
Backrooms Society is a 1-8 player co-op horror game. Make your way through unique levels of the backrooms while trying to survive and avoid mysterious entities. Scavenge each level for gear and resources, bring it back to The Hub where you can sell valuables and buy/craft new gear.
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/day in the week to Aug 26 → 1/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
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i know its early access but i really dont like the game, the entities are not fun; some monsters are on you and you dont know if theyre on you and what to do if they spawn on you so you just die. and theres SO much to craft...
holy flipping moly this game is unbelievably bad. idc its 1 dev. it was ♥♥♥♥♥♥♥♥♥. worst game i have ever player. i still wake up at night screaming in fear of my life for how bad this game is. so in a way its kinda scary. DO NOT BUY DO NOT BUY DO NOT BUY DO NOT BUY D DO DO N DO NO DO NOT DO NOT B DO NOT BU DO NOT BUY DO NOT BU DO NOT B DO NOT DO NO DO N DO D holy flipping moly this game is unbelievably bad. idc its 1 dev. it was ♥♥♥♥♥♥♥♥♥. worst game i have ever player. i still wake up at night screaming in fear of my life for how bad this game is. so in a way its kinda scary. DO NOT BUY DO NOT BUY DO NOT BUY DO NOT BUY
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this game is sooooooooooooooooo good
low key, this game is actually SUPER fun. You can play it both solo & with friends (obviously, it's better with friends). This is a surprisingly in depth backrooms game! You might be expecting another boring walking sim with some puzzles, but that's not what this is. This has crafting, contracts, levels with objectives, etc! It's SUPER fun, ngl.
one of the best backrooms games out there
boring
好玩不火系列的后室搜打撤类型,希望快快更新还有增加中文。
Backrooms Society takes the unsettling concept of endless liminal spaces and turns it into a cooperative survival-horror experience centered on exploration, resource gathering, objectives, and long-term preparation. Developed and published by Mikael Bihl, the game supports solo exploration while placing considerable emphasis on multiplayer expeditions for groups of up to eight players. Rather than relying entirely on wandering through repetitive hallways and waiting for something frightening to appear, it gives players practical reasons to venture deeper into its environments, creating a gameplay loop that combines horror with progression. The basic structure involves leaving the comparative security of The Hub and entering increasingly dangerous areas of the Backrooms. Exploration is rarely without purpose. Players can complete objectives, undertake contracts, search for valuables, gather materials, and discover equipment before attempting to return safely. Resources recovered during successful expeditions can contribute toward future preparations, making survival feel meaningful beyond simply reaching the end of a level. This persistent progression gives each journey an element of risk and reward, since staying longer can produce better returns while simultaneously increasing the possibility of encountering something dangerous. One of the more interesting aspects is the way unpredictability is incorporated into exploration. Procedural elements and randomized objectives help prevent every expedition from unfolding exactly the same way. The Metro can lead explorers toward uncertain destinations, reinforcing the feeling that the Backrooms are an interconnected place whose boundaries and rules are difficult to understand. A Journal also encourages players to keep track of discoveries and gradually build knowledge about the strange environments they encounter. This works particularly well with the theme because information itself becomes a useful survival resource. Hostile entities provide the most immediate danger, but encounters are not designed solely around running away. Different creatures can possess recognizable characteristics and weaknesses, rewarding players who observe their behavior and learn from previous encounters. Stamina therefore needs to be managed carefully instead of wasted while casually exploring. Sound is equally important because unusual noises may provide an early warning that something is nearby. Sanity introduces another layer of pressure, with frightening encounters and environmental effects potentially damaging the player's mental condition. Items such as almond water become useful survival resources rather than simple thematic references. The atmosphere benefits greatly from the game's large, nonlinear environments. Dim spaces, empty corridors, strange architecture, distant noises, and the uncertainty surrounding what may exist beyond the next corner capture the uncomfortable appeal of liminal horror. Instead of continuously throwing enemies at the player, the experience can generate tension through anticipation. Some of its most effective moments occur when seemingly nothing is happening, because the player cannot confidently determine whether an area is actually safe. Multiplayer introduces a noticeably different personality. Cooperative groups can coordinate objectives, divide resources, warn one another about entities, and improve their chances of escaping with valuable supplies. Proximity voice communication with environmental reverb contributes substantially to immersion because voices can sound different depending on distance and surroundings. Hearing a teammate from another room or losing contact after becoming separated can create memorable situations. Larger groups naturally make the experience more chaotic and sometimes less frightening, while solo play or smaller teams preserve a stronger sense of vulnerability. The Hub and Traders Keep provide useful downtime between dangerous expeditions. Players can sell valuables, prepare equipment, work with collected resources, and accept contracts before returning to hostile territory. This creates a satisfying rhythm of preparation, exploration, survival, and recovery. Crafting further strengthens this progression by making collected materials valuable for more than their immediate monetary worth. As a result, returning safely with a backpack full of resources can feel almost as rewarding as completing an objective. Its Early Access status should still be considered when evaluating the overall package. The available systems already provide a promising foundation, including multiple levels, randomized objectives, contracts, crafting, trading, entity encounters, sanity mechanics, achievements, leaderboards, and online cooperative functionality. However, an exploration game built around unfamiliar environments depends heavily on continued variety. Repeated expeditions can gradually reduce the fear factor as layouts, threats, and optimal strategies become familiar. Additional environments, entities, objectives, and unpredictable situations will therefore be particularly important to its long-term replay value. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Backrooms Society ultimately succeeds by giving the familiar Backrooms formula more mechanical purpose. It is not merely about escaping yellow corridors; it combines exploration with scavenging, contracts, crafting, trading, survival management, cooperative communication, and persistent preparation. The horror inevitably becomes less intimidating once players understand its systems, particularly in a talkative multiplayer group, but the broader progression loop helps compensate for that loss of mystery. For players interested in cooperative horror that provides tangible goals and reasons to repeatedly enter dangerous environments, it is already an engaging concept with considerable room to expand as development continues. Rating: 8/10
It did what any backrooms game is supposed to do, drive you ******* MAD.
The best backrooms game can only rival the most mid friendslop game. It's fine
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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