You work in the cinema as an usher and accidentally fell into the Backrooms, now being trapped, needing to unravel the mysteries of the yellow rooms in order to get out of this place, but be careful, there are entities that will be in your way.
Players immerse themselves in a series of distinctly unsettling yet familiar environments, from the repetitive, yellowed hallways of Level 0 to the tranquil yet unnerving Pool Rooms. The game masterfully captures the sense of unease and disorientation that defines the Backrooms aesthetic, consistently impressing players with its ability to recreate this liminal atmosphere.
The game's episodic structure, where players progress through a series of "Tapes" or chapters, gradually unfolds the game's mysteries and introduces new challenges. Players highlight the transition between tapes as a particularly effective narrative device, leaving them eager to uncover the next stage of the story.
While exploration is the primary focus, the game incorporates light puzzle-solving and objective-based gameplay. The password-cracking sequence in Level 0 stands out as a well-designed challenge that combines exploration, environmental storytelling, and problem-solving. These gameplay elements help to break up the walking simulator aspects and provide a sense of progression and accomplishment.
The game's audio design is a key strength, with eerie, ambient soundscapes and subtle environmental cues creating a pervasive sense of unease. Players consistently remark on the game's ability to elicit genuine feelings of anxiety and tension through its masterful use of sound.
Occasional encounters with unseen entities, while not the game's primary focus, are highlighted as effectively terrifying moments. The unpredictable nature of these encounters, combined with the game's emphasis on stealth and evasion, creates a genuine sense of dread and vulnerability for the player.