A store stockroom. Part of the back wall keeps flickering to yellow wallpaper. Walk through it, and the rooms go on: wallpaper, damp carpet, buzzing lights, the hum.
Inspired by Rimrooms: Async Industries. The field logs and survey markers in the game are read from the mod's own data files, and follow it as it updates.
From the build · click to enlarge
What is in the build today
An ordinary store back room: shelves, boxes, a locked door. Search the boxes. Part of the back wall keeps flickering to yellow wallpaper.
A grand hall, and a maze of yellow rooms off it: doorways, corridors, loops that lead you back. The same layout every visit. Wallpaper, damp carpet, buzzing panels, some dead, some flickering.
A dark concrete garage with pillars, and more floors of it below.
Outposts left in the rooms: crates, a camera on a tripod, a company sign. Their field logs are on the floor. Their survey markers are in the crates, colour-coded by meaning: route home, cleared, danger, supply cache, unexplored lead.
Rare doors standing on their own. Walk through under the EXIT sign and you go up a level. Walk through the unmarked back and you go deeper.
Every note you pick up goes in it, grouped by what it is part of: anomaly reports, people found, room surveys. It shows what is still out there.
| Click | Start (captures the mouse) |
| W A S D | Move |
| Mouse | Look |
| Shift | Run |
| Space | Jump |
| Wheel | Zoom in / out |
| E | Use what the crosshair is on (read, search, tap a light, take a tag) |
| Tab / 1 2 3 | Switch tool: hands, flashlight, survey markers |
| R | Change marker type (with markers out) |
| N | Notebook: every note you have found, and what is still missing |
| Left click | Use the tool in your hand |
| Middle click | Free the mouse / take it back |
| M | Sound on / off |
| Esc | Release the mouse |
Whose world this is
ROOMS is inspired by Rimrooms: Async Industries, a RimWorld mod by GeeFourteen. Its world, company, campaign and content design are used here with credit. Source: github.com/Unity-Lab-AI/Backrooms, MIT License.
The game reads the mod's data files directly: its anomaly events, inhabitants and room types become the field logs, and its marker types become the survey markers.
three.js (MIT). Every texture in the game is drawn in code.