Backrooms: Extractions
by Headlight Studio · 30 Apr, 2025
56 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 imagesVersion Information
Steam Patch Notes
Official update history
Voice Chat
- Input Mode • Off, Open Mic and Push To Talk had no effect once the game was running. Whatever mode was loaded at startup stayed in place and the mic behaved like Open Mic no matter what you picked. The setting now applies the moment you change it.
- Staying Quiet Actually Works • On Off your voice was not transmitted but still made noise in the world, so a creature could track you through a sentence nobody could hear. It no longer does.
- Per-Player Volume • The slider had two states, muted at the bottom and full volume everywhere else. It now applies across its whole range.
- Helmet Voice Meter • The meter could stay lit when you released the key mid-sentence, and it ignored your input mode entirely. Both fixed.
- Settings Label • The third input mode reused the wrong label. Corrected in every language.
The Suburbs
- Exit Gate Keypads • Pressing keys on a pad often did nothing at all: no sound, no digit, no validation. The grid door standing in front of every pad was swallowing the input. Keys register again.
- Pads Locked For The Rest Of The Run • If the player using a pad died, disconnected or left the level, that pad stayed taken forever, and anyone walking past could kick out the person actually using it. The whole take-and-release logic was rebuilt.
- The Television Under The Map • Two stray televisions were placed far below the level. One of them took the place of the real one often enough that the VHS puzzle could not be finished and the gate never opened. Both are gone.
Crash Fixes
- End-Of-Run Screen • The screen that hands out your promotion and your loot could crash while it was building the unlock cards. This was by far the most reported crash of the last update.
- Co-op Sessions • A crash could hit whenever a network connection closed at the wrong moment, at any point in a session.
- Graphics Driver Warning • The warning about an outdated NVIDIA driver only ever showed up on laptops, while most of the players who cannot launch the game are on desktop cards. It reaches them now.
Scanner
- Shadow Men Show Up • The Shadow Men in the Suburbs never appeared on a thermal scan, even standing right in front of you. A filter written for a different puzzle was quietly hiding them.
- More Objects To Scan • Scannable objects are now tagged one by one instead of coming from a single fixed internal list, and a few puzzle objects that were never scannable before now are.
Paradise
- Performance • Paradise is by a clear margin the worst performing level in the game. This is a first pass on what its vegetation costs to render in shadow, and the work on it continues.
- Burning The Sigils • Burning a sigil played out with your character standing there empty-handed. The candlestick is now equipped and raised for the whole hold.
The Suburbs keypads and the voice modes both needed a rewrite rather than a patch, so if you ran into either of them before, give them another go and tell me how it holds up.
Mat
Performance
- Frame Rate • A large optimisation pass gave back around 4 ms per frame on the main thread, roughly half of what it was spending there. Average frame rate is up about a third across our test runs.
- Stutter • The hitches that came with it are down by about half. Being chased was one of the heaviest cases, so that is where the difference should show the most.
Startup & Stability
- Startup Failures • The game could close during the intro sequence, or fail to open at all, on machines where a shipped graphics component no longer matched what the engine expects. It is realigned, so the game starts normally again. If you were stuck on this, it is worth another try.
- Driver Warning • The warning about an out-of-date graphics driver had never actually reached a single player: the window failed to open, and the game recorded it as seen anyway. It now displays for real, and its text, which was mistranslated in most languages, has been redone.
Run-Breaking Fixes
- Keypads Refusing Input • On Suburbs, the exit gate keypads could stop accepting anything at all, on mouse and on controller alike, with no way left to finish the run.
- Loot Dropped On Death • A body could come to rest on top of the items it had just dropped and make them impossible to pick up, which soft-locked runs when a progression item was involved. Bodies no longer block what you are aiming at, and death drops are now placed somewhere you can actually reach.
- Joining A Run In Progress • Joining a team that was already mid-round left you in the lobby with a character you could not use and no spectator view. The round state is now read from the level itself, so late joiners get the spectator view they were supposed to have.
