The Backrooms: 1998 is a first-person found footage psychological horror survival game where it tells the story of a young teen after accidentally falling into the depths of The Backrooms in 1998. Roam freely, mark, explore and try unravel the story - however you are not alone. Don't scream.
The game views the world through a VHS-style camera filter, complete with flickering, distortion, and low-quality audio. This aesthetic not only enhances the creepy atmosphere, but also makes the player feel as though they are actually experiencing the events firsthand, as if stumbling upon found footage of a terrifying ordeal.
Players must scavenge for resources and tools to aid in their escape, managing an inventory of items like flashlight batteries, medicine, and a spray paint can used to mark their path. Conserving limited resources and avoiding detection from the ominous threat are crucial to surviving.
Moving cautiously is essential, as any sudden movements or loud noises can attract the attention of the lurking entity. Players must remain alert, listen closely for potential threats, and hide in lockers, under tables, or in other concealed spots when necessary. The game creates a palpable sense of dread and tension as players navigate the unsettling halls, never knowing what horrors may be waiting.
The layout of the corridors, rooms, and item placements are procedurally generated, meaning the environment is different each playthrough. This helps to maintain a high level of uncertainty and unpredictability, as players can never fully anticipate what they might encounter. The constantly shifting environment adds to the disorienting and unnerving atmosphere, making exploration feel genuinely perilous.
The entity in the game is able to hear any sounds the player makes, such as breathing, speaking, or screaming. This creates an additional layer of tension, as players must be mindful of their vocal cues and physical reactions, lest they attract the unwanted attention of the threat. The microphone mechanic adds a novel level of interactivity and personal investment to the survival horror experience.