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Backrooms: Wit's End

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Backrooms: Wit's End

Augusto Micheli Debard · Published by Augusto Micheli Debard

Very Positive — 88% positive (57 reviews) · 15 achievements

Last updated 27 Sept 2026

Backrooms: Wit's End is an immersive coop survival horror game, featuring procedurally generated, non-linear level progression and dynamic gameplay mechanics. Explore the different disturbing levels with your friends, while trying to escape from many puzzling entities.

Early AccessDJCTQ 14Co-op

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £4.29 · Highest: £4.299 Oct 2026

Adventure, Indie, Early Access · 2025 · More under £5 games

Embark on a chilling journey through procedurally generated horrors in Backrooms: Wit's End. Team up with friends to explore and survive the ever-changing backrooms designed by indie developer Augusto Micheli Debard.

About this game

A unique take on the popular "Backrooms" creepypasta lore, with a focus on dynamic experiences, with procedural levels, non-linear level progression, complex entities, and engaging puzzles to keep the game fresh and replayable over time.


"If you're not careful and you 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"

Real Backrooms experience: Procedural and non-linear.

Discover the true unpredictability of the Backrooms: shifting layouts, procedurally generated levels, and non-linear exploration that capture the chaos and mystery the original lore intended.

At your Wit's End

The deeply unsettling and inexplicable nature of the Backrooms pushes the player's sanity to its limit.

You must keep your sanity in check while playing, staying clear of dark or disturbed areas, and avoiding entities, otherwise, your senses might start failing you.

Multiplayer

Enter the Backrooms together with your friends (or find a public lobby!), up to 6 players per lobby! and work your way to escape the many different levels, communicating through proximity voice chat with the other players.

Level Progression

More than one different exit in each level creates a complex and engaging navigation experience between layers and levels, be sure to not get lost.

Entities

Face entities that actually think. Each one follows complex, learnable behaviors and movement patterns, challenging players to observe, adapt, and escape.

Participate in the game's development!

The game is under active development, expect regular content updates with new levels, entities, and puzzles!

You can participate directly in the game development by providing your feedback through the game's community page and joining the Discord server!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: i3-8100 or equivalent
  • Memory: 6 GB RAM
  • Graphics: GTX 1050 or equivalent
  • DirectX: Version 11
  • Storage: 6 GB available space
  • Sound Card: DirectX Compatible

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: i5-10400 or equivalent
  • Memory: 10 GB RAM
  • Graphics: RTX 2060 or more
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 6 GB available space
  • Sound Card: DirectX Compatible

Supported Languages

English*, Spanish - Spain, Spanish - Latin America, French, German, Russian, Simplified Chinese
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Patch v0.5.9.3

    Hi everyone, while I'm working on Level 3 I'm also fixing and improving some things on the way, and to not let the main branch of the game fall behind I'm pushing this small patch with some small fixes and improvements.This patch most importantly fixes some issues when generating Level 2, and also tiny QOL improvements like new sound effects for light events, improved entity chase logic and some new screen shakes when they are triggered.Hopefully I can start showing you something about Level 3 soon. I know it's been a couple of months without much to show, and I appreciate everyone who's still keeping up with the game's development, it means a lot. More updates when I have something to share!Full patch notes:New SFX for Light Events (shutdown, light flicker, frame flash)Entity chase timeout when sight lost for more than 8 secondsAdded more screen shakes to entity trigger and during chaseAdded fail safes to Level 2 generation, and fixes rare bug with avatar spawnImproved game save serializationFixed weird pink hue in Level 188 roomsAdded missing entrance to Level 1 in the Journal (from Level 188)
    Read full article on Community Announcements (Svartskogen)
  • Patch NotesOfficial

    Patch v0.5.9.2

    Hi everyone, another small patch with some fixes and tweaks:Lockers now spawn in Level 1's procedural rooms, allowing players to hide better from skinstealers.Also, there was a journal unlock that was not possible to get if you were playing singleplayer: the isolation event one. Now you can unlock it if the event occurs while you are looking at the dead explorer found on Level 1 (the one next to the Windows exit hint).Also added some props to Level 188: room number lettering and a new mysterious picture.Also some performance improvements, the game now supports DirectX12, but if you have issues or your card doesn't support it, it should fall back automatically to DirectX11. Let me know if this causes any issues!Hopefully this is the last patch for a while. I already started working on Level 3 and it's coming along nicely, I was able to implement a new procedural generation algorithm that allows me to do a lot of interesting stuff while keeping gameplay constraints in check!Full patch notes:Added Locker spawns to Level 1 procedural roomsIsolation event handling with Level 1 dead explorerAdded room number signs to Level 188Added Maroco painting to Level 188Added DirectX12 supportUse GPU Instancing for most materials
    Read full article on Community Announcements (Svartskogen)
  • Patch NotesOfficial

    Patch v0.5.9.1

    Small patch bringing some performance improvements to some meshes with too many vertices and a new Render Distance setting.Full patch notes:Optimized meshes for many props and enviroment objects, mainly related to Level 1 and Level 2.Added Render Distance graphic settingAdjusted a bit new Level 0 geometry from last update
    Read full article on Community Announcements (Svartskogen)
  • AnnouncementsOfficial

    v0.5.9.0: Level 0 Improvements

    Hey everyone! This update focuses on bringing more variety to Level 0's procedural generation. You'll now find different wall shapes, more points of interest, some references to the original Hobbytown layout, and a few nods to the upcoming Backrooms Movie.Level 0's sublevels also got updated with these new additions, along with some unique variations of their own.There are also some bug fixes and general improvements included.Originally I wanted to push this update further and add more interactable props to Level 0, but I've been catching myself spending too much time polishing existing content when I should be focusing on the next level already. So I decided to wrap this one up and shift my attention there.That said, the current levels still have a lot of room for improvement and I plan to keep revisiting them, but new content needs to come first for a while. Hope you understand! Also, I'm planning on giving you the chance to test new content earlier, so stay tuned for news on this!Full patch notes:Added new geometry variations and props to Level 0, Level 0.7 and Level 0.87Improved decal placement in Level 0, Level 0.7 and Level 0.87Fixed Peripherals journal unlock calculationSmoothed out Redrooms damage per tickAdded base cooldown of 20 seconds for entities to spawnAdjusted checkpoint respawn rotation for some level exitsTiny improvements to Level 188
    Read full article on Community Announcements (Svartskogen)
  • Patch NotesOfficial

    Patch v0.5.8.3

    Hey everyone! another small patch to adjust some tiny details I want to have deployed soon. stay posted for a regular update this month!Full patch notes:Adjusted a bit Level 0 lighting and post processing (its now a bit brighter!)Fixed wrong negative feedback on interact with Level 0 doorAdded feedback to no Pipe item in inventory when interacting with Pipe puzzle in Level 2Added more hints to alternate exit Level 2 -> Level 188Wip level popup now opens Navigation Map on close (you are going to see the other exits one way or another!)Improved skinstealer waypoint logic (for singleplayer in particular), they shouldn't feel on top of you now.Added WIP labels on stuff that is really not implemented yet (Crowbar door, Radio thing, both in Level 188)
    Read full article on Community Announcements (Svartskogen)

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