Spectating
- Key Prompts • The spectate bar showed two unreadable diamonds where the keys you press should be. It now draws real key art, matching your keyboard or the pad you are holding, and the arrow keys replace a binding that assumed a QWERTY layout.
- Late Join • Arriving as a spectator left you watching nobody until you pressed a cycle key. A target is picked for you as soon as one is available, and the player counter no longer goes stale when someone else dies.
Frame Generation
- Frame Rate Limit Conflict • A frame rate cap throttles the base frame rate that Frame Generation multiplies, so running a cap together with the higher multipliers cost performance and added latency instead of saving it. The cap is now lifted automatically while Frame Generation is on, and your saved value comes back the moment you turn it off. The Steam Deck cap is left alone.
- Unsupported Modes • The higher multipliers were listed on hardware whose driver refuses them. The menu now only offers what your GPU actually supports.
- Latency Settings • Reflex and VSync are now handled the way NVIDIA's guidelines require while Frame Generation is running, instead of being left in combinations that quietly added latency.
- Options Menu • The Frame Generation row showed as a blank line, with no label and no description. It is labelled now, and the Framerate Limit row is greyed out while Frame Generation is active.
Creature Behaviour
- Creatures Sinking Into The Floor • The recovery move that unsticks a creature was dropping it into the ground, where it walked on the spot instead of coming back. Reported on several levels and on several creatures. The safety net that was supposed to remove a creature stuck like that never fired either, and now does.
- Partygoers Stuck Crouched • Partygoers could spend a whole level crouched, and crouching was not slowing them down at all, so they closed distance far faster than they should have. Both sides of that are fixed.
- Hounds Losing Their Speed • A Hound that caught your eye while searching stayed at its slowed-down speed for the rest of the search instead of picking its pace back up.
Interface & Quality Of Life
- Bestiary Count • The bestiary counted an entity that cannot be encountered yet, so the list read as incomplete with a slot nobody could fill. It now lists only what is live, and a separate full-dossier count spells out what the filming achievement actually asks for.
- Fog Horn Recordings • Recording your voice did not switch the horn over to it, so pressing the toggle turned your own recording back off and the whole thing read as broken. Recording now arms it directly. The toggle key also had a press window that counted as neither a tap nor a hold and did nothing at all.
- Survey Card • Pressing Start on a controller while the end-of-run survey was on screen opened the pause menu on top of it, and the two then fought over your input.
- Quit Button • The pause menu Quit button sat right next to Leave Session, with no way to tell which one closed the game. It reads Quit Game now, in every language.
- Training Is Solo • Leaving for training as a squad sent everyone into a mode that only works solo, with no equipment and no inventory. The card is now marked solo only, and joins are refused while a training run is active.
- LAB Storage • Rounded the storage panel so it sits properly inside the screen frame.
If startup was the thing keeping you out, this is the build to try again on. Most of what is above came straight from reports sent through the in-game form this week.
Mat
Multiplayer
- Co-op loading screen • Starting a session with other players left everyone stuck on the loading screen long after the level was ready. The host now confirms readiness as each player arrives, so loading ends when loading is done.
- Signal zones • Transmitting could be refused from a spot that looked perfectly valid, most often in The Suburbs. Signal zones now line up with what you see, and the Suburbs spots were re-placed where you can actually reach them.
- Network footprint • Character data and FogHorn recordings sent between players were reworked to put far less on the wire. Sessions hold together better on weaker connections.
Controller
- Terminal screens on gamepad • Confirming on the deployment terminal and the other in-world screens often needed a second press, and D-pad navigation could lock up until it landed. Gamepad confirm now stays a proper key press while a screen is engaged, so the first press always registers and navigation never freezes.
- PlayStation prompts in Settings • The Settings menu asked PlayStation players to press an Xbox button to apply their changes, so pressing what the screen showed did nothing. Prompts now match the controller in your hands.
