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Backrooms: Wit's End News

Patch v0.5.4.0

[p]Hey everyone, in this update I’m addressing one of the issues discussed in the Development Roadmap post regarding level navigation.[/p][p][/p][p]With two new level exits, I’ve removed a common dead end in Level 2’s navigation. There’s now a new exit from Level 2 → Level 188, and another from Level 188 → Level 1. This should make it easier to move through the main levels and prevent players from accidentally missing core content. [/p][p]I’ve also improved feedback when interacting with next-level doors.[/p][p][/p][p]I wasn’t able to include the accessibility features mentioned in the last patch. I’ll try to include them in the next update, right now I’m working through a long list of fixes, prioritizing the most impactful changes first.[/p][p][/p][p][/p][p][/p][p]Full patch notes:[/p]
  • [p]Added new level exits:[/p]
    • [p]Level 2 -> Level 188[/p]
    • [p]Level 188 -> Level 1[/p]
  • [p]Added journal completion progress bars[/p]
  • [p]Changed a bit the dev statement on Level 3 entrance[/p]
  • [p]Lowered slightly entity chase extrapolation time (time the entity still follows you after it lost line of sight on a chase)[/p]
  • [p]Improved next level doors hover text feedback and even warning on backtracking, also hold to interact for next level doors.[/p]
  • [p]Improved feedback on loading multiple keys at once on locked doors[/p]
  • [p]Fixed issue where clients where not counting for objective update[/p]
  • [p]Improved player collision physics on multiplayer[/p]

Patch v0.5.3.0

[p]Hey everyone, here’s another small patch with a few fixes and improvements.[/p][p][/p][p]This update includes the first iteration of dynamic hints to improve the First Time User Experience, mainly focused on Level 0 and its sublevels. Exit signs will now appear near exit doors and spawn progressively depending on how long players take to finish the level. I’m planning to apply the same system to puzzle pieces in the next patch.[/p][p][/p][p]I’ve also tweaked a few systems based on feedback. The biggest change is that sanity now slowly drains all the way to 0 (previously there were soft caps limiting passive drain). Later on, I’ll add an event or consequence for staying at 0 sanity for too long, but for now you still need to be caught by an entity to die.[/p][p][/p][p]In the next patch, I’ll continue improving the FTUE and add some requested accessibility features as well.[/p][p][/p][p]Full patch notes:[/p]
  • [p]Added dynamic hints to Level 0s (0, 0.7, 0.87) exits that spawn progressively[/p]
  • [p]Skinstealers passive mode now counts down correctly when players are hiding in lockers[/p]
  • [p]Fixed issue with "I'm stuck" feature respawn positions sometimes clipping on top of another player[/p]
  • [p]Fixed issue with unreachable player backpacks when getting killed while entering a locker[/p]
  • [p]Added constant sanity bleed[/p]
  • [p]Fixed Level 188 Peripherals unlock calculation[/p]
  • [p]Changed Level 0.87 note visual[/p]
  • [p]Added hint next to Level 1 Gate[/p]
  • [p]Fixed bug with placed navigation items when revisiting a level, changed logic to always show hint and feedback on the needed item. [/p]
  • [p]Added next planned exits to journal as in-development[/p]
  • [p]Other small tweaks and improvements[/p]

