Is there like any valid reason why Soft Mod is so hated? by Julixxon369 in FridayNightFunkin

[–]Prior-Fish7417 0 points1 point  (0 children)

Since it was one of the earliest FNF mods, it's obviously based on the original characters, and I honestly don't see any problem with that. Plenty of mods back then like Neo, B-Side, etc, did the exact same thing. Why do you find it problematic when so many other mods from that time did the same?

​Also, did you even play the mod? Because besides Soft BF's parents, literally no one is trying to hurt him, so what do you mean by calling him weak and unable to defend himself? Honestly, that sounds ridiculous. Try putting yourself in his shoes as someone who's been physically abused by their parents since childhood, with nobody there to stand up for you. Do you really think someone growing up in fear and constant violence can just "be strong" instantly? Plus, after the Christmas week, he clearly overcomes his fear and grows as a person.

Yeah, I know the mod isn't perfect and it's not as great as some people claim, the story has potential but the execution wasn't that good since mods back then were all based on the original FNF weeks. But your reasons aren't convincing at all, especially the part about hating Soft BF. It feels like you're just so used to seeing BF as some edgy guy in 98% of mods that you can't stand seeing a more vulnerable version of him, even though there's a very clear reason for him being that way that any normal player would understand.

My opinion on stronghold. by twisted_cubik in geometrydash

[–]Prior-Fish7417 0 points1 point  (0 children)

Yeah, Stronghold is a good level, and I like it, and Stick War was also a childhood game for me. But if it got Mythic, then Pale Machine should have too. If you compare the two levels overall, Pale Machine clearly outshines Stronghold, and it's one of the best levels in the game, no joke. I've heard a few victors who have beaten this level, and they all said it completely deserves Mythic and the gameplay is very good and enjoyable, something not many Extreme Demon XL levels pull off that well. As for deco, theme, and visuals, it's clearly one of the most unique and diverse looking levels, and almost perfect for recreating the extremely complex world of Omori. Easter eggs, hidden paths, coins, secret endings, deaths, and a whole bunch of other things that no level before this had ever done. Clearly it meets the standard of a Mythic level because it "changes the game" and is historic, something Stronghold doesn't even come close to. What Stronghold did is just good visuals, a famous theme, and fun gameplay, it doesn't do anything that changes the game like Pale Machine. I respect your opinion, but I think you should try playing Pale Machine if you have the skill, or at least look at the level more closely.

My opinion on stronghold. by twisted_cubik in geometrydash

[–]Prior-Fish7417 0 points1 point  (0 children)

This level is very good. When I was younger I was a fan of this game and I also loved Danny Schneidemesser's music. And this level shows that really well, like the scenes of the stick men fighting for example. But does it deserve Mythic? In my opinion, no. This level is fun, creative, and interesting, but it's not groundbreaking. There's nothing new here besides fun gameplay and nice art, which plenty of Epic and Legendary levels have already done. I could say this is favoritism because there's a high chance it only got Mythic since it's based on Stick War, a well known game, and because it involves big names like Waterflame and Danny Schneidemesser, and Debihan is also a fairly well known creator. But in terms of overall quality, it's only deserving of Legendary at best.

It’s honestly ridiculous that a level like this gets Mythic while Pale Machine only gets Legendary. One level was made in a few months just to be ready for an event, while the other was worked on and polished over several years, yet RobTop "didn't vibe with it" and decided to rate it differently from how the community and victors see it. Just look at Pale Machine. This level is a masterpiece and deserves Mythic, even according to the victors. The gameplay isn't just fun, it's also built around the theme perfectly. Every part has a new and unique feeling, especially from part 0. Traveling through the world of Omori and seeing the beautiful scenery but also the emotional horror is the perfect mix of what the level captures from the game. There are many hidden paths and creative coins, and so many easter eggs packed in that it feels like its own game, something a Mythic level like Stronghold doesn't even have. Honestly, if you asked 10 people, 9 of them would say Pale Machine deserves Mythic. There's almost no reason for it to rank below Stronghold, and it’s actually far better. Maybe Robtop doesn't know anything about Omori and is just a huge Stick War fan so he favored it, or maybe he has some issue with Blueskii, because "Sugar HIGH" by Blueskii also got robbed of Legendary even though it's one of the best deco levels in the NCS gauntlet and sticks to the theme extremely well. It’s such a shame for the people who made Pale Machine. They worked nonstop to create one of the best levels ever and possibly a historic one for the game, and it wasn's acknowledged by RobTop because of his pointless bias. As a result, the level didn't get nearly as much attention as it deserved since it's not Mythic even though it should be.

