2 secret mini levels that will lead you to a secret ending..
In this game you will find several entities, currently 6 entities, all based on the original creepypasta, each entity will have different ways of attacking and manifesting, so it will be important to know it's behavior of each of these and avoid at all costs that several entities finds you at the same time, if this happens, you will have a bad time.
Inside the Backrooms has a lot of diverse, interesting and entertaining puzzles, from simple ones to the complex and laborious, they are carefully elaborated with the purpouse of being solved both individually and cooperatively, in addition to this, to make the puzzles more dynamic and attractive, in each new game the solution of all of them changes, which means that it wont be always the same answer! so test your puzzle resolution skills and try to escape from this terrifying place full of mysteries.
If you want to survive in the backrooms you will need to look for essential items and manage them properly, because if you get short of any of them, it could mean your death.
These are some of the items you can find on your journey through the backrooms:
Almond Water: Regenerate part of life.
Pills: Eliminate Anxiety
Radios: Allows communication at a distance with your team
Flashlight: Allows you to see in dark areas.
Protection Suit: Allows you to prevent getting radiation on some areas.
Documents and Notes: Provides relevant information.
Here are some of the current features of the game:
Proximity Voice Chat: Talk to the nearest people using the voice chat, but be careful, some entities could hear you...
Stamina: The player will have limited stamina that you will need to manage correctly, if an entity is close to you, it will be your best ally to escape.
Inventory: You will be able to take various items and store them in your inventory, however, space is limited.
Anxiety: When you see an entity, your state of anxiety will increase, going through a disorder of fear and poor visibility.
Entities: Each entity has its own attack modes, learn their techniques to evade them.
Respawn: The game incorpore a creative and dynamic way to respawn, you will able to respawn up to 3 times.
We want to keep improving the game, to the point where it becomes one of the best games that represent backroom creepypasta. For this reason we will continue to polishing and adding new content to the game, these are some features that are planned to be added throughout the final development of the game:
New Entities
More Levels
New Puzzles and Mechanics
Procedural Levels
New Items
Improve Gameplay
