LEVEL 0 THE BACKROOMS
STAMINA · EXHAUSTED100%
LANTERN · EMPTY[F] ON/OFF · [R] WIND
WASD MOVE · SHIFT SPRINT · SPACE JUMP · C CROUCH · E INTERACT
H I D D E N
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NOCLIP

ESCAPE THE BACKROOMS

You slipped out of reality and ended up somewhere else: damp carpet, yellow wallpaper, and the constant buzz of fluorescent lights, going on for miles in every direction.

You aren't alone down here. Collect what you need, get the power back on and reach the exit elevator — and try not to make any noise.

v3.3.0

HOW TO PLAY

You only need a few keys, and nothing is timed. Staying alive comes down to where you go and how much noise you make.

WASD
Move. Use the mouse to look around.
SHIFT
Sprint. Fast, but loud, and it uses up stamina.
SPACE
Jump.
C
Crouch. Slow but silent, and small enough to fit under things. Hold it by default, or switch it to a toggle in Options.
E
Interact. Pick things up, press buttons, open things. Some actions need you to hold the key.
F R
Lantern on or off · hold to wind it up. Once you've found one.
ESC
Pause. How to Play and Options are in the pause menu. O opens Options directly.

THE SCREEN

  • Top left — your objectives. The ▸ highlighted one is what to do next; finished ones are ✓ ticked and dimmed.
  • Bottom centre — your stamina. It turns red when you're out of breath and blue when it's unlimited.
  • Under the stamina bar — the lantern's charge, once you're carrying one.
  • H I D D E N — you're crouched and out of sight.
  • Flickering lights — whatever is hunting you makes the lights flicker when it's near. Flickering in the distance shows roughly where it is; flickering around you means it's close.

Each level has a different creature, but the same rules work on all of them.

  1. Noise gives you away. Sprinting can be heard from far off, walking from close by, and crouching not at all. Picking things up makes a noise too, and something will come to check it out.
  2. Break line of sight, then stay still. Put a wall, a shelf or a rock between you and it, crouch, and don't move. It will search where it last noticed you, give up, and wander off.
  3. You can't outrun it. Your stamina runs out first. Sprint to reach cover, not to get away.
  4. Every level has a hiding place. There's always somewhere it can't follow you. Work out what it is early and keep one nearby.
  5. Listen. Footsteps, breathing and scratching all come from where they're really happening. Headphones help a lot.

IF YOU GET CAUGHT

You respawn. What you keep depends on the level, and the death screen tells you. Deaths are counted but never end your run.

THE BACKROOMS

Endless yellow rooms, and something that has been down here a lot longer than you.

OBJECTIVES

  1. Collect 3 bottles of almond water.
  2. Find the fuse.
  3. Put it in the breaker panel to turn the power back on.
  4. Call the exit elevator. It only works once the power is on.

THE ENTITY

It sleeps until you pick up the first bottle. After that it roams the halls, and it can see a long way down a straight corridor. When it spots you it stops and screams before it chases — use that moment to get out of sight. Sometimes it knocks on a wall to listen for you. It gets faster with every objective you complete, and eventually it starts teleporting short distances, with a puff of dark smoke where it leaves and where it arrives.

HIDING

Use corners and distance. If you crouch where it can't see you, it goes to where it last saw you, searches, and gives up. Once the power is back on your stamina is unlimited, which is what gets you to the elevator.

Reach this level to unlock this page.

THE END · THE INFINITE LIBRARY

A huge, dim library, and a spider the size of a horse. It's blind.

OBJECTIVES

  1. Find the floppy disks on the shelves and tables.
  2. Bring them all to the computer terminal on the central desk.

THE LIBRARIAN

It hunts by sound and notices movement. If you stand completely still it can't find you, even standing up and looking around. Every disk you pick up makes a noise it will come to check, and grabbing several quickly makes it faster. It can also climb the walls and cross the ceiling. When it's above you it drops straight down — you'll see it coming, so move out of the way. Crouching won't save you from a drop.

HIDING

Crouch under the reading tables. It can't reach you there and will eventually give up. About two minutes after you pick up your first disk the lights dim and things get more dangerous, so plan your route from table to table.

Reach this level to unlock this page.

THE NEST · THE CAVE BELOW

A cave lit by glowing blue fungus. The spider lives down here — and so do its young.

OBJECTIVES

  1. Take the crank lantern from the body at the bottom of the broken stairs.
  2. Burn all four egg clutches. Hold E for three seconds while standing still.
  3. Climb out through the crack that opens after the last one burns.

THE LANTERN

While it's lit, the hatchlings back away from the light and can't hear you. But it runs down, winding it up (R) is noisy and slows you to a walk, and the mother can see the light from a long way off. The light keeps the small ones away and draws the big one in.

THE HATCHLINGS AND THEIR MOTHER

Hatchlings guard their own areas and hunt by sound. If one grabs onto you, your stamina drains and its screaming leads its mother to you. Shake it off by moving the mouse quickly, or burn it off with the lantern. The mother patrols between her clutches. Webbed ground near the nests carries your footsteps twice as far, wading through the stream hides them, and loose rocks are loud. Each clutch you burn sends her into a frenzy, dims the fungus nearby, and causes a rockfall that changes the tunnels.

HIDING

The crawlspaces. You can get through them crouched, and she can't follow. Wading through the stream is worth it to stay quiet. Don't fall into the chasm.

OPTIONS

AUDIO

90
75
90

INPUT

1.0x
HOLD

DISPLAY

HIGH

PAUSED

YOU WERE CAUGHT

GAME COMPLETE

LEVEL COMPLETE