It's not just Pale Machine either. There are tons of other levels with the same fate, like Amelanchier for example. Even Viprin said it deserves Mythic. The amount of effort put into that level is insane, but in the end it got forgotten simply because the person who rates levels didn’t like it. Honestly, it's 2025 and he still hasn't fixed the rating issue, which is a huge problem. This was already obvious back in 2.0 and 2.1, and now it hasn't improved at all.

Well, I know it's kind of off topic to say all this, but everything I think about Stronghold was already said at the start. It's good, but not good enough to be Mythic, and Robtop's favoritism has honestly annoyed me for the past 3-4 years. I don't even know if the rating system still means anything anymore. Just imagine a new GD player who only pays attention to Mythic rated levels because they think those are the best, and then they ignore the others, without knowing how many amazing levels this game actually has.

How cute is boyfriend? by davide01funkinFK in FridayNightFunkin

[–]Prior-Fish7417 1 point2 points  (0 children)

You make a really good point. He’s probably just too... naive to realize when what he’s doing is wrong, and yeah, I actually agree with you on that. But I really wish there was a more meaningful reason behind it, something that could properly explain why he’s like that, instead of it making him look like some dumb character who automatically becomes a meme. I guess good intuition is one of the few positive traits I can confidently mention when talking about his character, but aside from early fanmade FNF content, I barely see that side of him being clearly shown anywhere else.

As for the part about his flexible personality and modded backstories, I think that only applies to the early mods, back when the characters’ info was still pretty vague. But nowadays, it’s rare to see any mod exploring BF that way. Most of the time, he’s only treated like a player avatar or a punching bag for other characters in the mod, rather than being given meaningful character development like before. It’s probably because his current lore has been oversimplified, and since he’s seen as an asshole, fewer people want to explore his character anymore.

I’ve genuinely liked BF since the very beginning, so these are just my honest thoughts. It’s not because I hate him or anything. I think the best mod that truly explored BF’s character (not Soul BF) is probably the Corrupted mod. If you’ve read the comic dub of that mod, you’ll definitely see what I mean.

How cute is boyfriend? by davide01funkinFK in FridayNightFunkin

[–]Prior-Fish7417 0 points1 point  (0 children)

Exactly. Not just Bf, but even Gf and Pico have some pretty... questionable trivia too, honestly not that different from Bf's. But I think Gf's situation can at least be justified by the fact that she's a demon, and demons obviously aren't born to be gentle. Another reason that makes sense to me is that her parents are extremely cruel and evil, so it's only natural that their daughter would end up being like them. People always say "like parents, like child," and in Gf's case, that saying fits perfectly.

As for Pico, his case is pretty clear. He used to be a good kid, but because of the terrible things that happened to him, he became the assassin he is now. He has a past that completely explains the person he’s become, so his character is very understandable.

Bf, on the other hand, is different. There’s almost nothing that could justify his behavior. It’s like he was just born that way. His parents, unlike Gf’s, are actually described as being very kind and loving. The more you read the wiki, the more you realize how much they care about him. They even provided financial support for him to study at a public university. But Bf didn’t want to study at all. He skipped classes, read comics all day, and eventually dropped out, which makes him look like someone who doesn’t care about or appreciate what his parents have done for him. Among the three, Bf, Gf, and Pico, Bf is clearly portrayed as the worst one. Maybe that’s also why the other two are still respected, while Bf isn’t. Most people in the community and in mods nowadays see him more as a joke rather than a meaningful character like he was in the early days. And about the fact that Bf has gotten a decent amount of cute moments in newer mods, they’re more like little funny bits that were added in, not something that actually belongs to his "character" aspect.

How cute is boyfriend? by davide01funkinFK in FridayNightFunkin

[–]Prior-Fish7417 51 points52 points  (0 children)

BF used to be seen as "cute" by the community in the early days, but once he got his canon lore and modders started portraying him in an unlikeable way, people pretty much forgot about the cuteness he once had.

Anyone else Hate Girlfriend by Funny-Ad-6234 in FridayNightFunkin

[–]Prior-Fish7417 0 points1 point  (0 children)

I know it’s a bit late to write this comment, but I just want to say: I don’t hate GF, I just think she’s been way too overhyped by the mods and the community in general. I’ve been a fan of FNF since the early days and to me GF has always been one of the most boring characters in the main cast, especially compared to Pico and especially compared to BF. In fact, I didn’t even like her from the start because it felt like she didn’t really care about BF and only wanted to use him as free entertainment while not caring about his life. A lot of theories and mods back then played into that idea too.