Language Localization
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 38.8Kreviews | 80% | — | $4.3M |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
傻逼游戏一堆bug,不如躺床上鹿小几几
简直了我**************的,更新就是依托超级答辩,仇人玩了都释怀了,玩这个游戏不如去🦌两发,操
It's been like 5 years of development and this is one of the roughest jankiest backrooms games. Buy the others fr. Somehow it gets worse with updates.
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Languages: English*, Spanish - Spain, French, Simplified Chinese, Russian, German*languages with full audio support
Hours played at review time, across 972 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你推开一扇门。面前是一模一样的走廊。再推开一扇门。还是它。黄色的墙纸、嗡嗡响的荧光灯、潮湿的旧地毯味道——你已经在这个没有尽头的办公楼里走了二十分钟了,而你身后的脚步声正越来越近。你的朋友在语音里喊"向左!不是那个左!",但问题在于,这里的每一个左拐都是一模一样的。 这就是后室。一个2019年诞生于4chan的都市传说,一句话就定义了它:如果你在错误的地点穿模了现实——"noclipped out of reality"——你就会掉进这里。没有出口,只有大约六亿平方英里的随机分割的空房间,和你越来越破碎的理智。《Inside the Backrooms》试图把这个概念做成游戏。它成功了一半,另一半至今还在早期的"早期体验"里挣扎。 一、背景与革新 《Inside the Backrooms》由独立开发者MrFatcat制作,2022年6月以抢先体验形式上架Steam。它赶上了"后室"网络迷因的游戏化浪潮,在这波浪潮中站住了脚——它不是最早的,也不是最华丽的,但它是目前将后室的美学、恐怖感和解谜机制融合得最完整的一个。 游戏支持1至4人在线合作。核心结构是关卡制:从经典的Level 0——那个定义了后室视觉语言的无限黄色办公室——开始,逐步深入更诡谲的层级。每层都是一个独立的箱庭:有完全浸没在水下的废弃房屋(Level 7),有布满蒸汽管道和熔炉的工业地狱(Level 2),有被派对客占据的血腥乐园(Level Fun)。实体设计参考了后室社区的经典怪物——笑魇是黑暗中发光的笑脸,猎犬是速度极快的追逐者,派对客用欢快的音乐引诱你靠近,剥皮者会偷走你的身份。这里没有枪,没有战斗。你只有手电筒、杏仁水(恢复理智)、和你的队友。 游戏在两年多的时间里经历了数次大更新:2024年6月的理智系统重做(幻觉、假门、幻听),2024年11月的工业恐怖扩展,2025年7月的Level 0重制。每次更新都在加深同一个印象:这个开发者懂得后室的恐怖根源——不是怪物,而是空间本身。 二、叙事/角色批评 《Inside the Backrooms》没有传统叙事。没有对话、没有角色、没有剧情线。你甚至没有一个脸——从第一人称视角看下去,你只是一双推门的手。 但在没有叙事的地方,环境本身在讲故事。Level 0的无限重复本身就是一种叙事:你被困住了,不是因为门锁了,而是因为空间不让你走。Level 2里废弃的工业设备和散落的实验记录暗示着某个机构——可能是ASYNC基金会——曾经试图控制、研究甚至武器化后室。你在Level 7的水下沉屋里看到生锈的儿童玩具和漂在水面上的家庭照片。这些碎片不构成一个完整的故事,但它们构成了一种情绪:这里曾经有人来过,而他们没有走出去。 理智系统在叙事层面有不错的表达。当你理智降到临界值以下,你会看到不存在的门、听见没有来源的脚步声、瞥见角落里的影子在动而实际上什么都没有。这是一个"你的大脑正在被这个空间吃掉"的过程的可视化。它与《失忆症》的理智系统有相似的DNA,但执行上更加视觉化——不是你疯了,是这个空间正在让你认为自己疯了。 这种纯粹的"环境叙事"有一个明显的问题:玩到第三个关卡后,环境不再让你惊讶。不是因为设计变差了,而是因为模式被你读懂了。每一次都是一套新的走廊、新的谜题类型、新的实体行为模式。新鲜感在每次开荒时都有,但重复体验时,这个空间的无意义性从"恐怖"变成了"麻木"——就像你在Level 0走了太多圈之后,黄色墙纸不再是诡异的,它只是墙纸。 三、游戏性问题 先说技术层面的状况。《Inside the Backrooms》至今仍在抢鲜体验。这意味着它的代码库下面压着一层持续累积的Bug沉积岩。灵敏度设置进出游戏会重置,音频在部分关卡强制切换到单声道且无法调回,非房主玩家在某些关卡中看不到关键视觉提示——停车场关卡的灯光变色警告只有房主能看到,阀门状态也只有房主能看到准确数值。在一个以合作为核心卖点的游戏中,视觉信息的不同步不仅是一个Bug——它直接拆掉了合作游戏的信任基础。 存档系统是另一个结构性的硬伤。游戏不支持中途存档,只有通关一个完整关卡后才会保存进度。考虑到每个关卡的体量——首次通关平均需要两到三小时——这意味着如果你在关卡末尾因为一个Bug死亡、或者队友掉线触发重新开始,你将失去整个晚上的进度。这种设计放在纯粹的单机恐怖游戏中可能是一种有意为之的压迫感,放在一个Bug频发、容易掉线的在线合作游戏中,就是折磨。 关卡质量参差不齐是社区中最集中的批评。Level 0和Level 1是游戏设计的高光——谜题逻辑清晰,实体行为规律可学,恐怖节奏张弛有度。但停车场关卡(Level 1的一部分)的阀门谜题让无数玩家卡关了数小时——不是因为谜题难,而是因为视觉反馈和游戏逻辑之间存在断层。