- Photograph the Unexplained • Pin It to the LAB Case Wall - 8 August 2026
You have all had that moment. The Smiler holding perfectly still at the end of a corridor, just far enough away that nobody believes you afterwards. A teammate caught mid-fall through a hole that was not there a second earlier. A Partygoer standing in a doorway like it had been invited. Until now the only things that came home with you were the loot and the story, and nobody ever quite believes the story. Capture those moments with your bodycam and pin them in the LAB. The Wall of Unexplained Cases The Field records wall is down on the LAB floor, and it belongs to the crew now. Bring the shot back through extraction and put it up. Everyone walking past sees it. Every M.E.G. operative in your group can pin theirs next to yours, and the board fills up run after run with the things you barely got out of. Horrifying, ridiculous, or just a friend doing something unwise. It all counts. Take t…
- Voice Chat Overhaul • Suburbs Exit Gate Fixes - 5 August 2026
The voice chat mode setting finally does what it says. Off is really off, Push To Talk really waits for the key, and the volume slider on each player works across its whole range instead of just muting. The Suburbs got their exit gates back too, and the biggest crash of the last update is gone. Voice Chat Input Mode • Off, Open Mic and Push To Talk had no effect once the game was running. Whatever mode was loaded at startup stayed in place and the mic behaved like Open Mic no matter what you picked. The setting now applies the moment you change it. Staying Quiet Actually Works • On Off your voice was not transmitted but still made noise in the world, so a creature could track you through a sentence nobody could hear. It no longer does. Per-Player Volume • The slider had two states, muted at the bottom and full volume everywhere else. It now applies across its whole range. Helmet Voice M…
- Performance Overhaul • Startup Fix - 27 July 2026
This build is mostly about performance. A large optimisation pass gave back around 4 ms per frame on the main thread, and our test runs come out about a third faster on the same hardware. Startup failures are fixed as well: a graphics component shipped with the game had drifted out of sync with the engine after its last upgrade, and on some machines it stopped the game from ever reaching the menu. Performance Frame Rate • A large optimisation pass gave back around 4 ms per frame on the main thread, roughly half of what it was spending there. Average frame rate is up about a third across our test runs. Stutter • The hitches that came with it are down by about half. Being chased was one of the heaviest cases, so that is where the difference should show the most. Startup & Stability Startup Failures • The game could close during the intro sequence, or fail to open at all, on machines where…
- Co-op, Network & Controller Improvements • Update 0.3.503 - 25 July 2026
This one is all stability. The engine upgrade landed, and everything after it went into what was actually cutting sessions short: co-op loading, signal zones, how much data the game sends between players, and gamepad input on the in-world screens. Multiplayer Co-op loading screen • Starting a session with other players left everyone stuck on the loading screen long after the level was ready. The host now confirms readiness as each player arrives, so loading ends when loading is done. Signal zones • Transmitting could be refused from a spot that looked perfectly valid, most often in The Suburbs. Signal zones now line up with what you see, and the Suburbs spots were re-placed where you can actually reach them. Network footprint • Character data and FogHorn recordings sent between players were reworked to put far less on the wire. Sessions hold together better on weaker connections. Contro…
- New Deployment Terminal • Endless Protocol Rework • Steam Deck Improvements - 23 July 2026
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 OverhaulOne board for everything • The LAB deployment terminal…
- Xbox & PlayStation Controller Support • New Training Program • CRT Overhaul - 20 July 2026
PATCH NOTES • 0.3.461 Hey everyone. Since launch, the idea behind every update has been the same: keep improving the game's foundations to prepare for the full release and the major content updates that will follow, with new levels and new entities. This time, the effort went into controllers, the Steam Deck, a rebuilt training program, a new CRT interface theme, and a better experience with the PDA and the camera. Onboarding got special care: a quick three-step setup wizard puts you in the best conditions to play, and the new training program properly introduces the field tools, so you head out with most of them already in hand. Full controller support also lays the groundwork for bringing the game to PlayStation in the future. And keep an eye on that camera: something very cool is coming for it soon. Thank you for all the feedback on yesterday's update. Based on it, the CRT look now s…
- Performance & Co-op Improvements • Update 0.3.419 - 13 July 2026
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 c…
- The Found Footage Update - 12 July 2026
Your bodycam just became the most important tool in the Backrooms. Film the entities to fill their dossiers, fire the new instability scanner to reveal what the maze is hiding, and watch it all through a brand-new analog lens. A hefty batch of fixes ships alongside • full list below. The Bodycam, Rebuilt Full camcorder interface • The bodycam display has been rebuilt: real key prompts that follow your input device, a proper zoom track, a live clock, boot flicker and analog screen quirks. M.E.G transmissions now print directly on the camera display, typewriter style. Analog film look • A new image treatment inspired by analog found footage now applies to every view: gameplay, kill cameras, spectator and interactive screens. Distracting artifacts fade out automatically while you read a screen, so nothing hurts usability. Cleaner frame • The camcorder border no longer spits stretched pixel…
- Patch Notes 0.3.389 - 4 July 2026
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…
- Patch Notes 0.3.359 - 8 June 2026
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…
- Hotfix Level Paradise - 7 June 2026
Hotfix Level Paradise (post process after exit fixed)
- M.E.G HQ Transmissions Are Live • 0.3.352 - 7 June 2026
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 crou…
- The "Fog Horn Voice" is here! - 5 June 2026
New Feature • Fog Horn Voice Record your own voice • The Fog Horn can now capture your voice and play it back as the horn itself. Hold the record key, wait for the short countdown, speak, and your clip is saved to your profile and shared with everyone in the session • including players who join partway through. Default or custom, your call • Tap the toggle key to switch between the classic horn blast and your recorded voice, with a quick on-screen prompt showing the current mode. Megaphone character • Recorded voices run through a gritty megaphone-style effect so they carry with real foghorn punch. Fully localized • The recorder interface is available in 25 languages. Loop fix • Switching back to the classic horn while still holding a recorded honk no longer leaves the recorded sound looping after you release. Multiplayer More reliable create & join • Fixed several cases where creating…
- The backrooms now speak your language! - 3 June 2026
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…
- Two Weeks, Twice the Loot - 27 May 2026
Kane Pixels' Backrooms film just dropped, and the whole community is gathering. Secret Mode (Escape the Backrooms) is hosting the Backrooms Banquet • two weeks of celebration across multiple games. They pulled out a chair for us, and we're not showing up empty-handed. Come hungry. Here's what's waiting 30% off on Steam • good moment to bring a friend in Double XP, double money • every extraction pays out twice Double relic drops • MEG chests overflowing, skins to spare Every level unlocked from launch • no Level 0 gate, drop straight into the deep The vibe We tuned this one for hangout sessions, not grind sessions. Pick the floor you've never tried. Drag in the friend who keeps hesitating. Wander a place you usually sprint through. The film is the moment. This is how we celebrate. Until June 10. See you in the Backrooms!
- PATCH NOTES • 0.3.302 - 25 May 2026
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 sp…
- PATCH NOTES • 0.3.299 - 23 May 2026
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 • Sev…
- PATCH NOTES • 0.3.276 - 11 May 2026
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 close…
- PATCH NOTES 0.3.253 - 8 May 2026
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…
- PATCH NOTES • 0.3.250 - 8 May 2026
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 integr…