🎁 Added
  • Field kit hotbar [1-4]: flashlight, VHS camera, droppable glowsticks and your role item
  • Role signature equipment: return tape (Navigator), signal meter (Scientist), bait flares (Guard), flash bulbs (Cameraman)
  • Equipment shelf in Field Preparation — take your role kit before descending
  • Operation checklist HUD with a live guide beacon that flies to your next station
  • Station numbers 01-04 and role-specific tutorial hints for first-time investigators
  • Field protocol on the main menu and a controls sheet on pause
  • Personal depth records — push past your best, but only extraction keeps it
  • Longer directives that pull investigators deeper: section surveys, depth probes, anomaly documentation
  • The Presence now has a proximity heartbeat, is drawn to bait flares and can be stunned by flash bulbs
  • Branded loading screen
  • Functional Like & Favorite buttons (opens the official package page)
  • Staging complex finishing pass: baseboards, cornices, pilasters, cable trays and CC0 props
🧼 Improved
  • Interaction prompts now show a consistent [E] key chip
  • VHS camera handling: role-based shot cooldown and weight while filming
  • Cameraman shoots faster, Navigator carries more glowsticks, Scientist reads anomalies further
  • Glowsticks glow saturated green and return tape lays hazard-striped segments readable on carpet
  • Lobby lighting, wayfinding signs and zone numbering
🪛 Fixed
  • Joining a game in progress no longer breaks the host (black screen / teleport)
  • Loading screen fell back to a gray background (missing media)
  • Like/Favorite buttons were cosmetic and did nothing
  • World seed was pre-generated at startup — now rolls fresh and random only when the LPMDS opens
  • The Presence could walk on ceilings in pit rooms
  • Pause menu (ESC) would open but not close with the cursor visible
  • Chat panel could hide entirely and voice bind threw input errors
🚯 Removed
  • Resonance portal objective — extraction is returning to your entry threshold with the evidence
  • Weekly deterministic seed (now cosmetic only; every expedition is a new layout)
⚠️ Known Issues
  • Private expedition sessions and the 32-player public lobby are still in development — groups currently share one session
  • Joining is only allowed while the team is in staging, not mid-expedition
  • The Presence uses a provisional visual form
  • On 6GB VRAM GPUs prefer the Optimized preset to avoid crashes on long sessions
🎁 Added
  • - 🏢 Added the complete expedition flow: Social Sector → Field Preparation → LPMDS → Level 0.
  • - 🛗 Added a four-seat Async deployment elevator with dynamic crew detection and a 10-second dispatch sequence.
  • - 👥 Added multiplayer expedition foundations with shared readiness, team objectives and synchronized LPMDS states.
  • - 🧭 Added four field roles: Navigator, Scientist, Documentation Lead and Security.
  • - 💬 Added shared team chat with a configurable key bind.
  • - 🎙️ Added push-to-talk voice communication, voice volume and configurable key binding.
  • - 📋 Added daily Field Directives with objectives and Research Value rewards.
  • - 📁 Added incomplete research files and evidence caches left behind by previous expeditions.
  • - 📷 Added typed evidence records, team claim arbitration and detailed extraction reports.
  • - ⚙️ Added complete settings categories for audio, controls, image, performance and communications.
  • - 🏚️ Added more procedural spaces, including research remnants, red rooms, pits, cubicles and vertically expanded chambers.
🧼 Improved
  • - 🏭 Rebuilt the Async complex with a larger, more logical late-1980s/1990s scientific-industrial layout.
  • - 💡 Improved lobby lighting, exposure and visibility throughout the Social, Preparation and LPMDS sectors.
  • - 🪑 Repositioned furniture, workstations, lockers, benches, equipment and signage around clear circulation paths.
  • - 🚪 Improved the LPMDS activation sequence, door behavior, return beacon and extraction flow.
  • - 🔦 Improved Level 0 exploration rewards by placing research evidence deeper inside uncommon rooms.
  • - 📸 Improved the camera shutter sound with cleaner audio and reduced static.
  • - 🗺️ Improved procedural generation with more believable room divisions and fewer empty open spaces.
