Appearance
Arcade › Backrooms: Level 0
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohammad Eleomairi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Backrooms: Level 0 yet. Play it, then tell Mohammad Eleomairi what you would add next.
Backrooms: Level 0 was built by Mohammad Eleomairi 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: Level 0 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.
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.
Create a first-person 3D horror exploration game titled “Backrooms: Level 0,” designed to work on desktop and mobile. The player starts in a large, maze-like Backrooms interior at approximately the front/southern side of the map, moving through a repetitive square labyrinth of yellow/olive carpet, mustard-beige walls, dark trim/base accents, and a low pale ceiling. Use a 74-degree first-person perspective with fog fading the maze into the distance. The environment should feel empty and oppressive: repeating fluorescent ceiling panels form a grid, with some panels visibly dim or broken, while warm yellow ambient light and a handheld flashlight provide the main illumination. Add soft shadows, subtle haze, and a dark brown/olive color palette. The maze should have long walls, sightline breaks, dead ends, side corridors, corner columns, and a few open rooms rather than a simple open arena. The core objective is to restore power and escape Level 0. Place three interactable cylindrical metal fuses around the maze: one near the northwest storage area (around [-14, 1, -14]), one near the northeast/dark hidden corridor (around [14, 1, -14]), and one toward the southeast (around [14, 1, 14]). The HUD tracks “FUSES 0/3.” The player must approach a fuse and press INTERACT or keyboard E to collect it; collected fuses disappear and the objective text advances from finding Fuse #1, to Fuse #2, to Fuse #3, and then returning to the electrical panel. Place an electrical control panel at the southern end of the map (around [0, 1.3, 18.7]). Interacting before all three fuses are collected should explain that all 3 fuses are required; after all are collected, interacting with it triggers a power failure sequence. During the blackout, turn off the flashlight briefly, activate a red emergency light, reveal the stalking threat, then restore/reduce the lighting after about three seconds and make a previously dark secret exit passage discoverable. Change the objective to follow the newly visible passage to the secret exit. There is also a door at the northern end (around [0, 1.5, -18.7]) that is initially dead/inactive; it only becomes usable after restoring power. The game can complete when the player reaches/interacts with that exit, displaying a “LEVEL 0 CLEARED” overlay saying the exit was found and Level 1 is unlocked. Include a second optional narrative route: a hidden abandoned cinema embedded in the maze, near the northwest side. Detect when the player explores the cinema area and change the objective to search it for the projector. Build a small screening room with a large black projection screen and frame on the wall, several simple dark seats, a ceiling-light row, and a projector. A missing film reel is located elsewhere in the Backrooms, around [4, 1, -9], and can be picked up. Interacting with the projector before finding the reel should tell the player to find the missing reel; after collecting the reel, returning to the projector starts a five-second cinema event. Gradually dim the cinema lights, briefly reveal the tall shadow creature in front of the screen, then show a projector message on the screen reading “THE EXIT IS BEHIND THE SCREEN” and “DO NOT LOOK BACK.” Pause the game with a “PROJECTOR MESSAGE” overlay and a CONTINUE button, then make a hidden exit behind/beyond the screen interactable. If the player reaches that hidden cinema exit after seeing the message, display a “CINEMA ESCAPE” overlay saying the hidden exit was found and Level 1 is unlocked. Keep the regular power-restoration exit route as a valid completion route too. Add the original shadow-stalker enemy as a very thin, extremely tall black humanoid silhouette with an elongated torso, long narrow arms, long fingers, thin legs, a small head, and two small pale glowing eyes. Keep it hidden most of the time. Before power is restored, it can occasionally appear at a distant maze location; if it comes close or the player sees it, begin a chase. After the power event, reveal it more aggressively. During a chase it turns toward the player and moves toward them; show HUD status changing from “CALM” to “RUN,” and play a low breathing/threat sound when it is nearby. If it reaches the player, deal continuous damage; show “HURT” at low health, and when health reaches zero return the player to the last checkpoint with full health, hide the monster, and display a “CAUGHT” overlay. Do not add weapons or combat—the player only explores, runs, crouches, uses the flashlight, and interacts. Implement desktop and mobile controls. Desktop should use first-person mouse look/pointer-style controls, WASD movement, E to interact, F to toggle the flashlight, Shift to sprint, and Escape to pause. Mobile should offer large on-screen buttons labeled SPRINT, CROUCH, FLASHLIGHT, and INTERACT, plus a PAUSE button. Sprint increases movement speed from about 3 to 5; crouch lowers the camera/player height from about 1.6 to 1.05 and toggles the button text to STAND. Interaction only works when a nearby object is within roughly 2.3 units, with an on-screen INTERACT hint near the center. Include collision with the maze walls and solid exit geometry. The flashlight begins at 100%, is on by default, illuminates a narrow warm cone in front of the camera, and drains at about 0.9 percent per second while on. It can be switched off manually or go out at zero battery. Place three green battery pickups around the map; interacting with one restores up to 35% battery and makes it disappear. Use a simple low-health system starting at 100, but no health bar is required in the HUD. Create a minimal atmospheric HUD matching the visual style: dark translucent brown/black rounded panels with thin muted-gold borders and cream text. At top left show “FUSES 0/3,” “FLASHLIGHT 100%,” and “STATUS: CALM”; at top right show a PAUSE button. At bottom left show a multi-line objective panel such as “OBJECTIVE: Find Fuse #1 in the storage room.” In the center show a small pale circular crosshair and, when near an interactable, an “INTERACT” hint. Keep the bottom-right mobile button grid visible with the four controls. Add pause and win/caught overlays centered on a dimmed screen with a dark card, gold border, title, narrative text, and a button (RESUME, CONTINUE, or RESTART as appropriate). The screenshot presentation should be nearly black around the HUD when the scene is unlit, while normal gameplay reveals the yellow Backrooms maze through fog and flashlight light. Add subtle sound design: a continuous fluorescent electrical hum and low filtered room noise, occasional random distant tones, footstep beeps that become more ominous during a chase, a low breathing sound when the monster is close, and simple beeps for collecting fuses/batteries, toggling the flashlight, starting the projector, and triggering the blackout. Use a Three.js-style real-time 3D implementation with fog, shadow-capable lights, box-built architecture, simple primitive geometry, and canvas text projected onto the cinema screen. Preserve the claustrophobic, repetitive, minimalist Backrooms aesthetic and make the game restartable from completion or being caught.