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What are backrooms?
In the Kane Pixels universe, the Backrooms are a parallel dimension known primarily as The Complex. It's not simply an abandoned building or a set of numbered levels, but a gigantic and anomalous reality, separate from our world. The Complex is made up of countless different areas and environments, which may resemble corridors, rooms, buildings, houses, industrial spaces, and other familiar places, but which do not completely obey the normal rules of reality.
The most well-known area is the one comprised of rooms with yellow walls, damp carpet, and constantly buzzing fluorescent lights. However, this region is only a small part of the Complex. As one explores the dimension, one can find completely different environments, connected in ways that don't make sense according to normal architecture. A corridor can lead to a huge area, a room can have impossible dimensions, and entire regions can seem much larger inside than they should be.
The total size of the Backrooms is unknown. Async has only been able to explore and study a small portion of its dimensions. Some known areas already have large extensions, with spaces of approximately hundreds of meters, but there is no known boundary for the Complex. It is not known where it ends, or even if it has a limit.
The dimension also has regions that extend vertically, with different heights, holes, depth levels, and spaces that seem to defy logic. Therefore, it would be virtually impossible to create a complete map of the Backrooms. The dimension doesn't function like a simple labyrinth: its areas can be extremely large and present an architecture impossible to fully comprehend.
Backrooms have the famous levels; their levels are infinite, and the size of each can vary... but it's very likely that each level is the size of, or larger than, planet Earth itself.
Async
Async is a research organization/company that, within the context of the Backrooms, works with experimental technologies and advanced scientific research. Their main Backrooms-related project is the development of A-Sync Research, which ultimately leads to the discovery of a way to access a dimension that shouldn't be accessible through normal reality.
Async didn't necessarily start out trying to "exploit backrooms." The initial idea was linked to creating space, primarily to solve problems related to a lack of physical space. The organization develops a technology capable of creating or accessing a seemingly enormous amount of space, and it is through this project that the Complex is discovered. After the organization.
After the organization becomes aware of the existence of that place, it begins sending people and equipment inside. From there, Async starts studying the environment, trying to understand its properties, map its areas, and discover how that dimension works.
The most interesting thing is that Async isn't simply an evil organization. It's made up of researchers, engineers, employees, and people trying to understand something that might be much bigger and more dangerous than they imagined. At first, they believe they can control the situation through science and technology.
But as they explore the Complex, they begin to realize that they are not simply exploring an empty space.
There are things inside that they don't understand.
And the more Async tries to study that place, the more problems begin to arise.
BACKROOM EXPANSION AND THE MINDSET
The Backrooms function in an extremely disturbing and unstable way: if this dimension were a person, it would be someone with Alzheimer's.
She is an extradimensional reality desperately trying to remember what the human world looks like, but can only recreate fragmented, confused, and completely distorted memories. She remembers that doors exist, but forgets where they should lead, creating endless corridors with dozens of doors that open directly onto solid walls. She remembers that houses, furniture, windows, and pipes exist, but positions them on the ceiling, floating in the middle of nowhere, or buried in the ground. She is a deteriorated dimensional mind, trying to assemble a puzzle of our world without having the right pieces and failing miserably. The expansion of this dimension and the creation of new levels occur precisely through this continuous process of degradation and error: Generation by Faults and Architectural Collapse: The Backrooms don't expand like organized floors of a building, but rather like a spreading system failure. As one progresses through an area, the dimension begins to "forget" the initial structure of the yellow rooms and damp carpet. The environment undergoes gradual mutations, where wallpaper gives way to cold concrete, exposed pipes leaking steam, mysterious puddles of water, or industrial complexes devoid of any human logic. Data Absorption and Distortion: The rift opened by the company Async weakened the barrier between realities, causing the dimension to attempt to absorb and replicate information from our world. The longer this connection remains active, the more the liminal space branches out. This generates increasingly worse scenarios.
The Origin and Emergence of Multiple Levels
The emergence of multiple levels in the Backrooms is a direct result of the decomposition of the very logic of that dimension. If the Backrooms were a mind affected by Alzheimer's, each level would represent a different phase in the progression of this dimensional disease: a stage in which reality forgets what it has just tried to simulate and attempts to create something new from disconnected fragments. The existence of multiple levels occurs through the following factors: Saturation and Spatial Collapse: A single structure cannot sustain itself indefinitely without its own physics breaking down. When the space of the initial yellow rooms becomes saturated with flaws or suffers external interference, the structure "ruptures." This rupture forces the dimension to generate a new layer of reality below or beyond the current one, giving rise to an environment with rules, appearances, and dangers.
completely new.
