- 1.0 Update is HERE! - 16 December 2025
Backrooms Media has officially left Early Access and the 1.0 Full Release is available right now!1.0 Update Is HereAfter continuous updates, testing, and improvements, the game is now entering its full release state. Early Access helped shape the core experience, and this version represents a more polished, stable, and complete vision of the game.New Level for The Hunt Game ModeTo celebrate the full release, The Hunt game mode has received a brand-new level: Level Fun. Expect new layouts, new tension, and new ways for things to go wrong as you track down the entity with your team.Bug Fixes & General PolishingThis update also includes many bug fixes and overall improvements across the game:Improved stability and performanceFixed various gameplay and co-op issuesPolished visuals, interactions, and mechanicsThe goal is to make the experience smoother, scarier, and more reliable for everyon…
- Bug Fixes & Community Survey - 20 November 2025
Hi everyone!🛠️ Bug FixesThis patch focuses on tightening up the experience. Some reported issues have been resolved, including stability problems and some smaller gameplay quirks. 📋 Take the Player Survey!As the project moves closer to 1.0, I want to make sure the final direction truly reflects what you want the game to become.This update includes a survey asking about your experience so far, what feels strong, what still needs work, and which features you’d like to see prioritized for the full release.💬 As Always, I Need Your Feedback!Let me know how it plays for you, what works, and what needs tweaking. Post your thoughts on the Steam forums, or join the Backrooms Media Discord server!🤝 Join the Community!If you’d like to talk about the game, report bugs, or just hang out with other players, join the Backrooms Media Discord server! Your feedback is incredibly important in shaping…
- New Level in Procedural Generation - 13 October 2025
Hi everyone!New Level just arrived at Procedural Generation!⚡ Electrical Station Joins Procedural GenerationThe dark, industrial halls of the Electrical Station are now part of the rotation in Procedural Mode. Every run will feel fresh and unpredictable as layouts shift and new dangers lurk around every corner.🌡️ Temperature Variation MechanicThis update also brings a new feature: room temperatures. These conditions affect how you and your team navigate, survive, and plan your next move.🎮 Launch crash fixedThe new update also fixes the NetDriverListenFailure issue that was sometimes happening at launching the game, caused by a particular game file. The new launcher gets rid of it at launch. 💬 As Always, I Need Your Feedback!Let me know how it plays for you, what works, and what needs tweaking. Post your thoughts on the Steam forums, or join the Backrooms Media Discord server!🤝 Join…
- Procedural Generation Update - 1 August 2025
Hi everyone!Procedurally generated level have been upgraded!🧩 Procedural Generation now has more variety, biomasses and darkness!The generation have been made more dense and creepy. The level from now on, grows out biomasses and progressively gets more and more dark as you progress through, adding more intensity to the level.The items are now spawning more randomly through the level adding more variety to their locations.The item markers also got smaller, so now it is not as easy to find the solution as before! Hunt mode related UI have been improved.💬 As Always, I Need Your Feedback!Procedural generation is a huge step forward for the game, and I want to make sure it feels just right. It is in a really early stage but is already a huge improvement in terms of mechanics, that I plan to improve much more. If it goes well, it will make the levels much more unpredictable.Let me know how…
- New Update: Procedural Generation - 24 June 2025
Hi everyone!Procedurally generated levels have arrived to The Hunt game mode!🧩 Procedural Generation Comes to The HuntYour mission to track, trap, and capture an entity has entered a whole new dimension of chaos. Levels now regenerate with each game, creating endless layouts. It’s still The Hunt, but it’s different every time.🕹️ More ReplayabilityThe level, the traps, the items, the entity.. it is all going to be randomly generated. 💬 As Always, I Need Your Feedback!Procedural generation is a huge step forward for the game, and I want to make sure it feels just right. It is in a really early stage but is already a huge improvement in terms of mechanics, that I plan to improve much more. If it goes well, it will make the levels much more unpredictable.Let me know how it plays for you, what works, and what needs tweaking. Post your thoughts on the Steam forums, or join the Backrooms Me…
