
You have found yourself in a space that reminds you of nothing, and everything. A space of rooms, that are both comfortingly familiar, yet strangely unknown. A space of quiet and loneliness. You have found the BACK*SPACE. You aren't sure if you are alone. You aren't sure if you want to leave.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 16 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Why do you keep searching?
BACK*SPACE is a liminal space exploration game that focuses on the aesthetic of liminal spaces. The player finds themselves suddenly thrown into a strange new place, consisting of empty corridors, forgotten rooms, strange pools, and surreal architecture. Can you find a way out of this place? Or, do you want to stay a little longer?
How long will you stay?
BACK*SPACE is uncanny, but still somehow feels comfortable and inviting. Nothing is chasing you, there are no entities, no threats of danger. Explore a little while you are here, and see what you might find. Search at your own pace.
Where is this place?
BACK*SPACE consists of 16 unique levels, each with varying themes. 8 levels feel like forgotten offices, malls, and rooms, and smell of moist carpet and molding wallpaper. 8 levels feel like poolrooms, and lure you in with calm waters. These levels are inspired by backrooms lore, and feature some familiar takes, and some maybe less familiar. A wanderer can explore any level at any time, and does not have to progress in any linear order. These rooms are confusing and somewhat maze-like, but the way out is still reachable, if you really want to leave...
After an introductory level, wanderers find themselves in a home ‘Hub’ of sorts, that connects to each of these 16 levels. But also, one final Exit elevator in this room is found, glowing in the light of a mass of television screens. Is this the way out? Do you want to leave? You are welcome to stay as long as you like…
What do you keep finding?

Each main level has a VHS tape hidden somewhere in its rooms. This tape can show up in different places each time a wanderer visits, encouraging the wanderer to explore and look a little more closely. Some objects are decoys. Audio cues throughout a level may appear, trying to lead you on your exploration, maybe towards your tape, maybe towards the way out. Sometimes, a tape may be more tucked away and difficult to find, but, a wanderer only needs to find a VHS tape if they truly wish to move on from this place. 16 tapes, 16 screens…
Each found tape will show up at Home in the collection, and finding a tape will also enable a signal that the tape has been found in its level, but you could return for a wander if you wish.
Some levels are more maze-like while others are a bit more linear in nature, but in all of them you will start to feel your state of mind aligning with the level’s namesake. Many rooms are dark, but your flashlight will help. An explorer that feels trapped can save/reload and would restart at the beginning of the current level. Remember, the VHS tapes are not required to unlock anything except the Hub Exit. There are no active entities or monsters in this game to pressure your exploration (although there are a few spooky moments scattered throughout), your player is never in any real danger. Your exploration, and your findings, are entirely up to you.
Are you watching closely?
BACK*SPACE features multiple options to adapt the visual experience. It begins with a heavy analog/VHS look, but multiple VHS effects can be removed in game options if a clean look is desired. This is meant to help with wanderers who may be sensitive to motion sickness.
Other options include disabling head-bob effects, use-icon effects, footstep sounds, look sensitivity, and audio disable.
Some areas utilize some flickering fluorescent lights. It is not particularly extreme by any means, but users with photosensitivity should proceed with caution.
BACK*SPACE features a manual save ability, so wanderers can continue wandering at a later time. 3 save slots are usable. Saving will store tapes found, time played, and current level. Saving once you return Home is recommended, to make venturing forth easier.
BACK*SPACE can be played with either keyboard/mouse or XBOX controller.
There is no music currently in BACK*SPACE. This is intended to draw the wanderers focus to the visual aspect, however, it also enables a wanderer to turn on their own liminal playlist if they desire.
Is this what you want?
BACK*SPACE features a free demo. The demo includes 2 of the 16 main levels, one ‘room’ style, one ‘pool’ style, along with the intro and hub rooms. The demo shows the true BACK*SPACE experience, just not all the levels are reachable. Wanderers are encouraged to ‘try before you buy’ to see if this liminal walking sim is something they would enjoy.
The demo should provide about 2-3 hours of liminal exploration. The full game can provide 20+ hours of exploration to a dedicated explorer, but, generally speaking, the average wanderer might get 10-12 hours on a single playthrough. New playthroughs may place the VHS tapes in different locations, and thus lead explorers to different rooms a second time around.
BACK*SPACE is built in UE5, using Lumen technology. Lumen seems to have issues sometimes with certain graphics cards. It is Highly Encouraged that a wanderer try the demo first if there is concern with maybe some older hardware. Many UE5 pre-made assets have been used in this game, credits for in-game assets can be found in-game upon completion and reaching the Hub Exit. No AI was used in the making of BACK*SPACE.
Features Summary
-16 levels of liminal exploration
-search for VHS at your own pace
-no entities or monsters
-Visual and Gameplay options
-3 Save Slots
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un jeu sur l'univers des backrooms vraiment au Top! Il y a déjà pleins de paramètres d'affichage pour pouvoir jouer selon notre convenance et rien que ça, c'est un gros point positif. Les niveau sont vraiment impressionnants et tellement bien rendus. L'Unreal Engine 5 fait des merveilles! Les niveaux ont tous des architectures variées et originales, ce qui casse l'impression de déjà-vu d'un niveau à l'autre. Ce jeu est à recommander à tous les fans d'espaces liminaux. Evoluer dans ce jeu est un vrai plaisir.