Development Roadmap Update December 2025

[p]Hi everyone! This is the first development roadmap update, where I’ll go over what’s next on the list and what you can expect in the coming months.[/p][p]I plan to post updates like this regularly so you can stay informed about what’s being worked on. There’s always a lot to tackle, so I’ll focus on explaining why certain areas are being prioritized, whether due to importance, player impact, or quick wins that improve the experience right away.[/p][p]Thank you to everyone who joined the Early Access so far! I’ve already received a ton of valuable feedback, and some design issues have come to light that I want to address before moving forward with new content and levels.[/p][p][/p]
Current Issues
[p]After watching many playthroughs, I noticed a consistent problem: players often don’t understand the non-linear structure of the levels. A lot of people leave the game thinking they’ve seen everything, even when several levels were still undiscovered, usually because they unknowingly took an alternate path and skipped a core level.[/p][p]I thought the Journal would be enough to show players when they were missing content and where to look for extra exits, but most players were overlooking it.[/p][p]I got the idea of making the game this way after seeing how the Backrooms wikis are laid out, and how the setting is explained with the prevalent feature of levels having many entrances and exits, and how other games dont use this fact, powered also by procedurally generated levels to leverage replayability of levels.[/p][p]Seems like my assumption was wrong about how much this is a known fact, and seems like only hardcode backrooms fans appreciated this mechanic, but most people completely missed it and the result is a negative experience.[/p][p]I'm still debating if this is still an interesting idea or if the normal linear level progression is what players expect and want, so I would love to hear more feedback on this![/p][p]I have ideas to improve this with better onboarding, more in game hints and a new objective to look for so you have a reason to try to explore at least most levels, or at least not end up closing the game thinking that was everything.[/p][p]Also general game mechanics onboarding and accessibility can be improved a lot.[/p][p][/p][p]These issues are on me, I didn’t gather enough early feedback from a broader audience. Most of the early players were already familiar with Backrooms lore, so I wasn’t able to catch this problem early.[/p][p]I have plans to address this, and it’s my top priority moving forward. I’m still listening closely to feedback, so I’d love to hear your thoughts on this issue.[/p][p][/p]
Planned Improvements
[p]Here’s the list of changes and improvements you can expect in the coming months. I won’t begin working on new levels until these issues are addressed and the overall experience is more polished. I also want to add a few features that didn’t make it into the initial release, so once I move on to the next level, the core game is in a solid state to build on.[/p][h3]Top priority:[/h3]
  • [p]Improved Onboarding on Level Navigation[/p]
    • [p]More in game hints[/p]
    • [p]In game navigation map[/p]
    • [p]New game start cinematic to explain the setting[/p]
    • [p]New soft ending objective[/p]
    • [p]Improved level navigation to avoid accidental dead ends[/p]
  • [p]Improved general First Time User Experience[/p]
  • [p]Improve Level 0 Puzzle[/p]
    • [p]Also some Level 0 Enviroment enhancements are planned[/p]
  • [p]Accesibility features (Disable motion blur, camera shake, adjustable fov, and other settings)[/p]
[h3]Also planned:[/h3]
  • [p]Inventory rework[/p]
    • [p]Drop items feature[/p]
  • [p]Lobby Browser[/p][p][/p]
Later on: New Levels plan
[p]Hopefully I can work through the points above quickly so I can move on to new levels, something the game is currently a bit short on.[/p][p]The original plan for the 0.6 Update was to include three new levels: Level 3, Level 4, and Level 1.01. But instead of delaying the update until all of them are finished, I’ll work on them one at a time and release each level as soon as it’s ready, starting with Level 3. You will know more about this once I start its development.[/p][p][/p][p]Thanks for reading and for joining the Early Access phase of the game. Let me know what you think about these plans, and I hope you stick around for the upcoming updates![/p][p][/p][p]As you know, most of these topics can be tracked on the Development Roadmap Trello, I will keep it updated.[/p][p][/p][p] - Augusto[/p]

Patch v0.5.2.0

[p]Hey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.[/p][p][/p][p]The ending popup now shows how many levels you haven’t explored yet, in case players reach the ending without seeing all levels due to alternate paths and similar factors.[/p][p][/p][p]I’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.[/p][p][/p][p]Thanks for all the feedback you’re sending my way. I’m noting everything down, and I’ll get to it all eventually.[/p][p][/p][h3]Full patch notes:[/h3]
  • [p]Sanity changes:[/p]
    • [p]Almond water Sanity recovery:[/p][p][c]8+(20%missingSanity) -> 6+(20%missingSanity)[/c] (just decreased a bit base value)[/p]
    • [p]Medkit Sanity recovery: [c]10 -> 8[/c][/p]
    • [p]Sanity loss on kill seen close: [c]10 -> 15[/c][/p]
    • [p]Sanity loss on kill seen far: [c]5 -> 8[/c][/p]
  • [p]Added more props and lockers to Level 1 hallways[/p]
  • [p]Localized hint to Level 188 in Level 1[/p]
  • [p]Improved ending statement[/p]
  • [p]Tweaked a bit Level 2 generation, now higher chance of "dark path left" tile[/p]

Patch v0.5.1.1

[p]Hey everyone, this is the first patch since the early access release![/p][p]I'm keeping an eye on feedback and addressing issues as they come in.[/p][p]So far there are no critical bugs, but I’ve already made several tweaks based on player reports. If you run into anything or have feedback, feel free to let me know.

The main update in this patch is for the alternate exit from Level 1 → Level 188. I noticed players were having trouble finding it and were missing the level entirely. To help with that, I added a fallen explorer with a hint, and improved visibility by adding exit signs once the exit spawns. I’ve also added similar visibility improvements to the exits in Level 0.[/p][p]Skinstealers on Level 1 have also been adjusted, their respawn time is now longer and their passive time is shorter. Analytics showed they were a bit too overwhelming.[/p][p][/p][p]Full patch notes:[/p]
  • [p]Added Hint on Level 1 to help find exit to Level 188 [/p]
  • [p]Added Exit signs to Level 0, Level 0.7, Level 0.87 main exits, and Level 1 -> Level 188 exit.[/p]
  • [p]Added timeout for deceiving door for Level 0 and its sublevels.[/p]
  • [p]Reduced a bit Level 0.7 base size [c]28 -> 26[/c][/p]
  • [p]Tweaked a bit Level 1 enviroment, fixed some colliders and improved optimization[/p]
  • [p]Skinstealers: lowered passive time, lowered passive time on respawn, increased respawn cooldown[/p]
  • [p]Made Level 1 electric fuze puzzle bigger and closer to the camera[/p]
  • [p]Decreased item spawn rate a bit[/p]