● PLAYSP
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● PLAYSPSEP 22 1996
The corner store on the ground floor of the tower on Hollis Avenue never closes. October 1996, and somebody has to work the night. The 14 gets you there a little before ten.
Headphones recommended — sound tells you where things are, and it bends around corners the way you'd walk. Contains flickering lights; turn on Reduce flicker in Settings if you need to.
The people are Vinrax's PSX characters (vinrax.itch.io), shaped on MakeHuman's CC0 body.
v2308 · 2d6e8a6a · 2026-09-30
II PAUSE
■ STOP
LEVEL 0
THE LOBBY
Line it up, then press F1 · Esc back to your report
A bug, an idea, anything: it goes straight to the person making the game. Nothing is sent until you press Send.
NO PICTURE
Every key can be changed: Settings → Controls.
Up to four of you on the same night: one bus in, one store, one till, the same people at the counter. Or down the same Backrooms: the way out opens for everyone, and nobody moves on until everyone still standing is through. The room's host picks which.
Type any 4 letters: if the room's empty, you make it. Agree on a word with a friend and both type it. (No I, L or O.)
DAILY
Everyone gets the same floors today, wherever they are. Go down as often as you like; your deepest counts. New floors at midnight UTC, in . Your saved run is left alone, and leaving a daily ends that try.
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Voices carry by distance and die behind walls; hold V if you set push to talk (Settings → Voice chat). Out of it (dead, or through a Backrooms exit), you watch the others — click to switch who — and only the others out of it can hear you.
Click a slot, then press a key or a mouse button. Right-click or Delete empties it. Esc always pauses.
On a touchscreen: drag the left half to move, the right half to look. The round buttons use, duck, light and run (and chalk, in the Backrooms), and one for whatever is in your hand (drink, eat, throw); II pauses.
Each slider plays a sample when you let go. Voices are the things that talk to you; Players are your friends.
In a room, voices carry by distance and walls and doors muffle them. Those out of it (dead, or through a Backrooms exit) hear each other; the living can't hear them. Talking is noise, and not only your friends hear it. Wear headphones, or your speakers feed the others back to them: Output device can put just their voices on a headset while the game stays on your speakers. How loud the others are: Audio → Players.
Can't see where you're going even with a light on? Raise it. The dark is meant to be dark.
Both see from your eyes. Bodycam: a wide lens that moves with your body, focuses on its own and blurs when you turn. Classic: the old camcorder, steady.
Something heavy close by: a stomp, a slam, a lunge. Off keeps the view still (the dust still falls).
Shadows, the torch's beam in the air and texture size. Slow or hot? Lower this first, then render scale.
Simulated from what is on screen: water, tile and wet floors reflect the room, your torch's light bounces off what it hits, things standing under a lamp shadow the floor. Needs Detail Medium or High.
Calms strobing lights, black frames and the tape's jitter.
Reduced: scares land softer, the screen shakes less, nothing flashes in your face as hard.
Head bob, sway and roll while you walk, and the bodycam's blur when you turn. Lower it if walking makes you queasy.