The Backrooms

The Backrooms Used AI

5 devlogs
37h 23m
•  Ship certified
Created by Florian

Escape the Backrooms is a raycasting game inspired by classics such as Wolfenstein 3D. It is developed in C using the SDL2 library for graphics rendering and event handling. The player must explore a randomly generated maze, remain vigilant for unsettling encounters, and uncover the path to escape the unknown... or not.

Timeline

Today I improved the internal monitoring system by making the FPS, memory usage, and other performance stats way clearer and more accurate. It should make debugging and tweaking stuff way easier while the game is running.
I also added a loading progress bar to give better feedback when the game starts.
On top of that, I refactored the entire codebase, cleaned up the structure, and rewrote all the comments in English so everything’s cleaner, more readable, and easier to maintain.

Update attachment

I fixed the fish-eye distortion issue that caused the screen to appear heavily warped. It looked as if the player had taken some questionable mushrooms before entering the Backrooms. The rendering is now corrected, resulting in a much more natural and immersive field of view.
In addition, I made some minor FPS improvements to smooth out the gameplay and reduce stuttering in certain areas. Performance should feel slightly more stable overall.
I also redesigned the player’s inventory bar for a cleaner and more readable look, making it easier to track items during gameplay.
Lastly, the game’s resolution has been upgraded from a fixed 800×600 windowed mode to fullscreen, enhancing immersion and better fitting modern displays.

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I've implemented the foundation of an entity system, starting with support for humanoid entities inspired by the iconic explorers in yellow hazmat suits, similar to those found in Backrooms lore.
These entities are now rendered in the game world and can be placed at specific positions on the map. While they are currently static, this system sets the stage for future features like movement, interaction, AI behaviors, or scripted sequences. It also allows the game to manage multiple entities efficiently within the scene.
The goal is to make the game world feel inhabited, mysterious, and slightly unsettling. The kind of atmosphere I want to build as the project evolves.

Update attachment

In this update, several key improvements and new features have been added:

Map Generation Overhaul:
Previously, maps were created using random wall placements, which often led to chaotic and inconsistent layouts. The system has now been redesigned to generate levels based on predefined room patterns, resulting in more coherent, structured, and interesting environments to explore.

Spawn Bug Fixed:
A critical issue where the player could spawn inside walls has been fixed. The spawn logic now ensures the player always starts in a valid, open area.

New Minimap System:
A minimap has been introduced to help players navigate the maze. Press M to toggle it.
- The minimap is initially hidden, and rooms are revealed dynamically as the player explores.
- Visibility is based on a raycasting projection, simulating the player’s field of view and adding immersion.

Ship 1

1 payout of shell 36.0 shells

Florian

23 days ago

Florian Covers 1 devlog and 3h 2m

Today, I had already started working on the raycasting rendering system with textures. In parallel, I began implementing the main menu of the game. It now includes several buttons: Play, Settings, Achievements, and Quit. In addition to the interface, a background animation has been added to make the menu feel more dynamic and immersive.

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