- What's going on? - 8 April 2025
Hey everyone! Just wanted to share a quick update. This time, not a devlog, but a heads-up! 🛠️ No Devlogs for a Little While I’m still working steadily on the game, but I’ve hit a few challenges that turned out to be way more complex (and time-consuming) than I expected. Because of that, there won’t be weekly devlogs for a little while. Right now, I’m completely focused on sorting out this one big thing, and honestly, there just isn’t much new to show or talk about yet. I also want to apologize for not delivering the March update as planned. The issue I ran into ended up delaying things, and I really appreciate your patience while I work through it. 🙏 Thank You As always, thank you so much for your support, feedback, and kind messages. It really means the world and keeps me motivated, even when things get tough behind the scenes. I’ll make sure to share an update as soon as there’s so…
- A Quick Devlog #12 - 14 March 2025
Hey everyone! Another devlog is here! I’ve been hard at work on the March update, and I’m excited to share what’s been happening! 💡 What’s New? I’m wrapping up the procedural generation system! Just a few final bugs left to fix, and it’s almost good to go. It’s been a tricky process, but I’m really happy with how it’s shaping up. Another big focus has been refining the new lose condition for the new game mode, making sure you don’t just respawn after death. This should add more tension to survival and make every decision count. It’s something I’ve wanted to improve for a while, and it’s finally coming together! 🎮 Playtest is Still Open! The playtest is still open, and I’ve decided to extend it until the end of March! You can try out the new game mode for free, and I’d love to hear your thoughts. Your feedback is invaluable, so if you have a moment, please fill out the survey, it’ll re…
- A Quick Devlog #11 - 6 March 2025
Hey everyone! First off, sorry for the missing devlog last week. Things got a little hectic, but we’re catching up now. I’ve got some exciting updates to share, so let’s dive in! 💡 What’s New? I’ve been making solid progress on procedurally generated levels, and things are starting to shape up nicely! This should bring a lot more variety and unpredictability to each playthrough, and I can’t wait for you to experience it soon. Another big focus has been adding new enemies to the hunt game mode. You’ll need to stay on your toes because some fresh dangers are making their way into the game… and they won’t be friendly. I'm aiming for the next update to drop at the end of March, and I really hope you’ll enjoy all the new content! You'll meet this little fella in the March update! 🎮 Playtest is Still Open! If you haven’t jumped in yet, the playtest is still live, and you can try out the new…
- New Game Mode Playtest – I Need Your Feedback! - 20 February 2025
Hey everyone! Two weeks ago, I introduced a new game mode, and now I’d love for everyone to give it a go! To make that happen, I’m hosting an open playtest where you can jump in and try it out. This is a key moment in shaping the future of the game, and your feedback will help me determine if this is the right direction. 🛠️ New Tools & Traps 🔍 Radar – Detects all lifeforms around you, both friend and foe. 🎭 Decoy – Toss it to lure the entity away. But be careful - it won’t fool them forever. 🚨 Sensor – Alerts you when something passes through its range. ⚡ Stopping Shocker – A last resort to stun the entity and buy yourself precious seconds. ❌ Deterrent – Scares the entity away… but for how long? 💡 Why This Playtest Matters This mode introduces fresh mechanics, new challenges, and a different way to play. But more importantly, I want to know: Is it fun? Does it feel like a natural e…
- A Quick Devlog #10 ...And Help Needed! - 13 February 2025
Hey everyone! Time for another devlog. This one’s a bit shorter, but the thing I’m working on is pretty exciting! 💡 What’s New? I’m working on procedurally generated levels for the new game mode! This is a huge step, and I’m really excited about it. Having levels that generate dynamically will bring more replayability, unpredictability, and tension, so exactly what Backrooms Media needs. It’s still very early in development, but I can’t wait to show you more as soon as I can! Here’s what it looks like on my end so far! 🐛 Help Needed: Tracking the Fatal Error Crash I also want to ask for your help in tracking down the fatal error that’s been causing crashes. If you’ve experienced this issue, I’d really appreciate any details you can share to help me pinpoint the cause. Here’s what would be most helpful: 🖥️ PC specs (CPU, GPU, RAM, OS) 🔄 Lobby type (Did you host, join a game, or play…
