Backrooms: Extractions
by Headlight Studio · 30 Apr, 2025
23 downloads
About the Game
Face the Backrooms. Together.
Backrooms: Extractions is a co-op horror game for 1 to 6 players. Explore, survive, and complete your missions inside the Backrooms, a place where a single mistake can cost your life.
Your goal: locate and extract the missing M.E.G. agents trapped within the Backrooms. Scan the areas, transmit their coordinates, and wait for the extraction window while avoiding the entities lurking nearby.
New Mode: Endless Loop ♾️
The M.E.G. has launched an experimental protocol: the Endless Loop.
A mode designed as an infinite sequence of levels, with the difficulty increasing each time you progress.
Entities become more aggressive, resources scarcer, and only your composure will keep you moving forward.
In this mode, only the supply crates dropped by the M.E.G. in each level will allow you to gear up and survive the next loop.
A true test of endurance and strategy, made for the most experienced agents.
Solo or Co-op up to 6 Players
Play solo for an intense, claustrophobic experience, or join a team to coordinate your extractions.
Communication is key: the in-game voice chat (VOIP) amplifies the tension as entities can also hear you.
Extraction Gameplay
Your mission is not to escape, but to rescue.
Each operation requires you to locate trapped M.E.G. agents, transmit their coordinates, and secure their extraction.
Each success grants valuable resources and strengthens your reputation within the M.E.G., unlocking new tools, levels, and skins.
Available Levels
Explore 7 unique environments:
Lobby · Habitable Zone · Paradise · Attic Floorboard · Utility Halls · Fun · The Suburbs
Each features its own puzzles, threats, and extraction mechanics.
New levels will be added over time to expand the experience.
Entities with Unique Behaviors
Survive against 6 main threats:
Smiler, Wretches, Hound, Skin Stealer, Party Goer, and Balloons.
Each entity has its own behavior, sounds, and area of influence. Some, like the balloons from the Fun level, seem harmless until they reveal their true nature.
Observing and understanding their patterns can make the difference between life and death.
An Oppressive Visual and Sound Experience
Every sound matters. Every light can give away your position.
Thanks to immersive audio design and realistic visuals, Backrooms: Extractions recreates the visceral fear of being hunted in an endless space.
The tension rises at every moment: one wrong step, and you may never return.
A Game in Constant Evolution
Early Access marks the beginning of a shared adventure with the community.
New levels, entities, tools, and game modes will be added regularly.
Join the official M.E.G. Discord server to connect with other agents and follow upcoming updates.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Update 0.3.316
The headline of this update: we rebuilt the game's localization from the ground up. Every screen has been re-translated for accuracy and tone, and we added full support for non-Latin scripts • so Japanese, Chinese, Korean and Cyrillic now display with proper fonts everywhere in the game.
7 new languages join the roster, bringing the total to 25: Japanese, Traditional Chinese, Turkish, Ukrainian, Hungarian, Czech, and Indonesian. Interaction prompts, missions, and end-of-level objectives are all fully translated.
Alongside the language overhaul, here's a big wave of fixes • almost all of them straight from your reports.
Crash Fixes
- Launch crash on ray-tracing GPUs • Fixed a startup crash that stopped the game from launching on some RTX graphics cards. This was one of our most-reported crashes.
- Crash when closing the game • Fixed an access-violation crash that could happen when closing the window or during startup.
Creature AI
- No more detours to smash side doors • Creatures chasing you no longer peel off to break open doors you never used. They follow open routes and only breach when there's no real alternative.
- Creatures freezing at doorways • Fixed creatures getting stuck in front of doors, which also caused frame-rate drops while they kept retrying. They now path around and breach reliably.
- The Hound in the attic • Fixed the Hound freezing or failing to fit through low attic doorways; it now squeezes through and keeps tracking you.
The SkinStealer
- Moves like a real player now • The disguised SkinStealer's movement got a full overhaul: no more foot-sliding, no follow stutter, and natural turning. It blends in far better while shadowing your group.
