If you’re not careful and noclip out of reality in the wrong areas, you’ll end up in the Backrooms, where it’s nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.
God save you if you hear something wandering around nearby, because it sure as hell has heard you.
Noclipping is the action of travelling quickly enough to pass through a solid object. This is considered the main method of entering and exiting many of the levels in the Backrooms. While noclipping is a fairly supernatural process, it draws similarities with quantum tunneling. A human being does not possess enough energy to penetrate the barrier between the Frontrooms and the Backrooms. However, in rare areas where the barrier is thin enough, a human may be able to “borrow” the energy of a noclip channel, passing through the barrier without breaking it.
Noclip channels are mysterious forces that can be described similarly to wind currents. They have an impossible, potentially infinite amount of energy, and act as a gateway between locations. They pull in a single direction, in a vacuum, with speeds that quickly grow exponentially. Their force extends beyond the barrier a small amount, meaning that a human with enough energy going into a noclip channel can be “picked up” by it and gain enough energy to quantum tunnel. This process usually takes around four seconds. They can be anywhere, functioning as the roads of the Backrooms. Notably, there is only a single confirmed noclip channel leading into the Frontrooms, but thousands leading out. Despite their convenience, they are not entirely safe
Level 0 is a seemingly infinite non-linear space, resembling the back rooms of a retail outlet. All rooms in Level 0 appear uniform and share superficial features such as yellowed wallpaper, damp carpeting, electrical outlets, and inconsistently placed fluorescent lighting. However, no two rooms within the level are identical.
The fluorescent lighting present in Level 0 hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has been inconclusive thus far. Secondly, the substance saturating the carpet cannot be consistently identified; it is not water, nor is it safe to consume.
Linear space in Level 0 is altered drastically; it is possible to walk in a straight line and return to the starting point, and end up in a completely different set of rooms than the ones previously passed through. Due to this phenomenon, and the visual similarity between each room, consistent navigation of Level 0 has proven very difficult. Devices such as GPS locators and compasses fail to function within the level, and radio communications are audibly distorted and often unreliable.
Level 0 is thought to be entirely devoid of life. To date, no interactions with other wanderers and/or entities during explorations have ever been recorded in the level.
Level 0, and by extension, the Backrooms, can be accessed by accidentally noclipping out-of-bounds in normal reality.
Noclipping out of certain levels may transport one to Level 0.
Level 37, commonly referred to as the Poolrooms, is an expansive complex of interconnected rooms and corridors slightly submerged in undulating, lukewarm water. Each area of the level varies greatly in size and structure, ranging from uniform pools and hallways to more open, abnormally-shaped areas. The walls, ceilings, and floors of the level all appear to be constructed from the same white ceramic tile, with the only deviation from this color being the blue-green hue of the water.
The architecture of Level 37 is varied, but strict in nature; it is eerily pristine, and does not deviate from an orderly evenness. Although the intended purpose of each area is difficult to ascertain, they are much too large to properly serve the function of a pool. The abnormality of Level 37’s geometry nullifies any purported purpose it might serve; pillars protrude out of the water in certain areas, much too large in quantity to justify their amount; larger submerged areas lack a ledge to climb out of the water where one would typically be expected; light is cast from irregular angles, leaving some areas completely cast in darkness; and staircases descend directly into deep pits of water, possibly giving the impression that the water was not originally present. Entrances to these deep areas are typically found in the form of descending staircases or direct underwater holes. It is strictly advised to avoid exploring these areas due to their inherent danger, being that they are completely devoid of light and thus have unmapped terrain. Without the proper equipment, one could easily get lost or even drown in the level’s depths.
In the following gallery will be a list of snapshots taken from a build-version that has showcase of them all together. These and more high quality scanned PBR Assets will be included in the final release of –
The current state of the game is still heavily in crafting and the scenes are yet to be finished, thus the assets will be placed after the general structure of the levels are setup.