Backrooms Universe ▲ In development

Backrooms Universe

A persistent, lore-accurate survival MMO set in the original Backrooms canon. There is no exit to find and no boss waiting at the end of it. People do not clear this place. They end up living in it.

Welcome to a surreal world that never stops changing.

Our five design pillars

How it plays

You survive, and it costs something. Hunger, thirst, temperature, fatigue and sanity all wear on you the whole time you play, so you find and craft what you need, trade with people you trust, and build somewhere to sleep. Defend that place too, because your bed is where you wake up when you die, and everything you were carrying is left behind for whoever finds it. There is no fast travel. You reach every place in the world on foot, which is why the interesting people tend to gather along the way.

Your character is a body, with real measurements and real limits. It reacts to what happens to it the way a body actually does, and it can be hurt, treated and changed. The game HUD shows you only what the game cannot through your screen and speakers, anything you could already see or hear for yourself, it won't.

The world is made up of the actual Backrooms levels, each its own place with its own rules, connected by transitions that never show a loading screen. Some go on forever and generate as you walk. Others are a single room we built by hand. A few fold space in non-Euclidean ways. If the wiki says a level behaves a certain way, that is how it behaves here.

Sound is part of survival. A room sounds like its size and its walls, voices get muffled by whatever stands between you and the source, and a gunshot will make you jump if you were not prepared for a game whose audio is physically modeled.

Where the canon comes from

Credited per entry

We did not invent the Backrooms and we do not own it. It was written by the communities of the Backrooms wikis, one entry at a time, and this game is built to what they wrote rather than to our own reinterpretation of it.

Every level, entity, item and phenomenon adapted from that work ships with the original title, the source URL, the named authors, the CC BY-SA licence and a note on what changed. An entry that cannot carry those fields does not get published. If you wrote something we adapted and the credit is wrong, tell us and it gets fixed first. Details on the Legal page.

The shape of it

A persistent survival MMO with regional servers. Anarchy in the mechanical sense: the rules are the world's, not an administrator's, and there is no safe zone, no PvP toggle and no friendly-fire switch. Death loses everything you carried, and every item remembers who found it and every hand it passed through. Monetisation is cosmetic only; nothing that touches survival is for sale.

It runs on Green Engine, built in house for this game, on Windows and Linux. There is no release date. It is done when it is done, and we would rather say nothing than name a year we cannot keep.