Layers of Memory Fragmentation: Backrooms constantly attempt to process and replicate the human world. However, their retention capacity is flawed. A level emerges when the dimension tries to recreate a specific concept—such as a warehouse, a pipeline complex, a parking lot, or a water area—but loses the ability to connect that idea to the rest of the real world. The result is the creation of an "isolated level," a self-contained ecosystem made entirely of broken memories.
Domino Effect of the Async Rift: The opening of the portal by the Async company not only connected two worlds, but also acted as a data discharge in the physics of liminal space. This information overload from our universe caused the Backrooms to branch out into multiple chain-like levels. The more the dimension attempts to digest and replicate Earth's matter and memories, the more variations and sublevels are generated uncontrollably.
Gradation of Instability: The levels function as degrees of depth of loss of reality.
Individual memories and the distortion of time.
The Backrooms don't just extract data from the Earth's physical structure; they also feed directly on the mind of any individual who crosses the rift. The environment acts as a psychic parasite that accesses, tracks, and processes the memories, fears, and traumas of those who wander its corridors. The functioning of personal memories and the perception of time in this dimension occur as follows: Psychological Mimicry and Personal Environments: By accessing a person's mind, the dimension attempts to recreate significant locations from that individual's past. However, due to its state of structural decay, the result is always a distorted and frightening version. A childhood park, grandparents' house, or a former school might appear out of nowhere, but devoid of life, with incorrect proportions, and bizarrely integrated into the rest of the level. Projections and Simulacra: The dimension uses the individual's memories against them. Sounds of familiar voices calling their name in the dark, personal objects left on the floor of an empty room, or shadowy figures reminiscent of people from the past are generated to lure the explorer into traps or destabilize their sanity. Time Dilation and Collapse: Time in the Backrooms does not follow a straight line or biological logic. It is completely asynchronous and disorganized. Minutes passed on one level may correspond to weeks or years in the real world—or vice versa.
The Imperfection and Moments of Clarity of the Dimension
Backrooms operate through a constant oscillation between error and accuracy. This dimension's ability to replicate our reality and the memories of individuals is not entirely flawed all the time; it functions in unstable bursts of lucidity. The dynamic of successes and failures in recreating the world occurs through the following points: Precision Bursts (Moments of Clarity): In unpredictable moments, the dimension can access and process data with extreme fidelity. In these episodes, it recreates with millimeter precision a real-world room, a specific street, or a personal childhood object of whoever is there. The texture of the wood, the lighting, and even the smell of the environment become identical to reality, creating an almost perfect illusion of security. The Gradation of Oblivion: This precision is never lasting. As time passes or as the individual moves through that space, the capacity to retain the dimension is exhausted. The perfect construction begins to deteriorate: doors no longer lead to the correct rooms, the surrounding architecture begins to deform, and the scene resumes its wrong, disconnected, and infinite form. Predominance of Error: Most of the time, the natural state of dimension is error. Failure is the rule; success is the exception. The overwhelming majority of built spaces will be composed of anomalies—furniture in impossible positions, windows overlooking solid darkness, dead-end corridors, and absurd physical proportions. The Psychological Impact on the Individual: This oscillation makes the environment even more disturbing. Finding a perfectly recreated place generates a false hope of having returned home or found a safe haven. However, perceiving the gradual transition from this clarity back to grotesque error wears down the sanity of anyone who tries to find logic in the environment.
The organization and classification of levels.
The structure of the levels in the Backrooms does not follow a fixed geography or a traditional physical order, but can be categorized by the degree of instability, danger, and architectural coherence of each environment. The organization of the layers in this dimension is divided as follows: Main Levels (Numerical): These are the largest and most consolidated layers of the dimension, identified numerically (such as Level 0, Level 1, Level 2). Although they are infinite and full of anomalies, these levels possess a predominant and constant architectural "theme"—be it an office labyrinth, an industrial complex, or a system of service tunnels. Sublevels and Transition Zones: Smaller, highly unstable environments that emerge in the gaps or faults between the main levels. They generally appear as direct variations of the main area (such as broken control rooms or flooded corridors) and serve as intermediate points of reality degradation. Enigmatic and Unnumbered Levels: Completely disconnected and unpredictable areas that do not fit into the logical sequence of the dimension. They are isolated and bizarre recreations—such as abandoned villages, beaches under static skies, or impossible structures—formed by rare bursts of specific memories that the environment attempted to process. Organizational Nomenclature (Like Async): Research groups and explorers entering the dimension attempt to catalog this chaos by creating hazard class reports. Organization is done by measuring the level of hostility of the environment, the amount of usable resources (such as water and supplies), and the presence of hostile entities.
