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Backrooms Descent

  • 3d
  • first-person
  • horror
  • backrooms
  • shooter
  • exploration
  • procedural
  • survival
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lizard Man built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Backrooms Descent yet. Play it, then tell Lizard Man what you would add next.

Make your own game

Backrooms Descent was built by Lizard Man with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Backrooms Descent opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Backrooms Descent

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate a first-person 3D horror exploration/shooter called "Backrooms Descent". Use a dark, low-poly/procedural Three.js aesthetic with a black title screen and muted mustard-yellow/magenta visual language. The title screen should show the centered text BACKROOMS DESCENT, the lines "75 levels · 60 entities." and "100 items." and "Don't look away.", a large yellow "ENTER THE BACKROOMS" button, and a compact control legend: WASD move, Mouse look, click to capture/shoot, 1–6 weapons, H use heal, F flashlight, E descend; also mention mobile joystick/look-drag/buttons. Once started, put the player in a first-person camera inside a very large, open backrooms-style procedural floor plan rather than a tight conventional maze: yellow/brown or biome-colored wallpapered box walls, stained noisy carpet/tile floor, drop-ceiling panels, dim fluorescent panels, heavy colored exponential fog, and scattered short wall segments, L/U-shaped partitions, pillars, crates, and open corridors. The player is a capsule-like collision point at about human eye height, with WASD/arrow movement, mouse/pointer-lock look, and touch joystick plus right-side drag look on mobile. Add subtle head bob, collision against walls, a cone-shaped warm flashlight mounted to the camera, and a simple blocky weapon viewmodel at the lower-right/center of the view.

The core objective on every level is to explore and find one hidden glowing pink/magenta door marked EXIT, placed far from the spawn in a random open cell. Walking to it and pressing E descends to the next level. Build 75 numbered levels: levels 1–8 have distinct themes, then use an escalating procedural endless-style fallback while still displaying the level out of 75. Themes visible in the implementation include: The Lobby (yellow office backrooms), Pipe Dreams (blue industrial pipes and puddles), Electrical Station (blue-gray electrical/Tesla equipment with cyan light), The House (brown rooms with tables, chairs, bookshelves and colored books), The Stairs (purple/blue stair-step structures and rails), The Cave (green/brown stalactites, stalagmites and glowing green crystals), The Sea (blue underwater-looking level with a translucent chest-height water plane, bubbles, coral/kelp and rusted pillars), and The Hive (purple/magenta organic egg sacs, web strands and glowing biomass patches). Every level also gets procedural detail crates, textured walls/floor/ceiling, fluorescent ceiling lights, fog, and an EXIT door.

Populate levels with hostile procedural 3D entities. There are 10 creature silhouettes: Smiler (black floating blob with a huge toothy grin and bright white eyes), Skin Stealer (pale faceless elongated humanoid with long arms), Howler (dark quadruped with a gaping red maw and teeth), Death Moth (dark winged moth with orange glowing eye-spots), Partygoer (bright yellow humanoid with green party hat and bloody smile), Hound (hairless dog-like creature with red eyes), The Wire (tangled black wire mass with a red eye), Wretch (gaunt green-gray humanoid with hollow eyes and mouth), Stalker (very thin semi-transparent shadow with tiny white eyes), and Lurker (low ceiling-like creature with many hanging legs and cyan eyes). Animate their limbs/wings/wires/heads procedurally. Give each archetype six stat variants—normal, Swift, Brute, Hidden, Alpha and Abyssal—for 60 named entity types total. Entities spawn away from the player, become aware within roughly 26 world units, chase with wall-sliding collision, and attack at close range; threat and entity count increase by M.E.G. rating and level. Use ratings Safe, Unsafe, Entity Infestation and Dead Zone, with Dead Zone being the most crowded/dangerous.

Give the player 100 HP and 100 SANITY with clearly visible lower-left HUD bars and text. Show the current level as "LEVEL 1 / 75" (updating as the player descends), an infinity/ammo indicator or weapon status near the HUD, and pickup/kill/status messages. Enemies damage HP on contact, while the game should support death and level progression. The flashlight can be toggled with F and should visibly change illumination. Shooting is hitscan from the center of the camera, producing brief bright tracers and muzzle flash; clicking or Space fires, with cooldown determined by the selected weapon. Number keys 1–6 select hotbar weapons, H consumes a healing item, G drops the current weapon, and E uses the EXIT door.

Implement a large randomized item table of exactly 100 pickup definitions. Include fists plus many melee weapons (knife, baton, machete, katana, crowbar, pipe, hammer, axe, spear, chainsaw), firearms (pistol, revolver, SMG, shotgun, assault rifle, sniper rifle, LMG, crossbow, minigun, nail gun and similar), energy weapons (pulse/plasma/Tesla/rail/laser/freeze weapons), explosive launchers, healing items (bandage, medkit, pills, syringe, food/drinks and stronger medical items), utility items (battery, sanity pill, flashlight, keycard, map chip, filter, compass, goggles, motion sensor and similar), throwables, and a final relic called The Artifact. Random glowing pickups should be scattered around levels as colored low-poly octahedra/boxes/icosahedra with small point lights: weapons auto-equip when collected, healing items stack and are used with H, utility items restore sanity, and the Artifact fully restores HP and sanity. Display a brief "Picked up ..." or item effect message. Keep the overall presentation sparse, oppressive, foggy, and retro-horror: dim colored illumination, procedural stains/noise, bright isolated enemy eyes and EXIT door, no external character art required, and chunky low-poly geometry against expansive empty rooms.

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