Interface & Audio
- Screen open and close sounds • Every in-world screen now has audible open and close feedback, including the ones you leave by walking away or backing out.
- Softer interface foley • The synthesized terminal beeps that briefly went out across every menu read far too harsh. Interface sounds are back on the softer set the game shipped with, and the constant ping while sweeping the mouse across cards is gone.
- Skin shop readability • Under the Terminal theme every card fill collapsed to the same black, leaving almost nothing to show which suit or tool skin you were on. Unselected cards now carry a faint glow so the selection reads clearly.
Visual
- Floating elevator light • A lit ceiling panel from the elevator cab appeared stranded in mid-air in the lab atrium and around level elevators. It stays attached to the cab now.
- Emotes • Your equipped tool stayed glued to your hand through emote animations. It is hidden for the duration now, for you and for everyone watching.
Steam Deck
- Loading tips • Longer loading tips overlapped the title or ran off the bottom of the screen. The tip block is now anchored from its bottom edge and grows upward as the text wraps.
- Pause menu • The Discord link is hidden on Deck, where opening an external page is not useful.
Under the Hood
- Engine upgrade • The game now runs on Unreal Engine 5.8, along with updated versions of the components it relies on.
- Dynamic Vibrance removed • NVIDIA dropped this feature from their toolkit, so the Dynamic Vibrance section no longer appears in the video settings.
- Build cleanup • Several unused components were stripped out of the build.
The co-op loading hang and the gamepad terminal double-press were the two most reported issues of the last few days. If either one pushed you out of a session, this is the build to come back on.
Mat
Hey everyone.
The last update put a controller in your hands; this one rebuilds the places you use it most. The deployment terminal in the LAB was redesigned from scratch and now handles everything in one place, multiplayer included. The Endless Protocol got a proper identity, from the way it introduces itself down to what happens if the game crashes mid-run. LAB storage was rebuilt to match the tool shop. And nearly every one of these screens was tuned for the Steam Deck: we are working toward full Steam Deck validation, and that work makes the game better on every platform.
Your reports keep steering the priorities: the hole in the middle of Level 0, the Partygoer crowds cornering players on Level Fun and the missing jump on gamepad are all fixed below. Keep them coming.
Here is everything that changed:
Deployment Terminal Overhaul
One board for everything • The LAB deployment terminal was redesigned from scratch: a mission board with your target zone, threat assessment, squad and training in dedicated cards, and your stats in a shop-style header. The old splash screen is gone; you land straight on the board.
Multiplayer built in • Browsing, creating and joining squads now happens directly on the terminal: session browser, squad lobby and a short join code you can share, with a streamer-safe mask so it never leaks on stream. The squad roster no longer shows duplicate entries.
No accidental disbands • Destroying a session is now hold-to-confirm, with a clear warning of what it does.
Smarter navigation • The board remembers where you were: leaving a sub-view returns focus to the card that opened it, and the zone and threat selectors start on your current pick instead of the first card.
Squadmate view • On squad members' machines, the terminal now shows a proper M.E.G. standby screen instead of a dead board while the host drives.
Endless Protocol Rework
A proper introduction • Endless now opens on a hazard gate that spells out the rules before you commit, followed by a briefing walking you through deployment, resupply and escalation. Threat readouts across these screens use qualitative wording and badges instead of raw numbers.
Terminal-style tiers • Threat tiers are now full terminal cards showing your starter kit up front; locked tiers show a padlock with the rank they require.
Circuits escalate • Runs now rotate through different levels as a circuit progresses, and the threat surges every time you complete one, so long runs keep climbing instead of flattening out.
Crash insurance • If the game shuts down uncleanly mid-run, your Endless run is restored to its last archive point on the next boot. No more losing an entire run to a crash.
Mode transfer • Switching between Classic and Endless now plays an analog interference sequence with status lines decoding as the transfer completes, and the screen ignores stray inputs while it happens.
