1.2 patch
Changed the outcome of the Neutral ending to better reflect the character's terrible fate. Minor boss mechanic adjustments. Aesthetic updates to the title screen terrain and characters based on the real-world calendar.
Developer posts and news about this game.

Changed the outcome of the Neutral ending to better reflect the character's terrible fate. Minor boss mechanic adjustments. Aesthetic updates to the title screen terrain and characters based on the real-world calendar.

Gameplay • Reduced damage for most enemies and bosses, essentially increasing Hamachi’s hp from 6 to 12, • Increased Hamachi’s attack hitbox size from 8×8 to 10×10 (width/height) Bosses • During the first two boss fights, if the player drops to 2 HP , Penelope will spawn from eit

Fixed a bug where the kill counter reset to 0 after dying on World 5/6 stage 1 if the game was previously exited on that level. Removed decorative ceiling spikes in the first dungeon that caused a crash when touched. (lol) Made slight adjustments to the pacifist/neutral final bos

I was able to reach a state with the game that I'm satisfied with much earlier than the planned release date, so here it is, after 8 years it's finally done. I hope whoever plays the game thoroughly enjoys it. I spent the entirety of February play testing/bug fixing and so I’m ve

the release date for the full game is march 20, 2026

happy fall, the last post was 2 months ago so I want to briefly share some stuff ive been working on World 4 has been added to the list of playable worlds. These four will be the only ones available until the full release. I made a few new batch of levels to have fun with that wi

*below is a preview of content not currently present in-game World 6 World 7 World 8 main menu refined story text ive recently completed level design for world 6, world 7, and world 8, so here is a few photos of them! its late game so im not going to show much. heres where things

*below is a preview of content not currently present in-game World 4 World 3 ive recently completed level design for world 3 and world 4, so here is a photo dump of the two! heres where things are at now in terms of level design: world 1: done ദ്ദി(。•̀ ᗜ<) world 2: done ദ്ദി(。

he has mail for you, a preview of some small content planned for june 25th •ᴗ• some may already know, i want to keep things fresh and gradually introduce new content while im stuck in The Backrooms stitching together the main game, and im doing so with 'challenge levels'. they're

i... am steve, and this is #2 of a series of posts ill be making to act as a space for me to just talk and yap and share things that im working on: to start off, the website has now evolved into its final form (for now at least), its very clean, very presentable. and an html5 ver

hello, this is #1 of a series of posts ill be making to act as a space for me to just talk and share things that im working on, occasionally ill share some quirky unexpected bits that Ive encountered during development too... like this: when I was setting up the Mac build, a sent

Mac support is now available. Since this is the first time the game has been released on Mac, I strongly recommend trying the demo before considering purchasing Early Access. This will help ensure the game runs smoothly on your system. If you encounter any issues, please let me k

Added: Attack Mode Toggle Normally, when you press the attack button, the character comes to a complete halt until the animation ends. Now, you can toggle this off or on anytime during gameplay, indicated by a lock graphic. This allows you to spam the attack button and maintain f

Added 2 new achievements. Introduced a new Challenge Level. A dedicated menu for Challenge Levels will be added as more are introduced. Salutations Feline’s attack damage has been nerfed from 1000 to 987.5. Hopefully, this keeps things balanced. Added dialogue for cops—please ref