- Post-kill freeze fixed • Fixed the SkinStealer locking up or replaying its transform after catching someone.
Hiding Spots
- A hiding spot is a real refuge again • Hiding spots now fully protect you from the Smiler and the Balloon, and using your flashlight inside no longer gives you away.
- No more camped-to-death • A creature lingering in front of your hiding spot can no longer slowly drain you while you stay hidden. Reported by players who "had to just die" in a closet.
Puzzles & Interaction
- Television VHS puzzle • Rebuilt the TV puzzle: the "can't insert the last tape" problem is fixed, inserts are reliable, and it works correctly for players who join late.
- Easier door interaction • You no longer need to aim right at the handle to open a door. Looking at the door is enough.
- Vehicle prompts • The interact prompt now shows in the right place on hideable vehicles.
Spectating & Multiplayer
- Spectate the real view • When watching a teammate you now see exactly what they see, with the correct eye height and a smooth camera, instead of a rough approximation.
- Stuck-player & spectator fixes • Fixed a cluster of issues: late-join spectating, players stuck after a kill, and a recovery for players who fell out of the world.
- Pause menu while spectating • The pause menu is clickable again while you spectate.
Content
- Visual touch-ups • TV screen material tweaks and updates to the lobby and attic areas.
Thank you!
Crash Fixes
- Crash from an upscaling integration • A wave of GPU access-violation crashes traced to an upscaling integration conflicting with frame interpolation has been mitigated by disabling that integration. We're watching telemetry to confirm the fix lands.
Movement & Interaction
- Stuck after being grabbed by a creature • SkinStealer, Partygoer, and Hound catches were leaving the player's input locked permanently when the catch ended in death. After respawn the new character could not move, with multiple extraction-room softlocks reported. Input counters now reset on every possession and respawn.
- Spectator camera frozen on target switch • Switching between teammates during spectator mode could leave the camera stuck on the first target instead of following the new one. The spectator now recovers its lock continuously and re-asserts the camera every tick.
- Creature camps your hiding spot forever • The despawn watchdog was counting hidden players as still reachable, so creatures never gave up the hunt while you waited it out. Hidden players no longer count toward "still reachable", and creatures will eventually move on. Reported across monsters, attic enemies, and Partygoers.
Levels
- Paradise: ritual circles softlock • Burning circles before picking up a candlestick (or after dropping it mid-progress) silently dropped the mission counter, leaving you with already-burnt circles and no way to advance. Burns now always count toward the chaine mission.
- Paradise: target unreachable • The target could spawn against geometry where the interact never registered. Repositioned the spawn for cleaner reach.
- Level Fun: stuck in pipes • A pipe geometry pocket could trap the character capsule during crawl. Geometry tightened so you no longer wedge in.
If you abandoned a run because of any of these softlocks, give it another go! :)
Creature AI
- Camping enforcement • Creatures that spend a long time around a hiding spot now retreat far away instead of lingering. So many of you reported being trapped in a cabinet or closet while a creature just refused to leave • this is the biggest fix in this update.
- No more wallhack retargeting • Creatures no longer switch targets to teammates they cannot actually see or hear. They have to detect you for real, which removes a lot of unfair ambushes through walls.
- Retreat behaviour feels less deaf • Creatures that are walking away can be interrupted by close-range player noise or sight. After a failed attack or after a player hides, they alert for a short window before disengaging instead of freezing in place.
- The Wretch and the Hound • Both stop camping around downed or hidden players, and properly leave the area when they lose track.
- The Smiler attack now reliably knees you • Several of you reported the Smiler reaching you, fully playing its attack, but the player never going down. The kneel is now guaranteed at the moment of the attack.
Level 0 (the Lobby)
- Exit door reachable for clients • The big one. Multiple reports of being unable to walk through the exit because invisible walls were still there client-side. The destruction of those walls is now replicated to every player, so the host and clients see the same opening.
- Hiding spots cleared on every client • Cubbies in the lobby are now unblocked for everyone, not just the host. No more "this hiding spot is blocked by a wall I can't see."