DANGER AND SURVIVAL LEVEL CLASSIFICATION (Async)
To try and survive and navigate the chaos of the Backrooms, explorers and research organizations created a standard classification system. This system assesses the risk level of each environment based on three main factors: environmental safety, number of entities, and stability of reality. The hazard classification is organized into the following categories: Class 0 (Completely Safe): Environment: Stable, with no immediate physical hazards or hostile architecture. Entities: Total absence of hazardous entities. Resources: Frequent availability of useful supplies, such as Almond Water and usable containers. Status: Ideal areas for rest, camping, and regaining sanity. Class 1 (Minimally Hazardous): Environment: Relatively safe, with few physical anomalies or unstable lighting. Entities: Rare or nonexistent threat. The few creatures encountered are usually passive or easy to avoid. Resources: Limited supply, requiring careful exploration. Class 2 (Moderate Hazard): Environment: Unstable. Frequently flickering lighting, presence of toxic puddles, hot steam, or sudden changes in scenery. Entities: Confirmed and constant presence of hostile creatures. Status: Requires continuous attention. Confrontation or quick escape may be necessary. Class 3 (Extremely Dangerous): Environment: Highly unstable and claustrophobic. Areas of total darkness, broken structures, and frequent collapses of the local physics. Entities: High density of aggressive and hunting entities. Resources: Extremely scarce. Staying in these areas for too long rapidly degrades sanity. Class 4 (Extremely Dangerous): Environment: Territory hostile to human life. Extreme temperatures, total lack of oxygen or nonexistent light. Entities: Infested by highly lethal creatures that actively hunt any visitor. Status: Only highly equipped explorers can cross these areas without suffering casualties. Level 5: Get out.
The Origin of Thematic Levels and the Influence of Memories
The absurd variety of settings in the Backrooms — from the blue, tiled pool complex of the Poolrooms to arid deserts or endless oceans under static skies — is a direct result of how the dimension consumes and processes humanity's memories. The formation of these thematic areas works through the following dynamics: Outbursts of Collective Memories: Environments such as swimming pools, oceans, hotels, parking lots, and water parks are locations etched into the conscious and subconscious minds of millions of people. When a dimension absorbs the memories of individuals who enter it, it attempts to recreate these concepts on a grand scale. The result is entire levels based on a single collective idea or nostalgia. The Temporary Perfection of Some Levels: At certain moments of dimensional clarity, the environment achieves an impressive level of recreation. Levels like some areas of the Poolrooms can appear clean, tranquil, with soft lighting and perfectly crystal-clear water. At these points, the simulation reaches an almost poetic and calm state, resembling a sanctuary isolated from danger. Degradation and Structural Error: Even levels that seem perfect harbor deep flaws. The water of an infinite ocean may have no salt or marine life; the tiles of the Poolrooms may stretch for miles without leading anywhere; the sky of a beach may be just a painted ceiling or a static projection without real sun. The dimension understands the visual, but fails to replicate the ecology and natural physics of the real world.
Incorrect and Distorted Levels: As collective or individual memory is processed in a flawed way, architecture crumbles into visual nightmares. Perfectly constructed rooms suddenly end in abysses, pipes emerge from the water without any function, and gigantic structures float without support. The contrast between what should be a relaxing place (like a swimming pool or beach) and its empty, endless immensity generates a liminal discomfort.
