A downloadable Into The Backrooms

Into the Backrooms is a disturbing and silent dive into a screamless nightmare.
A father, lost in a road trip cobbled together to reconnect with his creepypasta-loving teenage daughter, finds himself sucked into the backstage of a cult-like place that has become legendary.
Where the world crumbles, ceilings crackle, and memories return in loops... without ever leaving.
The player embodies an ordinary soul, lost in a labyrinth of absurdity and solitude... The Backrooms.

A STORY BEHIND THE STATIC

Into the Backrooms is not just another dive into endless yellow corridors. It’s a grounded, atmospheric descent into a personal nightmare — a psychological spiral where the familiar breaks, and the unnatural patiently waits. This is not a remix of internet lore, but an original story rooted in real characters, real emotion, and a fractured reality that unfolds piece by piece.

YOU AREN’T JUST LOST — YOU WERE NEVER MEANT TO BE FOUND

You don’t play a nameless survivor or an urban legend chaser. You are a father -  disconnected, flawed, trying to reconnect with his teenage daughter during a road trip that shouldn’t matter… until it does. What begins as a playful detour to a well-known urban myth becomes a collapse into something deeper, colder, and more personal. There’s no exposition dump. No diary pages to collect. Just places that speak for themselves, and a silence that starts to echo with meaning.

ROOMS THAT REMEMBER

Into the Backrooms takes the visual language of liminal horror and pushes it further -  from flickering office spaces to abandoned maintenance zones, medical sublevels, and decaying domestic rooms. Each area is a fragment, a memory, or a glitch in reality. The environments aren’t just decoration - they evolve, breathe, and bleed unease. There is a beginning. There is an end. And somewhere in between, something breaks.

ONE BUTTON, COUNTLESS CONSEQUENCES

The game features an intentionally minimal control scheme to deepen immersion: walk, crouch, jump, and a single contextual action button. Open a door. Read a message. Turn on a flickering light. Drink from a tap you probably shouldn’t trust. No inventory. No HUD. Every interaction matters, and every silence is loaded. It’s not about surviving -  it’s about understanding what you’ve walked into… and why it feels like it knows you.

SLOW-BURN. SOLO-MADE.

The game is currently in development by a single creator - no studio, no deadlines, no roadmap to please anyone but the vision. It will be released when it’s ready to haunt properly. Until then, it’s growing - quietly, deliberately.

Available on Mac & Windows

Development log

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