12 procedurally generated levels. Each run is unique. Hover over a card to read its briefing.
LEVEL_0 // THE LOBBY
Endless yellow corridors, damp carpet, and the buzz of fluorescent lights overhead. The Lobby is where most wanderers first arrive. Threats, isolation and monotony erode morale quickly.
LEVEL_0.11 // WATER DAMAGE
A lower section of The Lobby. Lighting is dim and signs of past water damage are everywhere: stained ceiling tiles, scattered trash, and discarded debris littering the floor.
LEVEL_1 // HABITABLE ZONE
A massive concrete parking structure with scattered supply rooms and long periods of darkness. One of the more stable environments on record, though Skin-Stealers patrol during blackouts. Power must be restored across the level before the exit will unlock.
LEVEL_-1 // GRAYSCALE HALLS
A desaturated hotel with decaying wallpaper and rotting doors. Perception and orientation distort here; returning expeditions are rare. A ritual tied to the lighting of each room must be completed before the level will release you.
LEVEL_2 // PIPE DREAMS
A narrow industrial maze of service tunnels filled with extreme heat and constant mechanical noise. The Scratcher is blind but hunts by sound; stealth is the only reliable defense. Progress requires rerouting the valve system hidden along the corridors.
LEVEL_3 // ELECTRICAL STATION
An endless network of service corridors, generators, and maintenance rooms across three sectors. Repeating layouts and locked access points make navigation punishing. Restoring power advances the level one sector at a time, and the Clump hunts aggressively.
LEVEL_4 // ABANDONED OFFICE
Quiet office floors with functional lights, furniture, and occasional supplies. A rare point of relative stability in the Backrooms. A code hidden across the level locks the only route forward.
LEVEL_6 // LIGHTS OUT
Near-total darkness. Lidar is the only navigation tool available, but every scan broadcasts your position to whatever lives here. Holes in the floor are common and lethal. Only one of the exit doors leads forward.
LEVEL_37 // SUBLIMITY
Vast stretches of warm, shallow water extending beyond visible limits. Initially calming, then disorienting. Exhaustion and dehydration are the primary threats. Find your way out.
LEVEL_! // RUN FOR YOUR LIFE
A hospital corridor lined with overturned gurneys and medical debris. You must run. Do not stop.
LEVEL_FUN // FUN =)
A brightly colored children's play area that masks extreme danger. Partygoers patrol the maze, sight-based and highly aggressive during blackouts. Coins earned from mini-games are the currency of progress.
THE_HUB // THE HUB
A gateway level connecting every previously completed destination. No entities. No hazards. A rare moment of rest before selecting the next descent.
LEVEL_??? // ???
A mysterious level with no official designation. Void hazards consume wanderers without warning. Sanity-draining effects deteriorate mental stability. Classification pending.