- New Update: The Deadly Hunt Begins! - 7 February 2025
Hi everyone! A brand new game mode has arrived, bringing fresh objectives, mechanics, and intense new challenges! This time, your mission is simple but terrifying: capture one of the entities roaming the Backrooms. At any cost. To help you survive this dangerous expedition, I’ve introduced five new traps, each designed to give you a fighting chance. 🛠️ New Tools & Traps 🔍 Radar – Detects all lifeforms around you, both friend and foe. 🎭 Decoy – Toss it to lure the entity away. But be careful - it won’t fool them forever. 🚨 Sensor – Alerts you when something passes through its range. ⚡ Stopping Shocker – A last resort to stun the entity and buy yourself precious seconds. ❌ Deterrent – Scares the entity away… but for how long? 🔧 New Controls for a Smoother Experience I've also made adjustments to the controls to improve gameplay and make every encounter even more immersive. 💬 Let Me…
- A Quick Devlog #9 - 30 January 2025
Hey everyone! Time for another devlog - I have a bunch of exciting stuff to tell you about! 💡 What’s new? Big news! Work on the new game mode is almost finished! The pieces are finally coming together, and I’m really excited for you to try it out very soon! The lights dim as the main trap sets up, adding an extra layer of tension. There also will be some surprises for you to find, but I don’t want to spoil too much. Discovery is half the fun! A small glimpse of what's coming soon! On the technical side, most of the sounds are already implemented, all the traps are working as intended, and the objectives are fully functional. Now it’s just about polishing things up, making sure the experience is as smooth (and terrifying) as possible. Once that’s in, we’ll be in a great place! 🤝 Join the community! If you want to chat about the game, share feedback, or just hang out with other players,…
- Kitty's Level Item fix - 23 January 2025
Hi! I fixed a bug that occured on Kitty's level with the letters on the boxes. Thank you for reporting the issue! — Patrik
- New Level is Live! - 23 January 2025
Hi everyone! There’s a new level waiting for you, and it’s not what it seems... This time, you’ll find yourself in a cute, pink labyrinth, but don’t be fooled by its charming aesthetic. Something deadly lurks in the shadows. Is it just your imagination, or is there an entity watching your every move? Your goal is to navigate through this deceptively sweet nightmare, uncover clues, and find a password to unlock the exit. But be careful... Kitty is watching. You can access this level from the Poolrooms. 📝 Report your bugs! Your reports are invaluable for improving the game. If you encounter any bugs or glitches, please share them in the special thread on the Steam forums here, or join the Backrooms Media Discord server. Every detail helps make the game better for everyone! Thank you so much for your feedback and support. I hope you enjoy this new adventure! — Patrik https://store.steampo…
- A Quick Devlog #8 - 16 January 2025
Hey everyone! Another Thursday means another quick devlog! 💡 What’s new this week? I’ve been hard at work adding some exciting updates and improvements to the game. Here’s what’s been keeping me busy: There’s a brand-new level in the works! It’s shaping up to be a really eerie addition. It features a unique entity with its own look and mechanics, and introduces new item interaction mechanics, adding a layer of complexity to the gameplay. I can’t wait for you to explore it very soon! Say hello to this guy! ...Or maybe don't. On top of all that, I’ve been improving some of the core game elements. I’ve polished the lighting across all levels, making things look and feel even more atmospheric. Every level has also been optimized for smoother performance, so you can expect a more seamless experience overall. 🤝 Join the community If you want to chat about the latest updates, share ideas, or…
- A Quick Devlog #7 - 9 January 2025
