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Backrooms: Wit's End

Backrooms: Wit's End Steam news

Augusto Micheli Debard | Nov 26, 2025 | game

Released

0players observed · 5 October 2026 - 21:54:13 UTC

AdventureIndieEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive

Backrooms: Wit's End news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive
  • Total reviews37
  • Release dateNov 26, 2025
  • DeveloperAugusto Micheli Debard
  • PublisherAugusto Micheli Debard

Genres: Adventure, Indie, Early Access

Company pages: Developer: Augusto Micheli DebardPublisher: Augusto Micheli Debard

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Backrooms: Wit's End Steam news

Backrooms: Wit's End news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch v0.5.9.3 - 27 July 2026

    Hi everyone, while I'm working on Level 3 I'm also fixing and improving some things on the way, and to not let the main branch of the game fall behind I'm pushing this small patch with some small fixes and improvements.This patch most importantly fixes some issues when generating Level 2, and also tiny QOL improvements like new sound effects for light events, improved entity chase logic and some new screen shakes when they are triggered.Hopefully I can start showing you something about Level 3 soon. I know it's been a couple of months without much to show, and I appreciate everyone who's still keeping up with the game's development, it means a lot. More updates when I have something to share!Full patch notes:New SFX for Light Events (shutdown, light flicker, frame flash)Entity chase timeout when sight lost for more than 8 secondsAdded more screen shakes to entity trigger and during chas…

  • Patch v0.5.9.2 - 9 June 2026

    Hi everyone, another small patch with some fixes and tweaks:Lockers now spawn in Level 1's procedural rooms, allowing players to hide better from skinstealers.Also, there was a journal unlock that was not possible to get if you were playing singleplayer: the isolation event one. Now you can unlock it if the event occurs while you are looking at the dead explorer found on Level 1 (the one next to the Windows exit hint).Also added some props to Level 188: room number lettering and a new mysterious picture.Also some performance improvements, the game now supports DirectX12, but if you have issues or your card doesn't support it, it should fall back automatically to DirectX11. Let me know if this causes any issues!Hopefully this is the last patch for a while. I already started working on Level 3 and it's coming along nicely, I was able to implement a new procedural generation algorithm that…

  • Patch v0.5.9.1 - 24 May 2026

    Small patch bringing some performance improvements to some meshes with too many vertices and a new Render Distance setting.Full patch notes:Optimized meshes for many props and enviroment objects, mainly related to Level 1 and Level 2.Added Render Distance graphic settingAdjusted a bit new Level 0 geometry from last update

  • v0.5.9.0: Level 0 Improvements - 20 May 2026

    Hey everyone! This update focuses on bringing more variety to Level 0's procedural generation. You'll now find different wall shapes, more points of interest, some references to the original Hobbytown layout, and a few nods to the upcoming Backrooms Movie.Level 0's sublevels also got updated with these new additions, along with some unique variations of their own.There are also some bug fixes and general improvements included.Originally I wanted to push this update further and add more interactable props to Level 0, but I've been catching myself spending too much time polishing existing content when I should be focusing on the next level already. So I decided to wrap this one up and shift my attention there.That said, the current levels still have a lot of room for improvement and I plan to keep revisiting them, but new content needs to come first for a while. Hope you understand! Also,…

  • Patch v0.5.8.3 - 3 May 2026

    Hey everyone! another small patch to adjust some tiny details I want to have deployed soon. stay posted for a regular update this month!Full patch notes:Adjusted a bit Level 0 lighting and post processing (its now a bit brighter!)Fixed wrong negative feedback on interact with Level 0 doorAdded feedback to no Pipe item in inventory when interacting with Pipe puzzle in Level 2Added more hints to alternate exit Level 2 -> Level 188Wip level popup now opens Navigation Map on close (you are going to see the other exits one way or another!)Improved skinstealer waypoint logic (for singleplayer in particular), they shouldn't feel on top of you now.Added WIP labels on stuff that is really not implemented yet (Crowbar door, Radio thing, both in Level 188)