LAB Storage Redesign
Shop-style cards • LAB storage now matches the tool shop: clear item cards, two distinct zones for what is secured in the LAB versus on you, and every slot drawn explicitly, including empty ones and rank-locked ones with the rank they need.
Faster transfers • On controller, one button moves a single item, another moves a whole side, and closing is one press; with the mouse, Shift+click moves a full stack.
Nothing disappears • If your save ever holds more than your slot count, stored items are never hidden or lost.
Steam Deck & Controller
Jump on A • Jump was missing from the gamepad layout entirely; it now sits on A, crouch moved to X and holstering to the D-pad.
Bodycam zoom • Zoom moved to D-pad Up/Down; on the old layout, zooming out also holstered the camera. While filming, the D-pad drives the camera instead of stow and emotes.
Everything on the stick • The new terminal, its multiplayer screens, join-code entry, LAB storage and every Endless screen are fully navigable on controller, with the Steam floating keyboard opening on text fields.
Prompts behave • Button prompts no longer flip between keyboard and controller when the gyro or trackpad twitches, and you can hot-swap between an external pad and the Deck's built-in controls both ways.
Deck readability • Training cards are much bigger on the small screen, the settings menu got a compact Deck layout, and stray decorative symbols that could render as blank squares were removed everywhere.
Bug reports • The in-game bug report screen was redesigned, works fully on controller, opens fullscreen on Deck and now confirms when your report is sent.
End-of-Run Screens
Asset Recovery • A dedicated screen now details what happened to your relics and bags at the end of a run, including exactly what was lost when you abandon.
Film XP counts • XP earned from filming now feeds the results screen properly: it fills the rank bar, adds into the total and triggers rank-ups and unlocks right there.
Creatures & Levels
Missing creatures after training • Finishing the first-boot training silently disabled creature spawns for the rest of the session; every level launched afterwards was empty. Fixed.
Level Fun crowd control • Partygoers spawn at a much calmer pace on Level Fun; crowds were cornering players with no way out. Pacing is now tuned per level, so other levels are untouched.
Level 0 holes • Structural walls were being removed by the hiding-spot cleanup, leaving holes in the map. They stay put now.
Level 19 attic • The thermal scanner now marks only the real exit hatch instead of every decoy position.
Fixes & Localization
Typing in settings • The mouse cursor no longer disappears while typing in a settings text field.
FogHorn • Its record overlay and sound-switch toast now follow your interface theme, and its two tool hints are properly translated; they were French for everyone.
Recovery room screens • The wall screens in the recovery room between missions are now fully translated in all 25 supported languages.
Training prompt • The start-training prompt no longer overflows in some languages, and the D-pad moves cleanly between its buttons.
Localization • All the new terminal, storage, Endless and training strings ship translated in the 25 supported languages.
The terminal rework closes the biggest gap on the road to full Steam Deck validation. Take the new board for a spin, push an Endless circuit as far as it goes, and tell me what you think.
Mat
Performance
- Wretch chase freezes • Being chased by a Wretch no longer freezes the game. The chase logic was doing heavy work at a steady rhythm, on the host and on clients alike; it now runs in the background. This was the "constant freezing when chased" many of you reported.
Creature Behavior
- Wretch light interference • Lights near a Wretch now flicker reliably, including through walls. That interference is your early warning: previously most ceiling lights ignored the effect entirely, and when it did trigger it was often too faint to notice. The Wretch also disturbs lights while searching an area, not only mid-chase.
Multiplayer
- Revive countdown • Your death timer now pauses while a teammate is actively reviving you. Dying at the last second with a rescuer already holding the revive is fixed.
Achievements
- "Caught on tape" • The entity-filming achievements were not unlocking when you caught a creature on camera. They now unlock as intended.
If chases were freezing your game, give this build a try and tell us how it feels. Thanks for all the reports.
• Mat
Crash Fixes
- Startup crash on newer Intel processors • Machines with recent Intel processors could crash instantly at launch, locking those players out of the game entirely. The faulty engine component has been disabled and the game now boots normally.
