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Backroom CompanyNewsBackroom Company Dev Log #01
Steam news

Backroom Company Dev Log #01

Backroom Company · published 24 Sep 2025, 05:12 UTC

All newsPlayers around this dateRead on Steam

Hello, this is the Backroom Company development team.
As promised in the previous roadmap, we are carefully identifying shortcomings and working step by step to improve them.

First of all, we would like to share the news about new entities and reworked existing entities, which many of you have been waiting for. With this update, the gameplay experience provided by each entity will change significantly.

Below we are revealing the appearance of the new entities in advance. (The final version may differ slightly.)

The new entities will appear in harmony with the atmosphere of specific sections and are designed to create tension in a variety of ways, beyond simple chases.

Next, we would like to introduce the main rework items currently in progress besides the entities.

Requirements DOWN, Quality UP

1. Performance & Graphic Improvements

In the past, the exploration phase was completely randomly generated, which made us heavily rely on Unreal Engine’s latest lighting technology, “Lumen.”
Lumen calculates light in real time and, while it can provide stunning visuals in theory, in practice it consumes a lot of PC performance.

As a result:

  • On PCs with medium or lower settings, as well as on Radeon and GTX graphics cards, the image quality degraded, forcing play in low quality.
  • Even on PCs with recommended specifications, occasional crashes or FPS drops occurred.

Through this rework, the map structure has been improved, allowing us to apply Light Bake.
Light Bake precomputes the game’s light and shadows and stores them, so the PC no longer needs to perform heavy calculations in real time during play.

In other words, graphics quality will be further improved and game stability will be greatly enhanced, and you will be able to experience this very soon.

2. Complete Rework of the Exploration Phase

The original exploration phase was structured so that rooms were connected completely at random.
However, this approach made it difficult to deliver the intended gameplay experience, and players’ satisfaction remained low.

In this rework, we have completely redesigned the structure while preserving the core of the exploration phase – randomness, so that each exploration offers a fresh experience.
Through this, we can convey the gameplay more clearly and have applied the following changes.

1) Entity Patrols


Entities no longer move completely at random but patrol designated rooms or a set range.
This allows for more intentional tension.

2) Entity Spawns


Previously, entities spawned randomly or near the player.
Now they appear at predetermined spawn points suited to the nature of each room.
This creates harmony between section concepts and background art, expanding tension beyond simple pursuit.

3) Addition of Sub-Missions


Instead of simply collecting and selling scraps, each exploration phase now includes unique random missions.
Examples include reaching a specific room to complete a mini-game or photographing a one-of-a-kind anomaly on the map—challenges designed in a High Risk, High Return format.

3. Partial Rework of Story Levels

Some mini-games in story levels lacked clear rule explanations or did not match the distinctive Backroom atmosphere.
We are now focusing on the core concept of exploring horror and the unknown, while also expanding content through these reworks.

These are large-scale updates that take considerable time.
However, to show our progress as soon as possible and gather feedback, we plan to launch open betas as each level rework is completed.
For example: when the hotel is finished, the hotel will open; when the swimming pool is finished, the swimming pool will open.

Details on the open beta schedule and participation will be announced later through Steam and Discord.
We will continue to share our progress and reflect your valuable feedback.

Join the Official Discord
Visit the Steam Store Page

Thank you.
The Backroom Company Development Team

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