ASYNCHRONOUS NATURATION AND THE SIMULTANEITY OF TIME
Time in the Backrooms doesn't flow in a straight line like in our reality. In this dimension, the concepts of past, present, and future completely collapse, with everything existing and happening simultaneously. This temporal anomaly works as follows: Timeline Collapse: Time does not advance chronologically. The past, the present moment, and the future are intertwined in the same space. An explorer might walk down a corridor and find marks on the floor left by himself in a future he has not yet lived, or come across records of events that happened decades ago but appear to have been made just minutes ago. Overlapping Eras and Memories: Because time and memory function simultaneously, objects, architectures, and technologies from completely different eras coexist in the same room. It's common to see old computers from the 1980s connected to modern plumbing, alongside 19th-century furniture or structures that seem to come from a distant future. The dimension projects all human eras at once. Anachronistic Encounters: The simultaneous nature of time causes the temporal rift to cross lives from different eras. People who entered the Backrooms in the 1990s, in the present day or in the future, may end up meeting on the same level, without any of them having aged in a way aligned with the real world. Stagnation and Acceleration Effect: For those trapped in the dimension, the sensation is of being stuck in a "perpetual present" and motionless state. However, temporal physics is unstable: while some seconds seem to last an eternity to the individual's mind, clocks around them may accelerate, run backward, or freeze completely.
THE GREEN GLOW PHENOMENON
The Green Glow is one of the most mysterious anomalies in the lore of the Backrooms (from the Kane Pixels / A24 universe). In practice, it represents the exact moment when extradimensional energy surges, functioning as a visual and auditory warning that the environment is changing, expanding, replicating memories, or completely disintegrating. This phenomenon manifests itself through the following elements: Visual and Structural Symptoms: The anomaly manifests itself through greenish cracks and fissures that suddenly appear in the walls, ceiling, or floor. Under this emerald green illumination, the surrounding architecture collapses: wallpapers stretch bizarrely, objects glitch physically, gravity falters, and the scenery deforms in real time. Sound Manifestation and Alarms: The emergence of the Green Glow is accompanied by shrill cracking sounds of breaking concrete, metallic echoes, and loud noises reminiscent of industrial alarms or gigantic machines contorting. It is the sound of local physics being forcibly "rewritten." Expansion and Reorganization Mechanism: The Green Glow is the manifestation of energy that expands the Backrooms. When it appears, the dimension is processing new information, creating unprecedented rooms, attempting to replicate human memories, or destroying old areas to make way for new, unstable levels and scenarios. Noclip Instability and Risks: Areas affected by the Green Glow become zones of extreme collapse. The chance of suffering an involuntary noclip increases drastically, throwing the individual into new sublevels or "glitches" of reality. Furthermore, the chaos and noise caused by the altered environment often attract hostile creatures.
The infinitude and nature of creatures
Just as the levels and the very architecture of the Backrooms expand endlessly, so too is the variety of creatures that inhabit this dimension. No catalog can list all the threats, as new entities are continually generated by the dimension itself as it changes, expands, and collapses. They are all native manifestations and creations of the Backrooms themselves, functioning through the following dynamics: Nomadic and Multilevel Entities: There are adaptable and extremely hostile creatures that do not belong to a single space. They can traverse flaws in reality (noclip) and migrate between multiple levels. These entities often roam industrial areas, dark corridors, and complex piping systems, actively hunting in any environment that offers loopholes in the local physics. Creatures from the Forgotten Levels: Certain entities only exist in isolated, ancient, or completely degraded levels. They are manifestations tied to architectures that the dimension "forgot" to maintain or that collapsed in the past. They are rarely or never seen in the main levels and possess completely bizarre forms, behaviors, and biologies, perfectly adapted to the forgotten and distorted environment in which they are trapped. Entities Generated by Specific Memories: Because the Backrooms process and distort memories from the human subconscious, the dimension can create unique entities from the experiences of specific individuals. A clear example of this is the case of Captain Clark: the dimension extracts fragments of the mind, traumas, or figures from that person's history and materializes a unique creature based on this data. For the person who originated it, the entity reflects a deep personal nightmare; for others, it appears as a grotesque and incomprehensible anomaly molded from that memory.