Hey everyone! I hope you all had a fantastic holiday break and that 2025 is off to an amazing start for you 🎉 It’s time for another devlog, and I’m really excited to share what I’ve been working on lately. 💡 What am I working on this week? I've been focused on pushing forward some exciting new features and making progress on the new game mode. Here’s what’s new: I’ve been implementing various types of traps in the game. They’re already functional, but the visuals aren’t quite there yet. Don’t worry, though - once the graphics are ready, they’re going to make exploring even more intense! I've started working on defining the core objective of the upcoming game mode. I can’t share too much just yet, but it’s coming together really nicely, and I think it’s going to add a fresh layer of challenge and excitement! I'm also designing a new level specifically for this game mode, and I’m thrill…
- December Update is Out! - 20 December 2024
Hey everyone! First off, thank you for your feedback and support as always. As promised, I have another update for you! ⭐ What’s New? This month, I focused on reworking the Parking Lot level, but that’s not all! Here’s what’s new: ☢️ Parking Lot Revamp: New Models: I’ve added fresh environmental details and a brand-new card reader to help you find the exit door more easily New Layout: The Parking Lot level has been redesigned with new areas for you to explore ☢️ Sound Enhancements: Flashlights now have sounds when toggled Player damage sounds have been updated The Smiler now comes with its own creepy sound ☢️ Monster Speed Adjustments: Monsters on Level 0 have had their speed rebalanced—they’ll no longer charge at you with superspeed ☢️ Bug Fixes: Various fixes to improve your gameplay experience Fixed a bug causing workshop levels to not appear 🎮 About the New Game Mode In an earlier…
- A Quick Devlog #6 - 12 December 2024
Hey everyone! It’s time for another devlog! I’m very excited to share the progress I've made. 💡 What am I working on this week? This week has been all about refining gameplay mechanics and enhancing the player experience on the Parking Lot level. Here’s what I've been up to. I’ve added a keycard reader to the exit door! Now, it’s much easier to figure out which door is the right one to escape through. No more wandering around aimlessly – but don’t let your guard down just yet! I’ve changed the key that was hidden in the car to a keycard. This tweak better aligns with the new mechanics and gives the level a more cohesive feel. I’ve wrapped up the layout and lighting on the Parking Lot level! The ambiance is now dialed in with a perfect mix of eerie shadows and subtle hints to guide your way. I can’t wait for you to see how it sets the mood! Here’s a preview of the latest updates in the…
- A Quick Devlog #5 - 6 December 2024
Hey everyone! First off, I just want to say a huge thank you for all your reactions to the recent update! It’s so awesome to see that many of you are enjoying the changes and noticing the little details I’ve been working on. Your excitement means a lot, and it’s a big motivator for me to keep pushing even harder to make Backrooms Media the best it can be. Thank you for being such an amazing community! If you want to read more about what’s been introduced in this update, please check out this post: https://store.steampowered.com/news/app/2714970/view/4482866135595746075 💡 What am I working on this week? With the new update now out, I’ve shifted my focus to what’s coming next for December and beyond. Here’s a look at this week’s progress: I’ve been working on usable items, which will open up new strategic possibilities during gameplay. The goal is to give you more dynamic interactions wi…
- November Update Is Out Now! - 28 November 2024
Hey everyone! Patrik here again, bringing you another update for Backrooms Media! Your feedback has been invaluable in shaping the game into something we can be proud of, and I’m very excited to share what’s new and improved in this update. Let’s jump in! ⭐ What’s New? This time, the update focuses on leveling up the overall experience, addressing networking issues, and introducing some spooky surprises. Here's what you can expect: ☢️ Networking Improvements: No more fatal errors when connecting to multiplayer games You no longer need to switch servers on Steam to join your friends—connecting is now seamless Overall, the connection is much more stable and reliable ⚠️ If you were using Backrooms Media version 1.1.6 or earlier, you may need to navigate to C:/Users//AppData/Local/BackroomsMedia/Saved/Config/Windows and delete the "Engine.ini" file to ensure the game runs after this update.…