- No more falling out of the map • The wall-destruction pass was being too aggressive and could remove a structural wall next to a destroyed placeholder. Each pass now removes exactly one wall, the right one.
- Exit door always at the right position • Fixed a regression where the exit door (and the quantum room portal inside it) could spawn at the world origin, leaving a hole in the wall opening to nothing.
Level 26 (Fun)
- Partygoers use the plastic tubes again • The crawl tunnels were essentially being ignored by the AI, forcing creatures into long detours. Many of you reported partygoers stuck at the entrance or refusing to follow through • that is fixed.
- Doors no longer block AI permanently • When a door opens, the navigation around it now updates correctly so creatures can actually walk through. A handful of "creature blocked at a doorway" reports came from this.
- Partygoers can ambush from the pipes • A data error meant partygoers were silently rejected from pipe spawn points, so they never dropped from the pipes in Fun. Now they do.
Multiplayer & Co-op
- Co-op pressure spreads out • When a partygoer ambush triggers, the target player rotates fairly across the team. Previously the player nearest to the spawn point caught everything; now creatures pick the least-targeted player on the team.
- Hand-placed walls clear for everyone • Walls placed by hand in the level (not just spawned at runtime) now also disappear consistently on every client.
Balance & Tools
- Smiler appears closer • The Smiler now spawns at a tighter range during the blackout, which gives you less time to react but makes the encounter feel intentional rather than telegraphed from across the room.
- Fog horn pops balloons in front of you • The fog horn now actually pops balloons in a forward cone, and grants a small mental relief when it does. Useful when you're being mobbed.
- Balloon contact pop costs mental • A balloon popping right next to you now bursts a small chunk of stress (scaled by distance and difficulty), so the trade-off between popping and dodging actually matters.
Shipping Persistence
- Custom level config sticks in Shipping • A memory-cleanup issue could cause Shipping builds to silently revert custom mission/level overrides back to baseline. Anyone hand-tuning a level for testing was hitting this.
Thanks again!
Crash Fixes
- Boot crash with Steam Overlay • Fixed a rare crash at game launch caused by a timing race between Steam Overlay and our Discord status integration. We now initialize Discord later in startup so Steam Overlay attaches first.
- Level 0 falling guy crash • Fixed a crash that could fire on the Lobby's falling guy during its respawn sequence.
Creature AI
- Creatures only break doors on their path • Hounds and Partygoers used to attack any door near them, including ones you ran past or that weren't on their actual nav path. They now only target doors that actually block their way to you.
- Hound eye contact and aggression • The Hound's "watched" slow-down now correctly fires when either the player or the Hound is looking, and its unwatched speed ramps up as it gets more aggressive instead of being a flat value.
- SkinStealer engages instead of looping • Two fixes: it now follows the closest player when the group is spread out (was tracking the centroid into empty space), and its disguise no longer blocks its own line-of-sight checks (which had been causing long transform delays).
- Spawn and despawn tuning • Common feedback was creatures spawning too close and despawning too fast on the larger maps. Spawn distances raised, cleanup distances raised, and the Hound's broken spawn window fixed. Creatures now also despawn properly when out-of-sight and unreachable, with a short safe period after you escape a hiding spot.
- Smoother sync kill camera • The end-of-kill camera now follows the creature smoothly on the victim's screen instead of jittering from network updates.
Hiding Spots
- Hound can no longer attack through a closing locker door • Fixed a race where you weren't yet considered "hidden" until the close animation finished. You're now hidden the moment the door starts closing.
Missions & Inventory
- Mission tracker fixed when items are dropped or lost on death • The collected counter used to only go up. If you dropped a plank or floppy (voluntarily or by dying), the HUD still claimed you had it, leading to install failures at hatches and computers. Drops now properly decrement the counter.
- Items no longer float in mid-air on death • Items dropped from a dead player's inventory now land on the floor instead of hovering at torso height.
Multiplayer
- Server-authoritative player colors • Suit color assignment is now done by the server and replicated to clients, fixing cases where players saw different colors than what their teammates saw.