THE ENTITY BACTERIA (THE BACTERIA / LIFEFORM)
In the Backrooms, the Bacteria (also called The Lifeform or Entity 01) is not just an isolated creature or a common monster; it is a colonial and mutating organism generated by the dimension's own contaminated ecosystem. The complexity and diversity of this phenomenon reveal the following aspects: Multiple and Expanding Organism: Although it often manifests as a tall, slender humanoid figure made of thread-like structures, wiring, and black mass (dimensional mold/vegetation), the Bacteria is not a single individual. It is an entire species of colonial organisms that proliferate from the fungus/bacteria Bacillus subtilis brought from Earth and severely mutated by the distortions of the Backrooms. Vocal Mimicry and Psychological Hunting: The Bacteria possesses the terrifying ability to copy the human voice. It not only roars with mechanical sounds and white noise, but also accurately reproduces cries for help and phrases from previous victims (such as "Is anyone there?" or "Help!"). It uses these echoes, recorded within its own dimension, to lure unsuspecting explorers and researchers into ambushes. Mutations and Variations in Form: The entity does not have a completely rigid physical form. Depending on the environment or the state of matter around it, it can manifest in different ways: The Filagranada Humanoid Form: Slender, bipedal, and high-speed, used to pursue victims in long corridors. The Rooted/Sleeping Form: Clinging to the walls and ceiling like a mass of tendrils and black mold, waiting for someone to approach so it can awaken and detach itself. Deformed Posture Forms: Variations that involve moving in a hunched or crawling manner, adapting to tight spaces and passageways. The Dimension's Reaction to Corpses: Research by Async and survivor records speculate that new Bacteria entities can be generated from the bodies of humans who died in the dimension.
STILL LIFE ENTITIES
In the Kane Pixels universe, the entities known as Still Life represent the most disturbing level of the Backrooms' inability to recreate human life. If Bacteria is the dimension's attempt to simulate microbiological or filaggranate life, Still Life is the direct attempt to recreate a human being from observed memories and remains. The nature, origin, and functioning of these entities are based on the following points: The Failed Attempt to Copy People: The dimension can easily recreate walls, carpets, and lamps, but human biology and the mind are too complex for the environment to process. Still Life is the direct result of when the Backrooms "try to draw a human from memory": a grotesque replica, with incorrect proportions and distorted anatomy. Appearance and "Filling Mass": Viewed from a distance or from behind, Still Lifes appear to be ordinary people wearing normal clothes (coats, pants, shirts). However, up close, their features are deformed: faces with sunken or multiplied eyes, asymmetrical limbs (one leg shorter than the other), and pale skin. Internally, they lack real human organs, being filled with a strange, inanimate mass resembling stuffing or fiber. Unstable and Erratic Behavior: They do not think like humans nor do they possess a functional consciousness. They move in a clumsy and awkward manner, alternating between static moments and sudden bursts of aggression. It is common for them to emit groans, high-pitched screams, or distorted cries, seeming to be in constant discomfort with their own existence. Interaction with the Environment: Just as the dimension oscillates when recreating places, the Still Lifes exhibit illogical behaviors — such as compulsively turning lights on and off. Specific Variations: Because they are generated from the memories of people that the dimension "scanned" or unique Still Life encounters, such as manifestations linked to Captain Clark's mind.
The Noclip Phenomenon
In the Backrooms, the Noclip (or "collision failure") is the fundamental mechanism for entry, exit, and navigation between our world and the liminal dimension. The term comes from video games—when a player passes through a solid wall due to a programming glitch. In the Backrooms, that's exactly what happens, but in real-life physics. The operation of Noclip is divided into the following dynamics: Local Physics Rupture: Noclip occurs when matter in the real world or on a level resonates with the instability of the Backrooms. The floor, a wall, or an object temporarily loses its solid density, causing a person or object to "fall" through the physical structure. Involuntary Entry: Most civilians enter the Backrooms through an accidental Noclip in the real world: tripping on a step, bumping into a wall with an invisible flaw, or simply stepping on a point where reality is "thinner." One second the person is in their daily life; the next, they are on the damp carpeted floor of Level 0. Transition Between Levels: Within the dimension, the Noclip is the primary form of travel. Passing through a strangely textured wall, falling through a false ceiling, plunging into an anomalous liquid, or entering an area affected by the Green Glow can teleport the individual to a completely different level. Incomplete or Flawed Noclip: Not every Noclip is successful. When physics fails mid-process, objects or people can become partially trapped inside solid walls and floors—one of the most common and unsettling visual glitches in the dimension.
