
The Backrooms is a first person survival horror game set in one of the most terrifying environments of the human psyche. Explore an ever evolving nightmare while running from terrifying creatures to stay alive.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 2 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−60% | 127reviews | 63% | — | $8.9K |
| $9.99 | 392ratings | 57% | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
:)
У этой игры есть огромный потенциал, одна из самых лучших игр по Backrooms в которые я играл, очень жду обновлений, Уровень с офисами было круто проходить, есть механика стелса, реалистичное движение. Из минусов: Враги тебя убивают не с одного удара, это сбивает атмосферу и страх к сущностям. Из плюсов: Давящая атмосфера, хорошие саундтреки, красивая графика в стиле VHS. Пока что 8/10 итоговая оценка, игру ещё надо корректировать.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has been on early access for years, but it gets very repetitive and kinda boring quite fast. I could'nt even notice when I "completed" the game.
it doesnt have saves, costs too much than what it should. at leats it has good graphics
only issue is that by clicking either P or I it sends you to a debug mode where you can go through walls and you cannot go back into the character, besides the small issue, great game.
The Backrooms is a first-person survival horror game developed and published by Ionized Games that transforms the unsettling internet phenomenon of liminal horror into an immersive psychological nightmare centered around isolation, paranoia, and endless exploration. Inspired by the famous creepypasta concept of accidentally slipping out of reality into a maze of empty rooms and forgotten hallways, the game focuses heavily on atmosphere and tension rather than traditional action-heavy horror. Through oppressive environmental design, unsettling soundscapes, and constant uncertainty, The Backrooms creates a disturbing experience where the environment itself becomes the primary source of fear. The game begins with the player trapped inside an endless labyrinth of yellow office corridors, stained carpets, buzzing fluorescent lights, and abandoned rooms that seem disconnected from normal reality. The setting immediately feels wrong in a way that is difficult to explain. The spaces resemble familiar commercial interiors, yet their emptiness and endless repetition create an overwhelming sense of unease. The game captures the original Backrooms concept remarkably well by making players feel stranded inside a place that appears ordinary on the surface while radiating constant psychological discomfort underneath. One of the game’s greatest strengths is its atmosphere. Simply walking through empty hallways becomes deeply unsettling because the environment constantly suggests that something dangerous may be nearby even when nothing is visible. The endless repetition of nearly identical rooms creates a sense of hopelessness and disorientation that grows stronger the longer exploration continues. The game understands that liminal horror works best when fear comes from isolation and uncertainty rather than constant monster encounters, and much of the tension emerges from silence, emptiness, and anticipation. The environmental design deserves particular praise because of how effectively it captures the surreal nature of liminal spaces. Hallways connect in impossible ways, rooms feel strangely unfinished, and entire sections of the maze appear constructed without logical purpose. Furniture and objects are scattered throughout the environment as though abandoned suddenly, reinforcing the unsettling idea that the player has entered a place not meant for human existence. The architecture constantly feels artificial and wrong, creating an almost dreamlike confusion where players can never fully trust the environment around them. Gameplay revolves around exploration, survival, and avoiding the hostile entities lurking within the maze. Players search for pathways deeper into the Backrooms while attempting to escape creatures that stalk the environment unpredictably. Survival often depends on listening carefully to environmental cues, hiding when necessary, and navigating the confusing layout quickly enough to avoid being cornered. The game relies heavily on psychological pressure rather than combat, making vulnerability a central part of the experience. One particularly effective feature is the use of a camcorder system that reinforces the found-footage style commonly associated with Backrooms horror online. Recording strange events and environmental anomalies adds immersion while making the player feel less like a traditional protagonist and more like someone documenting an impossible nightmare. This mechanic strengthens the atmosphere considerably because it creates the feeling that the footage may become evidence left behind by another victim lost inside the maze. The creatures inhabiting the Backrooms are