- Shop crash • Fixed a crash tied to interacting with the shop, caused by an audio engine race condition that could also silently corrupt the game until exit.
- Paint gun GPU crash • Painting no longer crashes on ray-tracing graphics cards, and paint marks are far lighter on low-end graphics chips.
Multiplayer & Co-op
- "Can't join my friend's lobby" • A stale session left over from a previous run could silently block every future join attempt. Lobbies now heal themselves, and when a connection is refused you finally see the actual reason (kick, version mismatch, network) instead of bouncing back with no explanation.
- Pitch-black lobby • Leaving a session while in Endless mode could dump everyone into a completely dark, empty facility. Fixed.
- End-of-run screens for clients • Non-host players now see their real rewards and the detailed objective results at the end of a run, instead of an empty rewards screen or a generic failure message.
- Crew notifications • A "has joined the crew" message now appears when someone joins your run in progress, matching the existing leave notice.
- Creature grab fixes in co-op • Players grabbed by a creature are now properly downed on every machine: no more endless grab loops, bodies lying in the wrong spot or facing the wrong way, and the victim now sees the down camera on their own screen too.
- Host screen cleanup • The host no longer sees other players' interaction prompts floating on their own screen.
Creatures
- Smiler rework • The Smiler now stares directly at each player on their own screen, and its dark cloud no longer spins erratically. It downs its victim the moment it makes contact, vanishes on impact instead of freezing mid-air, and respects safe zones. Its dash and ambient sounds were silently missing from public builds and are now audible. You will hear it coming. That may not help.
- SkinStealer reliability • A catch interrupted mid-carry now resolves properly, and a disguised SkinStealer standing still no longer despawns right in front of you.
- Post-revive grace • After a revive, creatures briefly lose interest in the freshly revived player instead of instantly downing them again.
- No more dogpiles • Creatures of the same type now cap how many of them chase a single player at once, so you can't get corner-pinned by a whole crowd.
- Safer revives • A creature leaving after a kill no longer re-aggros on teammates approaching the downed body to revive.
- Wretch tuning • Adjusted the Wretch's movement speed.
Hiding Spots
- Stuck behind furniture • Hiding in a wardrobe or locker could pin you between the back panel and the doors, sometimes ejecting you through walls. Entering, staying, and leaving are now handled cleanly, which also removes a related crash.
- Easier doors • You no longer need to stare at one exact magic spot to close a locker or wardrobe door, especially from inside. Look anywhere on the panel.
Missions & Inventory
- Endless inventory loss • Archiving an Endless run no longer wipes the inventory you had in that run.
- Purchases lost in co-op • Fixed several cases where items bought by non-host players never made it into their save, including after coming back from Endless mode.
- Shared pickups • Relic chests you already collected no longer linger on screen as unusable props.
- Level 0 walls • Destroying a wall section no longer takes neighboring walls with it on other players' machines. No more mysterious holes and missing walls.
Interface & Controls
- Stuck after the survey • Fixed for good the bug where you couldn't move or look around after the end-of-run survey. The survey also closes itself if left unanswered and can be skipped with Escape or the gamepad back button.
- ESC exits screens • Escape now backs you out of keypads and interactive screens instead of doing nothing.
- Terminal lock-ups • Interactive screens could occasionally stay claimed forever in co-op, locking the player in place. Exiting is now reliable.
- Loot notifications • Picking up items now shows a clean notification with the item's icon, name, and quantity.
- Interaction feedback • Holding an interaction now has much stronger feedback: the prompt visibly charges up, with mechanical press, cancel, and completion sounds.
- Various fixes • Interaction prompts no longer show through walls and elevator doors; the gear-station info card no longer blocks buying; money bags got their missing icons; doors no longer swing into side walls; player colors no longer reset to orange after each level.
Audio & Voice
- Voice chat reliability • Microphone setup no longer depends on a timing race, which should eliminate the scattered "my mic doesn't work" cases. The per-player voice volume slider now actually works.
