Backrooms: Extractions
by Headlight Studio · 30 Apr, 2025
29 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
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!
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.
Current Release
Build 24356714
Uploaded Jul 24, 2026
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
10.8 GB
24356714
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