Here are the main new features and changes since the last devlog. A lot of work has gone into the game ahead of the Early Access 0.2 release! This will be the biggest update the game has received so far!
Here are the maps:
Level 1 "Parking" – Rework

This map has been completely reworked and redesigned to give the level a new look while creating a more constant sense of pressure and fear.
Level 5 "Terror Hotel" – New Level

This is an entirely new level in the game. It has been designed to limit the player's options and create a more terrifying experience throughout the level.
Level "Run for Your Life" – New Level

The famous level where you have to run for your life! This level has been designed to put you under enormous pressure, as you will have to run, look around, and think at the same time.
Level 601 "The End" – New Level
This level will mark the end of the Backrooms... or will it?
Bug Fixes and Improvements:
I've also fixed and improved many aspects of the game that needed attention. Here are the main changes:
Collision improvements: when you approach a wall, you can no longer lower your head. This creates a more realistic effect and prevents you from seeing through walls. Further adjustments will be made in the next hotfix.
Graphics settings adjustments.
Improved proximity voice chat.
Added more content to the Extras menu.
Improved optimization.
Improved lobbies.
Improved death animations.
Improved spectator mode.
Improved character animations.
Improved AI.
Added new monsters.
Reorganized level progression.
Added a new ending cutscene.
New level completion system.
Improved lighting.
Improved rain effects.
Improved thunderstorms.
Improved sound effects.
Improved main menu.
Improved interactions.
Improved inventory.
Improved player list.
Improved player code.
Improved save system.
These are the main changes made since the last devlog.
Important Note:
Early Access 0.2 will be released exactly 3 days after Devlog 3/3 is published.
The update will be released at 3 PM (15:00). I've decided to release it 3 days after the final devlog to give myself time to finish implementing the game's Steam achievements.
Thank you for your patience!