  • Patch v0.5.8.2 - 28 April 2026

    Hey everyone! I’m back from vacation with a small patch I worked on during that time. It includes some balance changes to entity spawn rates, along with a few minor bug fixes and code refactors. Hopefully nothing broke. if you spot any new issues, please let me know.I’ve adjusted the respawn rates for all entities. Skinstealers in particular have been increased significantly, and the base respawn time for all entities is now higher overall. At the same time, the per-player time reduction has been increased, meaning entities will spawn faster when more players are present in multiplayer.Just so you know what the values mean, respawn time is calculated as: respawnTime = baseValue − (decrementValue × playerCount)Full patch notes:Changed Entities respawn times:Bacteria Spawn Time:Base 40 -> 60, Decrement per Player: 3 -> 5Needlelimbs Spawn Time:Base 40 -> 60, Decrement per Player: 3 -> 4Ski…

  • Development Roadmap Update #2 - March 2026 - 13 March 2026

    Hi everyone, I’m back with another development roadmap update.Past monthsFirst, a quick look at what’s been done since release and the last update. The main focus was polishing the game and improving the first-time player experience.I added more hints and quality-of-life features, improved level navigation with new exits and the navigation map, and added the explorer group objective to give exploration a bit more purpose.The metrics after these changes improved quite a bit, which is reassuring. It seems these fixes were necessary. There are still a few things left that I want to finish from this phase, which I’ll mention below.What’s nextOne of the next areas I want to improve is the levels themselves: making them feel more liminal, adding more interactive elements, and improving puzzles.I’d like to start by revisiting Level 0, adding more geometry variation, more small things to intera…

  • v0.5.8.0: Lobby browser and text chat - 1 March 2026

    Hi everyone! In this update, the Lobby Browser has been added to the game, allowing players to find and join public lobbies more easily.Hosts can now kick players from the lobby, and lobbies can be set to Invite Only if you prefer to keep them private.A new text chat has also been added to improve communication for players who are not using voice chat.I will post a separate development update post soon to outline what’s next for the game!Full patch notes:Enabled Lobby BrowserImplemented in-game text chatAdded online player count next to Lobby Browser on main menu.Added lobby settings popup for hosts in multiplayer lobbiesLobby privacy can be changedLobby name can be changedAdded kick player functionalityAdjusted positioning of rescue group on Level 2 exit and fixed Level 2 -> Level 188 exit zone checkFixed issue on visualizing objects that wont allow you to exit pressing ENetworking fix…

  • Patch v0.5.7.5 - 15 February 2026

    Small patch fixing some issues related to network synch and improved game load timeout handling.Full patch notes:Improved game load timeout logic and increased timeout time to 18 secondsImproved network synch regarding explorer group spawn and navigational items already placed (there was an issue where some players didnt see the explorer group) Update Hotfix v0.5.7.6:Previous fix for explorer group spawning did not work in all cases. Implemented a new fix that should resolve the issue.

  • Patch v0.5.7.4 - 8 February 2026

    Hi everyone, small patch this time with some changes to stamina and player speed based on feedback:The player is now slightly faster, especially when sprinting.Stamina now drains slightly slower (effectively increasing total sprint time), but it also regenerates a bit slower.Entity movement speeds have been adjusted accordingly.This patch also includes a new game loading screen, which improves stability for multiplayer services such as voice chat and Steam connectivity.A few other small adjustments and fixes were also made.Full patch notes:Player walk speed: 3.2 → 3.3Player sprint speed: 5.8 → 6.4Standard stamina sprint drain rate: 13 → 12For big levels (1, 2): 11.5 → 11Standard stamina regen rate: 35 → 30For big levels (1, 2): 45 → 40New game loading sequence improving service initialization before game startSlightly lowered overall jumpscare volumeDisabled the SSGI graphic setting (th…