- Operation Board auto-refreshes • The management panel now updates automatically when players join or leave the lobby instead of showing stale data.
Visual & Content
- Fog Horn cosmetic skin now applies correctly • Fix for the bug reports about the Fog Horn skin not being visible when equipped. The base material was overwriting the skin at runtime; that's no longer happening.
- Level 19 attic • Sofa visual replacement.
- Level 26 pipe puzzle • Audio assets added.
A lot of this build is driven by your bug reports • mission tracker, Fog Horn skin, creature AI behavior, hiding spot races. Thank you for sending them in.
Critical Crash Fix
- Intel Core Ultra crash on startup (Arrow Lake / Lunar Lake) — Fixed a startup crash that was making the game completely unlaunchable on laptops with Intel Core Ultra processors. Affected nearly every player on these machines. The game now starts properly on all configurations.
Creature AI & Doors
- Creatures no longer attack locked doors — Partygoers (and others) used to keep banging on locked progression doors as if they could break through. They now correctly recognize locked doors as impassable and route around them.
- Creatures react to opened doors instantly — When a door opens, the AI now updates its pathing on the spot. No more creatures awkwardly stuck against a door that just swung open.
Lobby (Level 0)
- Walls no longer get destroyed by mistake — Fixed a visual bug where some intact walls adjacent to the "broken walls" would get incorrectly destroyed during level generation. Lobby should look the way it's meant to now.
Difficulty Tuning
- Per-level blackout duration tuning — Blackout event durations can now be tuned individually per level instead of using one global curve. This lets me fine-tune the dread level for each map specifically.
The Intel Core Ultra fix is huge — if you have a recent Intel laptop and were unable to launch the game at all, please give it another shot.
Bug Fixes
- Radial menu input issues after level transitions — Fixed a recurring set of bugs where the radial menu (and related inputs) would get stuck after switching levels. Several game-breaking edge cases are now properly cleaned up between transitions.
- Glowstick skin not applying — Tool skins now correctly apply to all tools, including the glowstick which was being skipped before.
Crash Fixes
- Skin Shop crash on memory-constrained systems — The Skin Shop was crashing for some players (especially on lower-RAM setups) because it tried to load every skin icon at once. Icons now stream in asynchronously as needed, so the shop opens cleanly even on tighter hardware.
Doors & UI
- Better contextual door popups — Door interaction popups now show the right info in the right context.
- Helmet HUD polish — Small visual tweaks to the helmet HUD.
Behind the Scenes
- Networking layer tweaks (Steam integration) for better lobby/connection reliability.
Doors
- Door interactions feel better — Reworked door behavior to make them more reliable and intuitive to open. Less awkward angle-fiddling, fewer "why didn't that open?" moments.
Multiplayer
- Clearer lobby creation menu — Reworded the multiplayer session menu so it's much clearer what each option actually does. Several players had reported confusion about which setting did what — the language is now unambiguous.
Balance
- Suburbs — Longer blackout event — The blackout in Suburbs now lasts longer for a proper atmosphere shift. More time in the dark, more dread.
Behind the Scenes
- Better crash diagnostics — Added extra telemetry around several recurring crash reports. No gameplay change — this just gives me more context to nail down those last edge cases faster when they get reported.
Level Fun
- Smarter creature spawning — Partygoers and Balloons now spawn near the players instead of randomly across the map. The pressure builds where you actually are.
- Tighter pacing on Nightmare — First creatures arrive much sooner. The early-run lull is gone.
- Partygoers spawning from pipes is back — They properly emerge from pipe entrances again.
Creature AI
- Smarter behavior near hidden players — Creatures are less likely to camp around your hiding spot. If they can't reasonably catch you, they'll move on instead of standing around.
- Smiler movement — Slightly tuned for better reaction windows.
Bug Fixes
- Permanent camera shake — Fixed a bug where your screen would keep shaking indefinitely after taking an elevator or being near certain events (Wraith). Shakes no longer stack into multiple instances.
- Crash when opening hiding spot lockers — Fixed a rare crash triggered when opening a locker door while a player was hiding inside.