- Mic gain & level meter • New microphone gain slider in the audio settings, with a live level meter and target zone so you can calibrate how loud you are for your teammates. The creatures are listening too.
- Phantom balloon pops • No more level-wide balloon pop barrages when there isn't a single balloon in sight.
- Fog horn • The fog horn no longer blasts at full volume from across the map.
- Revive charge • Reviving a teammate now has a proper analog charge-up sound, heard by both the rescuer and the downed player.
Localization
- Italian fix • Selecting Italian now actually applies Italian. Sorry for the wait.
- More translated UI • Detector and helmet HUD labels, pickup prompts, disconnect notices, relic lore descriptions, and the new audio settings are now translated in all supported languages, with proper Asian and Cyrillic font support on the tool displays.
This build focuses on the issues you reported the most: lobbies you couldn't join, controls locking up after the survey, purchases disappearing in co-op, and machines that crashed at launch. Thank you for the reports • keep them coming.
PATCH NOTES • 0.3.359
Interface
- Endless Protocol terminal redesign • The Endless deployment screen has been rebuilt. Difficulty selection is now front and center, and a highlighted panel makes it clear your Classic loadout stays safe in storage while you deploy with starting gear scaled to the threat level you pick. The saved-runs list is cleaner, and the whole screen is fully translated.
Fixes
- No longer stuck inside furniture • Players hiding in the Attic wardrobe could get wedged in place and be unable to move once the door closed • a regression from the previous patch. You are now repositioned cleanly inside, so closing the door no longer traps you.
- Tool action label corrected • One tool action was mislabeled in a way that implied it made a sound. It is actually the extend-arm aiming action, and it is now labeled accordingly on every tool and in all languages.
A small follow-up pass after yesterday's run of fixes. More on the way.
Mat
M.E.G HQ TRANSMISSIONS • 0.3.352
M.E.G Transmissions
- New: live HQ transmissions • M.E.G HQ now breaks into your helmet display with short glitched transmissions as you reach mission milestones, for extra atmosphere and guidance. Fully localized.
Hiding Spots
- Killed through closed wardrobes • Creatures could kill players hiding inside a closed wardrobe (most often in the Attic and Suburbs) when the hide failed to register. Hiding inside now reliably protects you, including when several players pile into the same spot or join a moment late.
- Creatures stuck on cars • Cars are now solid obstacles to creatures, so a creature can no longer try to walk through a car to reach you and wedge against it. It paths around instead.
Creature AI
- Crouch is now real stealth • Crouching makes you near-silent and far harder to sense by presence alone. After you hide and a creature wanders off, you can crouch back out and slip away • as long as it doesn't actually see you. Standing, jogging and sprinting are as loud as before.
- Sharper creature audio • The Wretch can be heard from noticeably farther, the Hound's growls now react to how aggressive and fast it is, and Partygoers murmur as they wander.
Co-op
- Tool skins show for everyone • The skin on a held tool now appears correctly to all players in co-op, not just to its owner.
- Revive prompt restored • The "Revive" prompt is back on downed teammates, so you can clearly see when and how to pick someone up.
View & UI
- View no longer stuck looking up or down • After using the body camera and then dying, respawning or finishing a level, your look range could stay narrowed. It is now restored properly.
- Clearer Lab storage • The L.A.B. storage screen now spells out the core rule • stored gear stays in the Lab and never follows you into the levels • with clearer safety labels.
Localization
- More languages, fewer missing characters • Interaction prompts, tool and wheel menus and more UI text are now translated across our supported languages. Fixed missing-character boxes for Chinese, Korean and others on the bug-report form and the tool wheel.
Big one this update • hiding spots finally behave, and crouch actually keeps you hidden. Thanks for all the reports that made these fixable.
Mat
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!
Current Release
Build 24576756
Uploaded Aug 06, 2026
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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
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Needed when extracting (WinRAR / 7-Zip) — not a site login.
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