  • - 💾 Settings now persist automatically and older dark visual presets are migrated to the new defaults.
  • - 🎮 Optimized and Realistic presets now coexist with individual graphics controls.
🪛 Fixed
  • - 📷 Fixed the camera flash occasionally leaving the entire screen permanently white.
  • - ⏸️ Fixed ESC only opening the custom menu without closing it again.
  • - ⚡ Reduced the delay and hitch produced when opening or closing the pause menu.
  • - 🚪 Fixed unstable LPMDS door behavior when investigators entered or abandoned deployment.
  • - 👥 Deployment no longer requires four players; it adapts to the connected crew.
  • - 🕳️ Fixed visible void gaps between the Async complex and generated Level 0.
  • - 📍 Fixed coordinate-error deployment placing investigators back at the normal entrance.
  • - 📺 Removed the permanent VHS-style screen noise during normal gameplay.
  • - 🌑 Reduced excessive darkness caused by old exposure, vignette, contrast and ambient-occlusion defaults.
  • - 🧱 Fixed several misplaced, floating or illogically oriented lobby props.
  • - 🔊 Fixed excessive static and volume imbalance across camera and environmental audio.
⚠️ Known Issues
  • - 🧪 Multiplayer authority and synchronization still require extended real two-client testing.
  • - 👁️ Some distant procedural rooms may still contain lighting or prop-placement inconsistencies.
  • - 🎥 Spectator behavior after an individual investigator becomes MIA is still under development.
  • - 🔄 Host migration during an active expedition is not yet considered fully production-ready.
🎁 Added
  • 🧩 Reworked procedural generation — more varied rooms (pillar halls, sunken carpet pits, cubicles, red-lit rooms) and more of them the deeper you wander.
  • 🧱 Removed the giant empty voids — common rooms are now subdivided into believable spaces instead of one endless open floor.
  • 🏛️ Pillars now form wide "+" clusters, and 🕳️ sunken pits drop into the floor reusing the carpet, so they read as part of the building.
  • 🔧 Fixed walls that could float above sunken pits — every wall now meets the floor it sits on.
  • ⚙️ Fully redesigned Settings, grouped into clean cards: a complete Image / post-processing section (exposure, contrast, saturation, bloom, sharpness, ambient occlusion) plus audio, sensitivity, FOV, brightness and an Optimized / Realistic preset.
  • 📺 Animated glitch title on the main menu — it briefly flickers into other games (S&box, Minecraft, GTA, DOOM…) and snaps back to Back&rooms, with a glitch sound effect and a real font per title. The pause (ESC) menu keeps the clean title.
  • 🪂 Reworked the Game Start animation into a longer free-fall dive into Level 0, with a more realistic fall speed.
  • 🚀 Performance pass — boots in the Optimized graphics preset by default (fewer shadow-casting lights, tuned view distance).
🧼 Improved
  • 🗺️ Procedurally generated, infinite Backrooms-style map with distinct room types (common rooms, cubicles, corridors, pillar halls, pits, red-light rooms).
  • 📉 Distance-based architectural degradation — the building starts intact and breaks down the deeper you go.
  • 💡 Realistic shadowed lighting, fluorescent panels and gray liminal fog.
  • 🖥️ Animated main menu with glitch title, news panel and full Settings.
  • 🎚️ Optimized / Realistic graphics presets.
  • 🪂 Reworked introductory Game Start animation.
🪛 Fixed
  • 🗺️ Movie-faithful generation — coherent and solid near spawn, gradually degrading with distance.
  • 💡 Realistic shadowed lighting with 🌫️ gray liminal fog that hides the far edge of the world.
  • 🚪 Bigger open rooms, rare corridors, no more endless identical halls.
  • ⬛ Removed the black void in the distance.
  • 🎚️ Settings with an Optimized / Realistic quality preset.
  • ⎋ ESC opens the custom Back&rooms menu.
⚠️ Known Issues
  • 🚧 Some areas may appear unfinished or lack detail.
  • 💡 Visual and lighting inconsistencies can still be found throughout the map.
  • 🧭 Pillars, pits and red rooms only emerge deeper in, away from spawn, so they take some exploration to reach.