- Host network stability — Removed a redundant Steam session update that was firing right before level transitions, which was likely the cause of random Steam SDK crashes in lobby/launch on slower connections.
Content
- Lockers are back in Utility Halls — They went missing during the rebuild and have now been properly reinstated.
Balance
- MK1 / MK2 detectors — Signal range adjusted.
Keep those bug reports coming!
— Mat
Bug Fixes
Settings & Input
- Invert Y Axis now actually works — The toggle now applies immediately, persists across game launches, and stays applied when respawning into the LAB.
- Pause menu cursor disappearing after ESC — Closing the pause menu with ESC now properly cleans up, so the cursor is visible the next time you open it.
Multiplayer / Steam
- Steam invite landing on tutorial instead of host's level — Friends accepting your Steam invite now correctly land in the host's level instead of being sent to the tutorial map. Fixes the loop where invitees got stuck on the "Welcome, Agent" language-select screen with no cursor.
Co-op Audio
- Vending machine open sounds and flashlight toggle no longer play globally for the host when a remote teammate triggers them.
Hiding Spots & Creatures
- Stress no longer drains while hiding in lockers, destroyed walls, or furniture-based hiding spots.
- Creatures now properly lose sight, break aggro, and move on when you're hidden — including in crawl-through spots (destroyed walls, holes, closets, tree hollows). Wretches no longer camp at doors forever.
- Smiler gaze and other perception checks now recognize all hiding spot variants consistently.
Relics & Extraction
- Relics and money bags now bank properly the moment you pull the extraction lever, before respawn. Fixes the long-standing issue where relics were lost between the level and the end-game screen and never converted to MEG credits.
Painting
- Walking over painted ground no longer makes you bump or rise up — paint decals no longer have player collision.
- Painting on top of an interactive screen no longer blocks clicks on it.
Doors
- Doors that can't open (someone in the swing arc, locked, etc.) now show a clear "blocked" indication instead of silently doing nothing.
Gameplay Tuning
- Smiler stress now runs through the unified ability system — more reliable around hiding spots and safe zones.
- Partygoer movement values tightened for crisper avoidance gameplay.
The hiding spot fixes are big this patch — should make stealth play feel way more reliable. Keep the bug reports coming.
— Mat
Multiplayer & Networking
Session resilience overhaul
"Restart the game to invite/join a friend" bug — fixed. This one's been a thorn for a while. If you were hosting a lobby and tried to join someone else's, Steam would lock you out and the game silently failed. The game now properly cleans up your previous lobby before joining a new one.
20-second search watchdog — Stuck matchmaking searches no longer leave you jammed forever. Next "Join by Code" attempt always works without restarting.
Stale data from previous lobbies (player list, color palette, etc.) is now properly wiped before joining a new one.
Host no longer sees teammates' interaction prompts
Fixed a long-standing visual bug where the host saw "Press E to..." prompts floating around their teammates.
Paint Gun
Paint no longer blocks interactive screens — Painting over terminals, MEG monitors, the skin shop, or any other UI no longer prevents you from clicking on it.
Bonus: the paint gun now paints through its own existing decals, so you can keep refining a tag without hitting an invisible wall.
Doors
Doors that can't be opened (someone blocking the swing arc, locked, etc.) now give you a clear "blocked" indication instead of silently doing nothing.
Tutorial
Welcome-screen cursor fix — Fixed the mouse cursor going invisible on the first-launch "Welcome, Agent" screen, which left some new players stranded with no way to continue.
End-of-Level Rewards
Relics and money bags are now properly banked the moment you pull the extraction lever — no more "I extracted with relics but the end-of-level screen showed 0."
The end-of-level screen now reads from a guaranteed snapshot instead of your live inventory.
Both Classic and Endless can now bank relics and money bags.
Dead players still don't bank — the rogue-like extraction tension stays intact.
Current Release
v0.1.79
Uploaded May 28, 2025
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System Requirements
How to Install
BackroomsExtractions.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.1 GB
v0.1.79
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