- 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
- 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
- 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
- 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)
- 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 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.
- - 🏭 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 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.
- - 🧪 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.
- 🧩 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).
- 🗺️ 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.
- 🗺️ 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.
- 🚧 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.