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Backrooms: Math Escape

  • 3d
  • first-person
  • horror
  • maze
  • math
  • survival
  • shooter
  • procedural
0
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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. Pizza Taco built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Backrooms: Math Escape was built by Pizza Taco 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: Math Escape 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: Math Escape

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 browser game titled “Backrooms: Math Escape,” using a dark, unsettling retro backrooms presentation. The player starts on a black title overlay with a glowing red “BACKROOMS” heading, centered explanatory text, a yellow outlined “ENTER THE BACKROOMS” button, a checked “MATH MODE ON” option, and a TUTORIAL button. The title text explains that the player fell into math-locked backrooms, must solve math on chests and exits to climb 50 levels, entities roam the yellow halls and can be shot, and weapons/bandages are found in chests. Show controls: WASD move, SHIFT sprint, SPACE jump, E interact/unlock, left mouse fire, number keys select inventory slots. Include a no-math option where interaction uses a hold-E progress bar rather than math questions.

After starting, use an immersive first-person FPS camera with a small pale-yellow circular crosshair at screen center, heavy black vignette, fog, and a visible simple low-poly gun/tool viewmodel in the lower-right foreground. Build each level as a procedurally generated maze: square grid cells approximately 5.5 units wide, yellow/beige backrooms walls around 3.2 units high, patterned carpet floor, pale ceiling, fluorescent rectangular ceiling lamps, warm ambient and point lighting, and atmospheric colored fog. Use a classic yellow palette on early levels, then cycle through beige, green, brown, blue, red, gray, and purple corridor palettes as levels progress. Make maze walls opaque and navigable corridors open, with occasional crates, chairs, barrels, and shelves as cover. From level 2 onward, add a few raised carpet platforms on stilts, sloped ladder/ramp access, railings, and occasional platform chests. Procedurally generate 50 sequential levels with names shown in the HUD, including names such as The Lobby, Habitable Zone, The Hub, Electrical Station, Abandoned Office, Terror Hotel, Lights Out, Thalassophobia, Cave System, The Suburbs, The Poolrooms, The Library, The Hospital, The Maze, and The Final End. Each level should reset the maze and place the player near the maze center, while selecting a distant open cell as the exit.

The objective on every level is to explore the maze, find the red-glowing exit door, unlock it, and proceed to the next level; reaching and unlocking the exit on level 50 wins. Model the exit as a large metal doorway with side jambs and top frame, a dark red emissive door slab, a glowing red keypad plate, red EXIT-sign-like glow, a tall red beam visible above it, a red floor ring, and a strong red point light. When unlocked, turn the door, plate, sign, beam, and light green, slide the door slab upward, show a toast “Door unlocked — proceed!”, then advance after a short delay. The exit interaction has priority over nearby chests and a larger interaction range.

Place roughly 4 to 7 chests in maze dead ends, increasing with level but capped at 7, and sometimes place chests on raised platforms. Chests are small stylized wooden boxes with a separate lid and gold lock. In math mode, pressing E near one opens a centered modal overlay titled “UNLOCK THE CHEST” with a generated integer-answer problem, a number input, UNLOCK and CANCEL buttons, and feedback. Use progressively harder question categories: early arithmetic, percentages, and order of operations; later powers/indices, polynomial constant terms, rearranging linear equations, surds, basic sine values multiplied by 1000, and logarithms. The exit uses the same modal with “UNLOCK THE EXIT DOOR.” A correct answer shows green “✓ CORRECT,” unlocks the object, and briefly grants protection; a wrong answer shows red “✗ WRONG — take damage,” removes health, and closes after a short delay. In no-math mode, chest and exit interactions unlock immediately, but require holding E with a visible progress bar.

Give the player HUD fixed to the screen: top-left HEALTH bar (red, initially 100 health with maximum 150) and STAMINA bar (blue, initially 100), top-right “LEVEL n / 50” plus the current level name beneath it, and the active weapon/ammo text below. Put nine inventory slots centered along the bottom, with gold borders, numbered slots, emoji-like item icons, ammo counts, and a bright border around the active slot. Show a small bottom-right controls hint. Sprint consumes stamina and stamina recovers when not sprinting; allow jumping with gravity. Give the player five seconds of spawn protection on level start and a short protection period after a math interaction.

Start the player with an infinite-ammo weak “Glock 15” starter pistol. Support an inventory of up to nine items, number-key selection, and Q to drop non-starter weapons as a pickup on the floor. Chests randomly grant from this set: Glock 19 pistol, Assault Rifle, Sniper, RPG, Flamethrower, Bandage, Molotov, or Grenade. Display the following weapon behavior: Glock 19 damage 18 with 12 ammo; Assault Rifle damage 12 with 24 ammo and automatic fire; Sniper damage 55 with 4 ammo and long range; RPG damage 90 with 2 ammo and an explosive projectile; Flamethrower with a short-range continuous orange cone and finite fuel; Bandage consumes one item and fully heals; Molotov and Grenade are single-use thrown projectiles with area damage. Use left mouse to fire, muzzle flash/light and shot sound, hitscan for guns, visible glowing projectiles for rockets and thrown items, explosion flashes for explosive attacks, and a simple gun/tool model that changes with the selected item. Empty weapons should be reported in a toast.

Populate each maze with roaming hostile entities, avoiding the spawn area and exit. Use simple low-poly bodies with glowing eyes, varied silhouettes, and health bars above their heads. Include types such as Smiler, Hound, Skin-Stealer, Lurker, Faceling, Clump, Deathmoth, Partygoer, Wretch, Snatcher, Bower, and Gunner. Vary the entity types per level. Most enemies patrol/chase using maze-grid pathfinding, steer around walls, attack at close range, can investigate/chase/search, sometimes hide or camp in dead ends, flee briefly at low health, and respawn after being killed. Bower and Gunner are ranged variants that fire glowing green or blue projectiles toward the player. Enemies should have increasing health/speed/damage with deeper levels. Shooting enemies reduces their health, displays a red hitmarker, makes them flash, and eventually fades them out with a toast indicating they will return. Close enemies damage the player and can trigger a brief full-screen jumpscare: an oversized generated SVG-like frightening face with colored glowing eyes and a black toothy mouth, accompanied by a red flash and jump-scare sound. Player damage also produces a brief full-screen red flash. When health reaches zero, show a dark game-over overlay; after successfully opening the level-50 exit, show a win/escape overlay.

Use a restrained visual/audio style: black overlays, Courier New/monospaced typography, muted yellow UI borders and text, red danger emissive lighting, warm fluorescent backrooms lighting, colored fog, simple geometric low-poly 3D assets, a heavy vignette, and occasional flicker/impact effects. Include background music, jump-scare sound, jump sound, and weapon shot sound where supported. Also provide mobile/touch controls for coarse pointers: a virtual joystick at bottom-left and circular JUMP, FIRE, USE/E, and RUN buttons at bottom-right.

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