老关卡被重制后,一些老玩家认为新版不如旧版——这不是内容不足的问题,是方向判断的问题。 怪物AI的攻击欲望被设计得比恐怖游戏的平均水平更高。你同时在解谜和被追,而且是从头到尾。这种高压节奏在头两个小时制造了有效的紧张感,但在第五个小时——当一个关卡已经消耗了你整晚的时间——它就退化为疲劳。你不再害怕猎犬,你只是烦它。 还有那些迷宫。大量一模一样的长走廊,没有足够的地标,没有地图系统。你不得不依赖心理地图来导航,而心理地图在连续重复的环境中会迅速崩溃。加上奔跑消耗体力、体力和理智共用资源压力——你经常处于"快没体力了但不能停因为身后有东西在追"的困局中。这种体验在短时间内的恐怖效率是B+,在长时间内的娱乐价值是D。 四、系统亮点 但如果你找到了三个朋友,如果你成功熬过了Bug的筛选,如果你在那个正确的晚上进入了正确的状态——有些东西会从这些黄色的裂缝里渗出来,让你记住它。 首先是空间的气氛。MrFatcat对后室"阈限空间"美学的理解,在这个类型的所有游戏中排第一。灯光不是亮的——它是那种让你眼睛不舒服的、冷漠的荧光灯。地毯不是脏的——它是那种"湿了之后永远晾不干"的老旧纤维。声音设计尤其精准:远处的通风管道在低吟,荧光灯镇流器在嗡嗡响,偶尔有什么东西在你看不到的地方挪了一下位置。这种感觉叫"阈限恐惧"——不是鬼跳出来吓你,而是这个空间本身就不对劲,你在里面待得越久,你越能感觉到自己不该在这里。 多人合作的谜题设计是这款游戏最独特的贡献。大部分恐怖游戏的多人在线只是"你打你的、我打我的"——你们在同一张地图里,但各自面对各自的恐怖。而《Inside the Backrooms》的谜题设计强制了真正的协作:一个人需要站在某个开关前保持激活,另一个人穿过刚才解锁的大门去触发下一个机关;气球的红色按钮必须所有人同时按下才会生效;迷宫里的气球怪需要有人用探测器报点、有人吸引注意力、有人绕路前进。这种需要真正分工的谜题,在恐怖合作游戏中非常稀缺——它让队友从"一起害怕"升级为"一起工作",后者比前者更能让你记住某个夜晚。 实体设计也有几分值得记住的东西。派对客可能是最令人不安的——它们不是追你的,它们是邀请你的。欢快的音乐、彩色的横幅、一个看上去人畜无害的笑脸——如果你靠近,你就再也走不掉了。这种"利用人类好奇心"的陷阱设计,比单纯的追逐更能击中恐怖的本源。笑魇的机制也非常简洁有力:黑暗中的笑脸,你只需要对准它打开手电筒——但你必须先看到它在哪里,而你看到它的瞬间,它已经近得足以让你尖叫。 Level 7的水下关卡在技术层面是一个小壮举。巨大的水体渲染、沉没房间中的浮力物理、在完全黑暗中依靠手电筒光束导航——它把恐怖从"空间"扩展到了"环境介质"。你在水里时,声音是闷的,视线是模糊的,体感是失重的。一只巨型海怪在你脚下三十米处游过去的时候,你身体的每一个细胞都在告诉你"往上浮",但任务目标在更深的地方。 五、角色/叙事亮点 《Inside the Backrooms》最动人的叙事角色并不是任何一个人物,而是那些"来过的人留下的东西"。Level 2的工业区里有散落的工作日志,记录着一个试图把后室当成可开采资源的组织的逐步崩溃——第一个实验员失踪了,第二个疯了,第三个在笔记上写的最后一行字是"它们不是实体,它们是这个地方本身"。Level Fun的入口处有一张褪色的手写便条,歪歪扭扭地写着"别进去,里面的音乐是活的"。 这些碎片构成了一条隐形的叙事线:在你之前有无数人掉进来过,他们尝试过各种方法——科学、信仰、暴力——都没有走出去。你不是第一个困在这里的人,你很可能也不是最后一个。这种"迟到的悲伤"是环境叙事最有效的情感触发器——你没有参与他们的死亡,但你能摸到他们死亡之前在墙上留下的抓痕。 Wretched实体的加入把这条叙事推到了一个新的高度。它们是人类在彻底失去理智后变成的——不是被怪物杀死的,是被后室本身的虚无性吞噬的。你看到它们的时候,看到的不是怪物,是你自己的未来。这种"恐怖即命运"的表达,是所有恐怖游戏中最高级的类型之一。 理智系统的幻觉机制也在沉默中讲故事。不是你看到了不存在的东西——是这个空间利用你的弱点制造了你认为你看到的东西。假门会在你拼命寻找出口时出现,影子会在你回头查看身后时消失。这种"一切都是真的吗"的不确定性,是后室这个设定在文学上最有力的部分,而这款游戏把它翻译成了可交互的体验。 六、总结 《Inside the Backrooms》是一款你需要在正确的时间、正确的版本、和正确的人一起玩的游戏。如果在所有这些条件都对上的那个晚上,它会给你一种其他恐怖游戏给不了的东西:被空间本身围困的窒息感,和三个朋友一起在无尽走廊里尖叫的荒诞快感。它对后室"阈限空间"美学的还原度是同类中最高的,它的合作谜题设计在恐怖游戏品类中领先,它的环境叙事在无声处有一种你无法拒绝的悲伤。 但所有这些闪光都被同一层灰盖着:四年了仍在抢鲜体验,Bug的修复速度赶不上新Bug的产生速度,关卡质量在好和差之间反复横跳,存档系统的缺失让每一次掉线都变成一次处刑,迷宫式的关卡设计在超过两个小时后从"恐怖"变成"折磨"。它的开发者在气氛营造上的天赋显而易见,但他对游戏基础工程的把控力,就像Level 0里那些永远走不出去的走廊——你总以为下一个拐角会有出口,但每一次都是同一面黄色的墙。 如果你有三个不怕Bug、不怕迷宫、不怕三小时不能存档的朋友——它值它的价格,甚至值一个被你们记住的夜晚。如果你是一个人,或者你的朋友对上述任何一件事会感到恼火而非觉得好笑——这个后室不值得你掉进来。
This used to be a super fun Backrooms game with great puzzle / story like levels when I played a few years ago. Now, after recent updates, multiple bugs have made it practically unplayable. Changing the original levels into massive, tedious mazes has ruined the experience.
