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Backroom Company News

v206 🎧 System Improvements & 🏆 Leaderboard Update Complete!

Hello, this is the Backroom Company development team.

We sincerely thank everyone who plays and supports Backroom Company. This update includes system improvements, creature reworks, and a new leaderboard feature designed to enhance stability and immersion. We continue to work hard to deliver a better gameplay experience based on your feedback.

The October 29 update has been successfully completed. (KST 18:00)

The changes applied in this update are as follows.
Please review the details below for a better gameplay experience.



[h3][Voice Function Improvements][/h3]
  • The previous voice chat system has been replaced with a new plugin to resolve issues with sound cutoffs and delays.
  • Voice transmission is now smoother and more natural, with optimized stability during team communication.


[h3][Entity Rework][/h3]
The behavior and patterns of key entities have been improved to allow for more varied interactions with players.

Entity “Moth”
  • Added a new attack pattern that wraps the player in a cocoon.
  • Players now need to be more cautious when using light sources.
Entity “Helena”
  • Helena now more actively pursues players who are outside the classroom during class time.
  • Improved visibility of the escape classroom to help players navigate more clearly.




[h3][New Leaderboard Feature Added][/h3]
A new leaderboard feature has been added, allowing players to compare their performance with others.
You can now compete with friends and other players by comparing your records.

  • Speedrun: Rankings are determined based on the time taken to complete the game from the first to the final stage.
  • Best Employee: Rankings are based on the total value of items sold.
  • Death Champion: Rankings are based on the number of times the player has died in the game.


[h3][Effect and Graphic Improvements][/h3]
  • Improved water graphics in the “Sewer” area by adjusting reflection and transparency for a more realistic appearance.
  • Remade the noclip effect to emphasize the distinct, eerie atmosphere of the Backrooms.
  • Added an invulnerability effect for the “Bacteria” entity to clearly indicate when it cannot take damage.


[h3][QOL (Quality of Life) Improvements][/h3]
  • Added a new network error notification UI.
  • When a disconnection or authentication failure occurs, an alert window now clearly displays the cause of the issue.




We will continue to work to improve Backroom Company and provide a more enjoyable and stable gaming experience.
Your valuable feedback is always appreciated and will be actively reflected in future updates.

Thank you.
– Backroom Company Development Team

In-App Purchase and Product Usage Restriction Notice / October 28 (Mon) 4:00–9:0

[p]Hello, this is the Backroom Company Development Team.[/p][p]Through this V2 backend maintenance, we will improve service stability and payment system efficiency.
Maintenance Schedule: October 28, 2025 (Mon) 04:00–09:00 (UTC)
During this period, some in-app purchases and paid product features may be temporarily unavailable.[/p][p]Thank you for your understanding.
We are always working to provide a better and more stable experience.[/p][p]Thank you.
– Backroom Company Dev Team[/p]

Backroom Company Dev Log #01

Hello, this is the Backroom Company development team.
As promised in the previous roadmap, we are carefully identifying shortcomings and working step by step to improve them.

First of all, we would like to share the news about new entities and reworked existing entities, which many of you have been waiting for. With this update, the gameplay experience provided by each entity will change significantly.

Below we are revealing the appearance of the new entities in advance. (The final version may differ slightly.)




The new entities will appear in harmony with the atmosphere of specific sections and are designed to create tension in a variety of ways, beyond simple chases.

Next, we would like to introduce the main rework items currently in progress besides the entities.

Requirements DOWN, Quality UP



[h2]1. Performance & Graphic Improvements[/h2]

In the past, the exploration phase was completely randomly generated, which made us heavily rely on Unreal Engine’s latest lighting technology, “Lumen.”
Lumen calculates light in real time and, while it can provide stunning visuals in theory, in practice it consumes a lot of PC performance.

As a result:

  • On PCs with medium or lower settings, as well as on Radeon and GTX graphics cards, the image quality degraded, forcing play in low quality.
  • Even on PCs with recommended specifications, occasional crashes or FPS drops occurred.


Through this rework, the map structure has been improved, allowing us to apply Light Bake.
Light Bake precomputes the game’s light and shadows and stores them, so the PC no longer needs to perform heavy calculations in real time during play.

In other words, graphics quality will be further improved and game stability will be greatly enhanced, and you will be able to experience this very soon.



[h2]2. Complete Rework of the Exploration Phase[/h2]

The original exploration phase was structured so that rooms were connected completely at random.
However, this approach made it difficult to deliver the intended gameplay experience, and players’ satisfaction remained low.