  • v0.5.7.0: Rescue Expedition - 1 February 2026

    Hi everyone, I’m back with a regular update. The main addition this time is a small in-game objective that gives players more purpose during exploration.Earlier versions hinted that a rescue expedition is searching for you: now you can actively try to find them. You’ll discover clues throughout the levels, and the final point of this objective is dynamic, adapting to any path you take.There’s also a new level start screen that explains more about the setting and the Backrooms for new players.These additions are part of the recent Development Update focus on improving onboarding and the First-Time User Experience. So far, related metrics are improving, and this should be one of the last major steps before I shift focus back to new content such as additional levels and entities. I’ll share more details in the next development update coming in March.Full patch notes:Added new "Find the Res…

  • Patch v0.5.6.0 - 3 January 2026

    Hi everyone, hope you had a nice start of the year!In this small update, I've added an in game navigation map, that you can check any time during the game by pressing the "M" key.The map tracks levels visited in the current run, discovered exits, and levels found in previous playthroughs.This update also includes a few other small fixes and improvements, listed below.For the next update, I’m aiming to introduce changes to the game’s start, including a short cinematic that explains the setting, and finally add the soft-ending/Early Access objective mentioned in last month’s dev update (Check it here!)Full patch notes:Added In-game Navigation MapImproved Journal and Map usage hints when players aren’t checking them frequentlyFixed subtitle feedback on the Level 0 door key not correctly counting the number of keysJournal now opens on the last discovered entrySmall bugfixes

  • Patch v0.5.5.0 - 27 December 2025

    Hi everyone, another small patch significantly improving player-to-player collision in multiplayer. I’ve also added some accessibility settings and additional hints on Level 0.For the next patch, I’m working on an in-game navigation map, along with further improvements to onboarding and accessibility.Wishing you all happy holidays!Full patch notes:Improved player collisions on multiplayerAdded camera sway and lean settingGreen glow hints for Level 0 KeysAlso new clipboard hint about green glow can be found in Level 0New lore hint on Level 0 exitDisclaimer for fake player joined event

  • Patch v0.5.4.0 - 14 December 2025

    Hey everyone, in this update I’m addressing one of the issues discussed in the Development Roadmap post regarding level navigation.With two new level exits, I’ve removed a common dead end in Level 2’s navigation. There’s now a new exit from Level 2 → Level 188, and another from Level 188 → Level 1. This should make it easier to move through the main levels and prevent players from accidentally missing core content. I’ve also improved feedback when interacting with next-level doors.I wasn’t able to include the accessibility features mentioned in the last patch. I’ll try to include them in the next update, right now I’m working through a long list of fixes, prioritizing the most impactful changes first.Full patch notes:Added new level exits:Level 2 -> Level 188Level 188 -> Level 1Added journal completion progress barsChanged a bit the dev statement on Level 3 entranceLowered slightly enti…

  • Patch v0.5.3.0 - 7 December 2025

    Hey everyone, here’s another small patch with a few fixes and improvements.This update includes the first iteration of dynamic hints to improve the First Time User Experience, mainly focused on Level 0 and its sublevels. Exit signs will now appear near exit doors and spawn progressively depending on how long players take to finish the level. I’m planning to apply the same system to puzzle pieces in the next patch.I’ve also tweaked a few systems based on feedback. The biggest change is that sanity now slowly drains all the way to 0 (previously there were soft caps limiting passive drain). Later on, I’ll add an event or consequence for staying at 0 sanity for too long, but for now you still need to be caught by an entity to die.In the next patch, I’ll continue improving the FTUE and add some requested accessibility features as well.Full patch notes:Added dynamic hints to Level 0s (0, 0.7,…

  • Development Roadmap Update #1 - December 2025 - 3 December 2025

    Hi everyone! This is the first development roadmap update, where I’ll go over what’s next on the list and what you can expect in the coming months.I plan to post updates like this regularly so you can stay informed about what’s being worked on. There’s always a lot to tackle, so I’ll focus on explaining why certain areas are being prioritized, whether due to importance, player impact, or quick wins that improve the experience right away.Thank you to everyone who joined the Early Access so far! I’ve already received a ton of valuable feedback, and some design issues have come to light that I want to address before moving forward with new content and levels.Current IssuesAfter watching many playthroughs, I noticed a consistent problem: players often don’t understand the non-linear structure of the levels. A lot of people leave the game thinking they’ve seen everything, even when several l…