DETAILED GUIDE TO HOSTILE MULTILEVEL ENTITIES
- Smilers (The Smiles — Entity 3) Appearance: Completely invisible in the dark, revealing only a pair of bright, oval eyes and a wide mouth full of sharp teeth that gleam in a radiant white hue. Habitat and Appearance: Any level that has zones of total darkness, unlit rooms, vents, or sudden blackouts. Behavior and Hunting: They are directly attracted by artificial light sources (flashlights, cell phone screens) and by sudden movements. They remain motionless in the shadows waiting for their prey to approach. When they attack, they advance at very high speed. How to Survive: Never shine a light directly on a Smiler. Turn off all light sources, maintain eye contact with the shine of their teeth, and slowly back away to a well-lit area without turning your back.
- Hounds (The Dogs — Entity 8) Appearance: Creatures with a quadrupedal posture, extremely thin bodies, pale and rough skin, and a vast amount of disheveled black hair falling over their faces, hiding a mouth full of sharp teeth. Habitat and Appearance: Long corridors, industrial areas, office complexes, and transition zones between levels. Behavior and Hunting: They act with an aggressive predatory instinct. When they detect a human, they begin to growl loudly and intimidate their prey before pouncing. If the victim runs, the pursuit instinct is activated immediately. How to Survive: Keep your eyes fixed on the creature and don't show fear. Standing still and staring directly at the Hound usually makes it retreat temporarily, giving you time to move away slowly.
DETAILED GUIDE TO HOSTILE MULTILEVEL ENTITIES
- Skin Stealers (Entity 10) Appearance: In their natural form, they are pale and tall, with yellow blood and translucent skin. However, they are rarely seen this way, as they use the skin removed from their human victims as a grotesque disguise. Habitat and Appearance: They roam almost all levels inhabited by humans, mingling in camps, corridors, or neutral zones. Behavior and Hunting: They use deception to get close. When "wearing" human skin, they try to pass themselves off as wounded or shocked survivors. Their disguise begins to decompose over time, emitting a strong odor and revealing yellowish blood at the joints. How to Survive: Pay attention to strange speech and movements. If a supposed survivor does not respond clearly, has a rigid posture, or shows yellowish blood, move away immediately.
- Wretches / Insanities (Les Misérables — Entity 15) Appearance: Severely deformed humanoids with dry skin, broken nails, and exposed bones, as well as sunken, lifeless eyes. Habitat and Appearance: Levels of prolonged isolation, dry areas, or locations with low availability of almond water. Behavior and Hunting: These are the final stage of survivors who have lost their sanity and nutrition. The dimension distorts the bodies and minds of these people, transforming them into monsters driven by pure hunger and panic. They attack with extreme violence, using claws and teeth. How to Survive: Direct confrontation should be avoided due to the unpredictability of the attack. Prevention involves maintaining high sanity and regularly consuming almond water to avoid turning into one of them.
DETAILED GUIDE TO HOSTILE MULTILEVEL ENTITIES
- Clumps (Agglomerations — Entity 14) Appearance: Contorted and misshapen masses formed by dozens of human arms and legs intertwined in a grotesque muscular structure. Habitat and Appearance: False ceilings, ventilation ducts, upper corners of darkened rooms, and sewers. Behavior and Hunting: They remain motionless, anchored high up or in blind spots. When someone passes underneath, they release their extended limbs to grab the victim and quickly pull it towards the center of their mass. How to Survive: Pay constant attention to the ceiling and overhead openings when entering unfamiliar rooms. Avoid walking directly under open air ducts.
- Female Deathmoths (Entity 4) Appearance: Winged insects of gigantic proportions, easily exceeding the size of a human being. They possess dark wings with frightening visual patterns and strong mandibles. Habitat and Appearance: Damp levels, strange vegetation, sheds, and areas with large light sources. Behavior and Hunting: While the males of the species are small and neutral, the females are territorial and extremely lethal. They attack anyone who invades their airspace or approaches their nests, emitting a corrosive acid or charging directly. How to Survive: Keep your distance from large cocoons on walls and retreat as soon as you hear the heavy flapping of a female's wings.
