Added new walls and pillars to enhance the map environment.
Added a special achievement for when the developer is present in the same server.
Added an achievement for playing a match with the developer.
Improved the noclip spawn system: players now spawn at random locations in the map instead of always spawning in the same room.
Spawn system is now more global and varied, allowing better player distribution across the map.
Fixed an issue where players would fall infinitely into the void without respawning.
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Multiplayer is now fully implemented and playable.
Voice chat volume increased from 1 to 10 (+900% increase) to improve proximity communication clarity in multiplayer.
Footstep audio volume increased from 3 to 15 (+400% increase) to enhance spatial awareness and environmental immersion.
Fixed ambient sound loop not correctly repeating.
N/A
Multiplayer audio balancing may still require fine-tuning in crowded areas.
Footstep intensity may feel too strong in enclosed spaces depending on map geometry.
Added 8 new achievements
Added new rooms, further expanding the map
Added occasional wall extrusions in select areas
Improved lighting environment for better atmosphere and visual consistency
Improved overall map variety through expanded geometry and layout changes
Updated light colors across the environment
Changed ceiling material and color (yellow → white)
Updated main wall textures in primary areas
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Added 3 new achievements (more will be added in the future)
Partial expansion of the map
Improved overall lighting and skybox color (+24% brightness) to make the map more visible and enhance detail readability, while increasing resemblance to Kane Pixels’ Backrooms aesthetic
Fixed ambient sound not looping correctly
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Pillar-only arrow texture system implemented to reduce visual repetition across Level 0.
Environmental drawings left behind by previous explorers, hinting at past expeditions into the Backrooms.
New spawn mechanic that places players into Level 0 via noclip transition.
Added a new wall texture to improve environmental variety.
Level 0 layout expanded with additional corridors and new rooms.
Increased lighting density near the spawn area for better initial readability.
Fog has been reworked for improved in-game visibility and atmosphere consistency.
Skybox color has been adjusted for a more oppressive ambient tone.
Lighting distribution now gradually decreases with distance from spawn: closer areas are more illuminated, while deeper zones become increasingly dark to reinforce isolation and disorientation.
Fog color shifted to a brighter white tone to increase distant haze intensity.
Improved fog behavior to enhance long-distance readability and immersion balance.
All dynamic light shadows have been disabled due to performance issues.
(Some lights may regain shadows later for improved atmospheric horror.)
Collision has been removed from light models to slightly improve performance and player movement smoothness.
Lighting balance in deeper areas may still require tuning.
Future updates may reintroduce selective shadows for stronger atmospheric contrast.
Added new camera post-process effects:
Film Grain
Chromatic Aberration
Tone Mapping
Sharpen
Map will be expanded in the next update to improve exploration and enhance the Backrooms atmosphere
Improved overall camera VFX consistency and visual stability for a more immersive Backrooms experience
Fixed camera VFX not properly applying when the player spawns
Fixed player duplication issue when leaving and rejoining the gamemode
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Some post-process effects may slightly vary depending on camera setup or Post Process Anchor configuration
Proximity voice chat has been implemented
Footstep volume increased (from 1 to 3, ~+200% louder audio intensity)
Improved audio presence for player movement and environmental interactions
Player FOV forced to 68 for a more immersive and claustrophobic Backrooms experience
Better visual consistency when close to walls and tight spaces
ZFar adjusted to work correctly with heavy fog, preventing distant objects and meshes from being rendered behind the fog layer
Fixed an issue allowing players to see through walls when standing too close to surfaces
Fixed camera clipping behavior caused by near-plane and FOV interactions
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Voice chat balancing may require further tuning (volume / range)
Footstep audio may need additional refinement for indoor acoustics
Further visual tuning may be required depending on fog density and map expansion
Added flickering/glitching lights in certain areas to enhance the Backrooms atmosphere
Improved consistency of player visual and audio feedback on spawn
Fixed an issue preventing player footstep sounds from being heard correctly
Fixed an issue where the player would spawn without their avatar and default cosmetics
N/A
Further testing required to ensure audio and cosmetics behave correctly in multiplayer sessions
Flickering lights may need further tuning for performance and visual balance
Proper custom gamemode integration for the Backrooms lobby map
Player system now correctly uses the map’s custom gamemode instead of default Sandbox mode
Movement and gameplay settings are now fully controlled by the custom gamemode
Consistent player behavior between editor and live gameplay
Correct application of movement values (WalkSpeed, RunSpeed, Jump, etc.)
More stable gameplay setup by removing dependency on default Sandbox rules
Significant performance improvement after replacing Sandbox gamemode with custom gamemode (FPS increased from ~30–50 to ~130–150 observed)
Fixed issue where the Sandbox gamemode was overriding custom player settings
Resolved problem where movement parameters were ignored in live sessions
Fixed inconsistency between editor behavior and in-game behavior caused by default Sandbox mode
The Sandbox gamemode is no longer usable for this map
Further balancing required for movement and gameplay feel
Additional testing needed to ensure full stability in multiplayer sessions
Adjusted player movement values for a more realistic and immersive feel
WalkSpeed reduced for heavier and more grounded movement
RunSpeed reduced to limit arcade-like sprinting and improve tension
Crouch movement speed reduced for better stealth realism
Jump behavior adjusted for more realistic physical response
Crouch height reduced to improve immersion in tight liminal spaces
Minor inconsistencies caused by previous movement scaling adjustments
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Further balancing may be required for movement feel and gameplay pacing
Additional playtesting needed to fine-tune player responsiveness
Added environmental audio reverb system with occlusion (sounds are now affected by walls and space geometry for increased realism)
Reduced ambient sound volume for a more subtle atmosphere
Optimized several meshes by removing unnecessary faces to improve performance
Improved overall performance in selected areas
Organized project files and cleaned folder structure for better workflow and readability
Slightly reduced overall map file size (MB optimization)
Fixed inconsistent texture issue affecting visual uniformity across surfaces
Removed unnecessary mesh faces during optimization pass
Some areas may still require further optimization
Additional polish needed for audio balancing and environmental consistency
Initial tuning of ambient lighting
Updated and adjusted textures for better visual consistency
Refined overall lighting atmosphere
Improved texture alignment and visual readability
Minor visual inconsistencies related to lighting and textures
Removed some unnecessary VFX elements
Cleaned up excessive or distracting lighting effects
The map still requires additional optimization in certain areas
Some minor bugs still need to be fixed
Further polish and detailing is required for full visual consistency
Basic lobby layout createdInitial
Backrooms environment setup
First ambient lighting pass
Temporary placeholder textures added
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N/A (first version)
N/A (first version)
Map is not finished and not fully playable
Missing details, props, and environmental storytelling
Lighting and textures are still temporary / placeholder
No optimization yet applied
Some areas may feel empty or incomplete