- 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.
- 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.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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