used carefully throughout the experience. Instead of constantly overwhelming players with visible threats, the game often builds tension through distant sounds, movement glimpsed around corners, and environmental suggestion. This restrained approach allows fear and imagination to build naturally. When direct encounters finally occur, the contrast between long stretches of quiet exploration and sudden pursuit sequences becomes extremely effective at creating panic. Visually, The Backrooms uses realistic lighting and environmental detail to immerse players inside its unsettling world. The sterile office environments, repetitive hallways, and flickering fluorescent lights create an atmosphere that feels disturbingly believable despite the surreal premise. The repetitive visual design becomes part of the horror itself because players begin losing any reliable sense of orientation or progress while moving through seemingly endless rooms. Sound design is equally important to the experience. The constant electrical hum of fluorescent lights, distant echoes, muffled footsteps, and occasional unexplained noises create persistent psychological tension even during quieter moments. The game uses silence effectively as well, allowing players’ anxiety and imagination to fill the emptiness between encounters. Rather than relying heavily on loud music or aggressive audio cues, the soundscape maintains a low-level feeling of dread throughout nearly the entire experience. Another strength is the game’s attempt to expand the Backrooms mythology beyond its original internet origins. Multiple areas and shifting environments help make the world feel larger and more mysterious instead of simply recreating the iconic yellow hallway image repeatedly. As players move deeper into the nightmare, the environments become increasingly surreal and dangerous, giving the experience a stronger sense of progression despite the intentionally confusing layout. However, the game still struggles with several weaknesses. As an Early Access project, some systems feel rough or unfinished. Certain sections rely too heavily on repetitive exploration, and the intentionally confusing environments can occasionally make progression feel frustrating rather than frightening. While the repetitive design supports the atmosphere thematically, it can also reduce gameplay variety during longer sessions. Enemy behavior and gameplay balance can also feel inconsistent at times. Some encounters create genuine terror, while others become frustrating because of awkward movement or unclear enemy patterns. Players expecting deep narrative storytelling may similarly feel disappointed since much of the experience focuses more on environmental tension and psychological horror than direct plot development. Despite these issues, The Backrooms succeeds because it understands the core fear behind liminal horror. The game recognizes that the true terror comes not only from monsters, but from the emotional discomfort of being trapped in a place that feels endless, empty, and disconnected from reality itself. Its strongest moments emerge from silence, uncertainty, and the horrifying possibility that escape may not exist at all. The Backrooms ultimately stands out as an effective psychological survival horror experience that successfully translates one of the internet’s most recognizable horror concepts into an immersive interactive nightmare. Its oppressive atmosphere, unsettling environments, and constant psychological tension create a memorable descent into isolation and paranoia. While repetitive structure and Early Access roughness occasionally limit the experience, fans of liminal horror and atmosphere-driven survival games will likely find The Backrooms to be a deeply unsettling and compelling journey into one of modern internet horror’s most disturbing ideas. Rating: 6/10
Gra dobra.
it Is Very Adrenilane Rushing and good as a horror game i rate it an 9.4/10 beacause i cant just rate it a ten
gotta make sure more people find this gem game is short but there is a lot of love put into this and its a really really scary game 10/10 would noclip again
game is nor finished.. only has 4 lvls and you still have not escaped the backrooms. i was fooled into thinking this game had 1000 lvls or more.. but unfortunantly i was wrong. i finished the 4 lvls in under 6 hours time, and they don't tell u but there is also a croutch butten too. if you press the left control button. had i known that sooner i would finished this in under 3 hours.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4K | 10 | 50% | $6.99 | |
| $1.7K | 19 | 63% | $4.99 | |
| $18.3K | 73 | 84% | $9.99 | |
| $17.9K | 72 | 75% | $11.99 | |
| $17.5K | 45 | 58% | $19.99 | |
| $17.1K | 57 | 56% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.9K | 89 | 99% | $4.99 | |
| $8.9K | 113 | 96% | $2.99 | |
| $8.9K | 65 | 80% | $4.99 | |
| $8.9K | 75 | 81% | $10.99 | |
| $8.9K | 139 | 71% | $3.99 | |
| $8.9K | 68 | 87% | $6.99 |