It's a neat game with a lot of content and a focus on exploring and existing in these spaces, which is exactly what I want in a liminal space game. No entities, just an unsettling psychological mood. But I have a couple of major gripes with it. First, the level design makes most of these spaces feel like large, but self-contained, mazes as opposed to sprawling, endless spaces that the player is caught in, which somewhat diminishes the liminal feel. And you have to start learning your way around them in order to get out, even moreso to collect all tapes, which diminishes that even more. It's a hard balance to strike, but I think this game leans a bit too much into the haphazard style of too many choices in any given moment, making me simultaneously always struggle to remember where I am, and keep seeing the same few rooms over and over. There are almost too many points of reference. And the fact that this carries through every level I've visited so far makes them all feel somewhat samey, despite having quite a bit of variety in setting and architecture. The second, going along with this, is the nature of the goals in this game. Your goal is to find a tape in each level and get out. The tapes are in randomized locations. This turns every level into a needle in a haystack search where you end up learning the ins and outs of every part of a level, thereby diminishing the feeling of scale, and it gets rather tedious by the end. You can be wandering in one level for an hour and still not find its tape. But it's also hard to feel any sense of progress because it's hard to keep track of which paths you've checked and which you haven't. And along with both of these points, adding these goals creates extrinsic motivation that I felt kind of diminishes enjoyment of just wandering and taking in the atmosphere. If you're scouring for a tape, every random empty room you find that doesn't have it just feels like wasted time. Without that, it would be a lot easier to just enjoy the spaces for what they are. Also, by requiring finding cassettes rather than just the exit, when you reach the exit without a tape it feels disheartening. You either have a choice to leave and return later, or continue searching and hope you can get back there later without too much trouble. Apart from these issues, I think it's a really solid game and one of the best liminal space games out there so far, so I'd still definitely recommend it if you're into that.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
第八关和第九关设计师出来吃我掌嘴
This game was amazing! Every level was designed beautifully. The search for tapes gave me an excuse to wander longer. if this really is this devs first game i cant wait to see what they whip up next!
Loving this game so far! The vibes are immaculate and there is tons to explore. However, I do have one major complaint: the sound effects are kinda terrible. This is especially true with the water effects, as they're so low quality that it's genuinely immersion breaking. It's the only thing keeping this from being one of the best of the best liminal experiences.
BACK*SPACE has become one of my favorite liminal space exploration games. It incorporates some light horror aspects akin to that of Dreamcore or Pools. However, the game manages to stand out as its own thing with its unique take of each level being based on a feeling or concept related to liminality. Rather than light puzzle solving to navigate environments, each level has a VHS tape to find. The spawn locations are random, allowing for replay ability (I have almost 30hrs…). I only ever really found myself stuck on two levels (Vertigo and Vacancy), but found that simply wandering around eventually led me to what I needed. And it’s easy to just wander through the levels. The developer did an amazing job creating such beautiful environments. They channel the comforting loneliness and kenopsia of liminal spaces that heavily appeals to me. I love taking pictures when I play games like this, and have shared plenty on my profile for those who’d like see more of the levels offered in game. Graphically, the game does start you off with some heavy VHS filters, but they can be toggled on/off and customized for visual preference. I also had no issue playing with a controller, and was able to map out the controls I wanted on both a PS5 and PC/Xbox controller very easily with the Steam overlay. All this is to say, I love this game and cannot recommend it enough. Props to the dev for making such a beautiful game. The past year has been tough for me between grieving the death of my father and dealing with illness, and BACK*SPACE has been very comforting to play.
Amazing architecture, lots of atriums and megastructure like moments in this one. Love the mysterious guide who probably miss me already (had to leave little buddy...), strong "what in the sacred name of frell" moments and great replay-ability with the tape respawning in new locations. (Also great to unstuck oneself since they did respawn each time you load so... Come back later and maybe find out easier.) Some spots are genuinely hard to find. But the game is just cozy and I found meself ignoring the exits just to explore more. Don't worry about the countdown time, you are not running out of tape. If I had to say any cons about it, I would have to mention that this is my first Backroom that doesn't ignore what "outdoor" is. In fact, though it still doesn't understand how it works, it will bring you to a half underwater mall in the middle of the ocean, a floating poolroom paradise, and a great Dust Devil reference. So this is obviously not in any other canons than its own... though the gained sense of wonder was worth it. But seriously, for a game this quality; just noclip and enjoy the 25 hours ride!
ホラー要素の無い安心リミナルスペース探索ゲーム 一応各ステージ1個ずつランダムで配置されるVHSを収集する目的はある。全部集めるとエンディングステージにいける。 雰囲気作りがとても良き!何にも邪魔されることなくリミナルスペースを歩き回りたい側としては満足の出来だった。 隠し実績は流石にわからなすぎたので動画で答えを見た。(普通にプレイしてたらわからないレベルだった)
This game is a pretty good liminal space explorer. I'd say it is most comparable to Dreamcore but does lack some of the soundness and flow in level design. I haven't completed the entire game but have really enjoyed what I have played so far. Considering it was made by a single guy and is such an expansive project for so cheap, I'd give this a 7/10. Recommended if you enjoy Dreamcore and you want something similar with a bit less polish.
This game might be one of the best backrooms walking sims ever made, no exaggeration. It has massive content and it is neither repetitive nor boring. Each level has its own theme, unique, liminal, comforting and eerie, executed perfectly and covers most popular (and not only) levels of the backrooms. The only major con I can name, and this is for lower end PCs mainly, is that it is *very* poorly optimised and lags a lot for a game with so little in view. This, and lumen, make it hard to appreciate for lower end PCs. I had to manually mod the flashlight to make it run semi-proper (but still not the intended experience) and I reckon many lovers of liminal spaces would be sadly left out. It's a shame, especially when you can see similar games running better, because its level design is immaculate and I consider it a must have.
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