In this rework, we have completely redesigned the structure while preserving the core of the exploration phase – randomness, so that each exploration offers a fresh experience.
Through this, we can convey the gameplay more clearly and have applied the following changes.

[h3]1) Entity Patrols[/h3]
Entities no longer move completely at random but patrol designated rooms or a set range.
This allows for more intentional tension.

[h3]2) Entity Spawns[/h3]
Previously, entities spawned randomly or near the player.
Now they appear at predetermined spawn points suited to the nature of each room.
This creates harmony between section concepts and background art, expanding tension beyond simple pursuit.

[h3]3) Addition of Sub-Missions[/h3]
Instead of simply collecting and selling scraps, each exploration phase now includes unique random missions.
Examples include reaching a specific room to complete a mini-game or photographing a one-of-a-kind anomaly on the map—challenges designed in a High Risk, High Return format.




[h2]3. Partial Rework of Story Levels[/h2]

Some mini-games in story levels lacked clear rule explanations or did not match the distinctive Backroom atmosphere.
We are now focusing on the core concept of exploring horror and the unknown, while also expanding content through these reworks.



These are large-scale updates that take considerable time.
However, to show our progress as soon as possible and gather feedback, we plan to launch open betas as each level rework is completed.
For example: when the hotel is finished, the hotel will open; when the swimming pool is finished, the swimming pool will open.

Details on the open beta schedule and participation will be announced later through Steam and Discord.
We will continue to share our progress and reflect your valuable feedback.

Join the Official Discord
Visit the Steam Store Page

Thank you.
The Backroom Company Development Team

[v204 Hotfix Note] New Update & Bug Fixes 1–3

Hello, this is the development team of Backroom Company.

First of all, we sincerely thank you for your interest in Backroom Company and for playing our game.
We are a small indie studio, and even after the official release, we continue to update and improve the game to provide a better experience.

Now that the full version has been released, various patches and content updates will continue to be implemented to further enhance the game’s quality.
If you have experienced any inconvenience or bugs while playing, we sincerely apologize. We will do our best to fix the issues as quickly as possible.

Your valuable feedback is a great help to us.
Although it is impossible to perfectly satisfy every preference and play style, we will gather and reflect as many opinions as possible to make Backroom Company even better.



The September 4 patch has been successfully completed. (KST 21:30)
The September 5 patch has been successfully completed. (KST 10:30)
The September 11 patch has been successfully completed. (KST 16:00)

This patch includes the following fixes.
Please review the details below to enjoy an improved gameplay experience.



[h3] [Improvements and Bug Fixes] [/h3]

  • Fixed an issue where an update message appeared even when the game version matched.
  • Improved movement of some monsters in the “Parking Lot” map where it appeared choppy.
  • Fixed an issue where the Grid Trap challenge was not unlocking correctly.



We will continue working hard to provide a better experience with Backroom Company.
Thank you for your continued interest and support.

🧩 v204 Patch Notes | Controller · Creature AI · Bug Fixes

Hello, this is the Backroom Company development team.

First of all, we would like to sincerely thank you for your interest in Backroom Company and for playing our game.
We are a Korean indie developer, and even after the official release, we continue to provide updates and improvements to deliver a better gameplay experience.

Even now, with the full version released, we will keep rolling out various patches and content updates to further enhance the quality of the game.
If you have experienced any inconveniences or bugs while playing, we sincerely apologize. We will do our best to fix the issues as quickly as possible.

Your valuable feedback is a great help to us.
We may not be able to fully satisfy every preference and playstyle, but we will gather and reflect as many opinions as possible to make Backroom Company an even more polished game.



The September 3rd patch has been successfully completed. (KST 16:00)

This update includes the following fixes and improvements.
Please review the details below to enjoy a better gameplay experience.



[h3] [Improvements and Bug Fixes] [/h3]

  • Fixed an issue where controller inputs did not work properly in certain features.
  • Improved the behavior of creatures that previously stuck unnaturally to walls or obstacles and moved along them.
  • Fixed a bug where the character’s shoulders became visible when changing the field of view (FOV) value.
  • Fixed an issue where a cart would disappear when carried in no-clip mode.
  • Fixed a bug where other players were launched abnormally high when a cart got stuck in a wall.
  • Improved an issue where items could not be picked up because they were obscured by corpses.



We will continue working hard to ensure that Backroom Company provides an even better experience.
We kindly ask for your continued interest and support. Thank you.