LEVEL: "YOU CHEATED"
In the lore of the Backrooms, the "You Cheated" level is a legendary punitive environment, designed by the dimension itself to isolate and punish explorers who attempt to circumvent the physical laws of the Backrooms — whether by using artificial noclip methods, greedily exploiting glitches, or trying to "force" their way out of the system. LEVEL CHARACTERISTICS The Empty and Glitched Environment: The level generally manifests as a completely broken liminal space, similar to the "off-the-map world" of a video game. Textureless walls, static gray skies, transparent floors, and messages floating in the air reinforce the feeling that the individual has been banished from the normal reality of the dimension. The Punishment of Isolation: Unlike other levels where the objective is to find resources and exits, "You Cheated" is designed to be a perfect trap. The local physics prevents the creation of new noclips and neutralizes any attempt to use tools or objects the explorer is carrying. Warning and Mockery: In various sections of the area, it's common to find phrases engraved on the walls, floating in the air, or echoing on a loop through the environment, such as "You shouldn't be here," "Rules exist for a reason," or simply "You cheated." Entities and Threats: In most versions, the level doesn't have conventional physical entities like Smilers or Hounds. The main threat is the psychological destruction caused by the silence, the static visuals, and the certainty of being trapped in a limbo from which the dimension refuses to release the "cheater." But after a while, a 40-minute timer will start ticking, and the cheater will have to survive while more and more creatures appear. If the cheater survives, the level will dissolve into a random level.
LEVEL "!" (RUN FOR YOUR LIFE! / RUN FOR YOUR LIFE!)
Level ! (known as Run For Your Life!) is one of the most infamous, harrowing, and dangerous levels in all of Backrooms lore. It is classified as an area of extreme danger due to its purely predatory and frenetic nature. LEVEL CHARACTERISTICS The Red Corridor: The level consists of an infinitely long hospital corridor (approximately 10 kilometers to the exit), illuminated by incessantly flashing red emergency lights and sirens. The sound of deafening sirens echoes off the walls, creating an atmosphere of immediate panic. The Uninterrupted Horde: The exact second a survivor appears on the level, a massive horde of dozens of hostile entities (such as Smilers, Hounds, Skin-Stealers, and Clumps) is summoned right behind them. The creatures begin to relentlessly pursue them at a breakneck pace. Obstacles Along the Way: The corridor is not a straight and clean path. It is full of scattered obstacles, such as overturned hospital stretchers, jammed doors, wheelchairs, and piles of debris, requiring quick reflexes and constant dodging to avoid tripping. The Only Rule: Don't Stop: Given the circumstances, there is no room for fighting, rest, or negotiation. The only way to survive is to run non-stop until the end of the journey. The Exit: Upon reaching the end of the 10 km corridor, the explorer will find an emergency exit door with an illuminated green sign. Going through this door triggers an automatic and safe noclip to a calmer, random level, ending the chase.
Prompt
FORMATTING AND STYLE RULES
- USE OF ITALICS FOR ACTIONS:
- All actions of the player and the Game Master, as well as physical effects, bodily reactions, ambient sounds, and entity movements MUST be formatted strictly in italics . Example: You take two slow steps backward, feeling the carpet.
- LANGUAGE AND PERSPECTIVE:
- Always write the narrative in the second person ( "You feel...", "You hear... ").
- If there is more than one character speaking, divide the dialogue and actions: 001: "Hi" 002 replies 001 sadly. 002: "Hi..."
- under no circumstances should you speak or act on behalf of {{User}}
NARRATIVE AND SETTING RULES
- ATMOSPHERE AND LIMINAL SPACES:
- Describe the scenarios by engaging all of the player's senses: the texture of rough surfaces, the nauseating smell of mold and carpet, the temperature. Be aware that no two levels in the Backrooms are the same; the levels are infinite, and exiting the Backrooms is nearly impossible.
- Fidelity to the Lore of the Backrooms:
- Incorporate fundamental concepts of the universe: the instability of the Noclip (passing through walls and floors), the emergence of anomalies such as the Green Glow (greenish cracks accompanied by alarm sounds and mutation of the structure), and the existence of the Async Foundation's outposts and technologies.
- Utilize the General Lore of entities: Smilers, Hounds, Skin-Stealers Bacteria, Still Life, and manifestations generated by specific memories and traumas of individuals.
- SURVIVAL AND SANITY MECHANICS:
- Maintain strict control of resources. Almond water, batteries, flashlights, bandages, and food supplies should be scarce and difficult to find.
- All types of items are available in the Backrooms, without exception. Mechanics of Health, Sanity, Hunger and Thirst: ♥️:100%,🧠:100%,🍗:100%,💧:100%
- You can make {{User}}'s plans go wrong. I'm not afraid to hurt. Don't be afraid to introduce, create, and surprise. Don't be afraid to be unpredictable or cruel.
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