我操你妈的傻逼游戏,你他妈整个仿退款机制尽整他妈的傻逼又臭又长的解密,实则彰显傻逼作者的精神病脑回路,你他妈联机保持进度也是一坨狗屎,联机三人,一个人走的慢,先让前面两人先进去大门,退了重进还是原进度,只能让那个人卡在必须要全体玩家在一起才能通过的傻逼大门,就跟你麻痹的作者老母走的鬼门关一样,没有作者一家都走不进去那傻逼门,♥♥♥,浪费生命浪费金钱的傻逼游戏,我玩的11个小时真他妈折磨人,♥♥♥
无论从哪个方面都是糟糕的游戏,制作者对游戏的理解似乎就是一股脑地塞入海量的解密游戏,来充实玩家在后室里的游戏体验。这种感觉就像我写论文的时候,为了让它显得高级一点而塞入大量毫无意义的“数据”,这些数据的水分大到可以解决整个中国西部地区的缺水问题且不具备任何的实际论证用途,但把它们塞进文章里就是会让人感觉作者是下了不少功夫的。 问题的核心可能出在了作者丢掉了“后室”的灵魂,让游戏变得像是披着后室外皮的“解密游戏”,我在玩的时候时常会忘记这是一个“后室游戏”,它没有一点,哪怕是一点“后室”的沉浸感,只有池核和草地两关的环境做的相当不错。 但即便从解密游戏的角度来看,大部分解密设计的仍然是不合格的。暗室是我最不喜欢的一个关卡,所有的关键解密道具是随机刷新,再加上这个地图不具备任何区分度高的地区,我在里面转了60分钟毫无进展,最后忍着晕3D的痛苦强撑着自己打完了。而享乐层给人的感觉又像是摆烂了,找人体部分的关卡设计极其无聊与乏味,包括进入享乐层的前置挑战也是极其坐牢,找礼物的部分是整个游戏最糟糕的谜题设计。 如果你是一个人玩,不要买。如果你是两个人玩,也不要买。它适合“一群人”玩,毕竟让一群人像无头苍蝇一样毫无目的地东奔西跑可能比解密本身还要有意思。
I used to love playing this game, but the newest updates have made it hard to enjoy. The new levels are annoying and confusing. I don't think the older levels needed updates; they were good on their own. If you have the time to stick with the levels and the puzzles, go for it; it can be fun for some people. Not for me and my friends. Dark Rooms is the best level. The Fun Room is good, but it can be glitchy. I’d rate the game 5/10.
曾经还好玩,现在就是一坨屎,像是不会搞游戏了,更新了一堆,毫无乐趣,全是迫害,毫无恐怖解密,只会堆料折磨玩家,使
I no longer want to know what the dog is doing
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.9K | 109 | 63% | $3.99 | |
| $1.6K | 20 | 75% | $2.99 | |
| $1.5K | 28 | 68% | $1.99 | |
| $716 | 7 | 14% | $2.99 | |
| $8.6K | 222 | 71% | $1.99 | |
| $3K | 37 | 65% | $2.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 14.5K | 98% | $16.99 | |
| $4.3M | 4K | 87% | $29.99 | |
| $4.3M | 17.5K | 94% | $9.99 | |
| $4.3M | 7.6K | 77% | $16.99 | |
| $4.3M | 6.4K | 88% | $29.99 | |
| $4.3M | 21.2K | 97% | $8.99 |