  • Patch v0.5.2.0 - 1 December 2025

    Hey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.The ending popup now shows how many levels you haven’t explored yet, in case players reach the ending without seeing all levels due to alternate paths and similar factors.I’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.Thanks for all the feedback you’re sending my way. I’m noting everything down, and I’ll get to it all eventually.Full patch notes:Sanity changes:Almond water Sanity recovery:8+(20%missingSanity) -> 6+(20%miss…

  • Patch v0.5.1.1 - 29 November 2025

    Hey everyone, this is the first patch since the early access release!I'm keeping an eye on feedback and addressing issues as they come in.So far there are no critical bugs, but I’ve already made several tweaks based on player reports. If you run into anything or have feedback, feel free to let me know. The main update in this patch is for the alternate exit from Level 1 → Level 188. I noticed players were having trouble finding it and were missing the level entirely. To help with that, I added a fallen explorer with a hint, and improved visibility by adding exit signs once the exit spawns. I’ve also added similar visibility improvements to the exits in Level 0.Skinstealers on Level 1 have also been adjusted, their respawn time is now longer and their passive time is shorter. Analytics showed they were a bit too overwhelming.Full patch notes:Added Hint on Level 1 to help find exit to Lev…

  • Backrooms: Wit's End is now available! - 26 November 2025

    After years of on-and-off development while juggling my full-time job, Backrooms: Wit's End is now available on Steam Early Access. I hope you enjoy the current state of the game. It’s fully playable, includes most core features, and offers a solid starting set of levels. I’m continuing development immediately to add some smaller features and details I couldn’t finish in time, and polishing some rough spots that were left out, before moving on to the next set of levels. (I will write a more in-depth development roadmap in the next week)The last few months were intense, and I had to leave some content out of the release simply due to lack of time, but I didn’t want to delay the launch any further.I have big plans for this project. My goal is to create a more dynamic Backrooms experience: with a focus on procedural levels and multiple exits per level so players don’t feel like they’re alw…

  • Demo Patch v0.4.4.1 - 2 November 2025

    Demo Patch v0.4.4.1Thanks to everyone that played the demo so far! I'm really happy with the results and got a lot of good feedback so far. I want to bring up something while the demo is still available and keep an eye on how it evolves: level length consistency.I’ve seen different playthroughs; some where players took quite a while to find all the keys and the exit, and others where they completed both main levels in under 10 minutes.This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.There are more things I want to do, also I would like to improve Level 0 puzzle further (instead of just finding 3 keys) to something more engaging, but for now this improvement should help.There were many changes to difficulty and how it changes gameplay to list the…

Patch notes and updates

S.noRelease datePatch nameGID number
127 July 2026Patch v0.5.9.31839041357034604
29 June 2026Patch v0.5.9.21834602721202211
324 May 2026Patch v0.5.9.11833334318575728
43 May 2026Patch v0.5.8.31831432155574800
528 April 2026Patch v0.5.8.21830797770246475
615 February 2026Patch v0.5.7.51824644522842901
78 February 2026Patch v0.5.7.41823825466503544
83 January 2026Patch v0.5.6.01819386365120120
927 December 2025Patch v0.5.5.01819386365109896
1014 December 2025Patch v0.5.4.01818752592131767
117 December 2025Patch v0.5.3.01818118366181240
121 December 2025Patch v0.5.2.01817483467044009
1329 November 2025Patch v0.5.1.11817483467041017
142 November 2025Demo Patch v0.4.4.11815034432953790
1516 October 2025Demo Patch v0.4.3.11813674388947417
1611 October 2025Demo Patch v0.4.3.01813041031286302
173 October 2025Demo Patch v0.4.2.21811772772519633

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