New · 3D · found-footage horror

Back
rooms 2.

You got out of the first one. Then you leaned on the wrong wall. This time it is real 3D, it goes four levels down, and the maze is rebuilt every time you press play, so nobody can draw you a map.

Backrooms 2: the Smiler standing in a yellow wallpaper corridor under buzzing ceiling lights, seen through an old video camera

Press play

The game opens full-screen on this page. It is real 3D, so a laptop or desktop works best. Wear headphones: every creature makes its own sound before you see it. If it runs slowly, switch Graphics to Low in the menu. New visitors first choose Home or School and accept the Rules, Terms and Privacy Policy.

The four levels

  • Level 0 · The Lobby: yellow wallpaper and wet carpet. Find three fuses and fit them in the box by the exit door.
  • Level 1 · Habitable Zone: a concrete warehouse. Find the red and the blue keycard and call the lift. The power cuts out about once a minute.
  • Level 2 · Pipe Dreams: hot, narrow tunnels and a proper maze. Throw four breakers on the walls to open the hatch.
  • Level ! · Run For Your Life: one red corridor. No items. You sprint and it chases.

Three stars on a level: get out, keep your sanity above half the whole time, and beat the par time. Each level saves your best time.

Controls

  • WASD: walk. Mouse: look (click the game to lock the mouse).
  • Shift: run. Uses your breath.
  • C: crouch on or off. Slow and silent.
  • F: torch. It runs on batteries.
  • E: pick up, use the exit, hide in a locker.
  • Q: drink almond water. V: scan.
  • P / Esc: pause. Graphics can be changed there.
  • Touch: left thumb moves, drag on the right to look, and use the buttons.

What is down there

  • The Smiler (Levels 0 and 1): it only moves when you are not looking at it with a light. Keep your torch on it and back away. Stare at it for three seconds and it leaves for a while. On Level 0 it wakes up when you take the first fuse.
  • The Deathmoth (Levels 0 and 2): it comes to your torch. When you hear wings, turn the torch off and wait.
  • The Hound (Level 1): it hunts by sight and it is faster than you. Get round a corner, then get in a locker. If it watched you get in, the locker will not save you.
  • Crawlers (Level 2): blind. They come to footsteps, breakers and the scanner. Crouching is silent.
  • The Fastest Entity (Level !): it starts three seconds behind you and it gets faster.

Sanity, torch and scanner

  • Sanity drops slowly all the time. It drops faster in the dark, near a creature and inside a locker. At zero the tape ends.
  • Almond water gives back a big piece of sanity. Walk over a bottle to take it, press Q to drink.
  • The torch lasts under three minutes. Yellow batteries on the floor top it up. Turn it off under working lamps.
  • The scanner (V) shows an arrow and a distance to the next thing you need, then the exit. It takes nine seconds to recharge and Crawlers can hear it.
  • Green EXIT arrows painted on the walls always point along the true way out.

Useful strategy

  • On Level 0, find where the exit is before you take the first fuse. After that the Smiler is awake.
  • Walking backwards with the torch on the Smiler is slow but safe. Turning and running is fast but it follows.
  • On Level 1, note where the lockers are as you pass them. You will not have time to look later.
  • When the lamps start to flicker on Level 1, a blackout is two seconds away. Face the way you came.
  • On Level 2, walk. Running carries three times as far. Crouch when the clicking gets fast.
  • On Level !, hold Shift, take the corners wide and go round the junk. A wrong turn at a fork is a dead end.

How it is made

Backrooms 2 runs on the renderer written for Dead Air, with no game engine and no downloaded pictures.

  • Each maze is built from a number when you press play. The same number always makes the same maze, and it is shown on the level card.
  • The wallpaper, carpet, ceiling tiles, concrete and brick are all drawn by code when the game loads.
  • Lamps are blocked by walls, so light stops at corners. Some flicker, some are dead.
  • The picture goes through an old video camera: lens bend, tape noise, colour bleed and a timecode.
  • Every sound is made by code as well, including the hum.