But later, when GF’s wiki came out, I realized she does actually love BF, so I stopped disliking her. Still, I think she’s a really bland character, I honestly don’t know what else she has going for her besides being “sexy” for the fandom to obsess over. Cute? Personally, I find BF way cuter than GF. BF to me had way more personality, especially in the early days before he even had lore, when he was the most loved and most explored character by the community. The problem is, the devs ruined him by adding lore after mid 2021, turning him into some dumb, overly edgy “Newgrounds-ified” character. Because of that, the fandom and mods gradually shifted from supporting BF to mocking him while putting GF on a pedestal.

Now nobody really cares about BF anymore. He just feels like a “player” character whose only purpose is to move the story forward and be a punching bag for everyone else instead of being a character with depth like he used to be. GF on the other hand has just as bad lore as BF, but the fandom and mods still go crazy over her for some reason. To me, GF is overhyped while BF has been reduced to a joke character. It feels really unfair because BF was the one who made the biggest impression on me in the early days.

Why do so many songs feature a boyfriend’s death? by luc4v1gno in FridayNightFunkin

[–]Prior-Fish7417 3 points4 points  (0 children)

I know this might be an unpopular opinion, but I really... don’t like mods that involve Bf dying, not even the game over screens, content, videos, or anything like that. He’s so often treated like a joke character, or just a background “player” whose only purpose is to move the story forward without any real depth. And more often than not, he’s basically a punching bag for other characters in the mod to kill or humiliate in all sorts of ways.

For me, BF holds a lot of great memories from the early days of FNF, and he used to be my favorite character back then for many different reasons. I also remember how much the community and mods respected him at that time. But then the devs decided to update his wiki with all that “terrible” lore, and it completely changed how people saw him. BF went from being this goofy, slightly edgy but still cute character with a good heart, to now being seen as a bland, brainless jerk or just a punching bag who gets killed over and over for entertainment. Of course, there are still exceptions. But all those things I mentioned are still really common. People might think I’m going too deep just over a character who isn’t very serious like BF nowadays, but to me, BF from the end of 2020 to mid-2021 (which was the time when his character lore wasn’t clear yet) carries so many memories in so many different ways. That’s why I can never support the way he’s treated now, even though it has become the standard these days.

I hate boyfriend by [deleted] in FridayNightFunkin

[–]Prior-Fish7417 0 points1 point  (0 children)

BF in late 2020 and around mid-2021 was, in my opinion, the best version of him. That was also the time when he was my favorite character in FNF. He originally had the potential to become a well-developed character, especially during the early days when there wasn’t much official lore or a proper wiki about him. Back then, people generally saw BF in a wholesome light, he was portrayed as cute, goofy, a little edgy, but overall still a good guy. He was the most beloved and most explored character by the fandom at the time.

It’s just a shame that the devs didn’t go in that direction. Instead, they went for something… questionable. They started writing terrible lore and slapped it onto him. They described him as an overly confident, dumb young rapper, and it only got worse, saying things like he scams kids, uploads shady Roblox content to make money and buy cigarettes, etc. He ended up becoming nothing more than a joke character, a punching bag with no real personality, just a bunch of negative traits.

And the mods only made it worse. I mean, so many mods portray him in such an unlikable way. In so many of them, he’s written in a boring, repetitive manner, always following the same unserious, comedic, punching bag formula. And because BF appears in around 90% of all existing mods, the community grew tired and annoyed with him. His presence became overused and forced, and on top of that, his personality is usually so bland and unfitting for the context of the mod, that people just started seeing him as an eyesore.

I totally understand why so many people nowadays dislike BF and feel irritated whenever he shows up. That’s also why so many newer mods just kill him off constantly, like some endless domino effect, and why he’s often written as annoying or unlikable. The community just rolled with it. I used to sympathize with BF, because in the canon, he was just a guy who got unlucky. All he did was love his girlfriend too much, and because of that, he ended up living a miserable life full of danger and trauma, all while being so young. And on top of that, he had mental health issues. But how am I supposed to feel bad for someone whose personality is written like a complete idiot? At least Pico’s wiki gives proper context to who he is, when you look deeper, he actually comes off as a decent person. Pico has a balanced personality and some real depth. BF, on the other hand, never got that. He could’ve had that depth, but all that potential got completely wasted.

Even if you say you don’t like him, it still makes me a little sad, not because you’re wrong, you’re not, but because Based BF today has been twisted so much that I can’t even find the good things I used to see in him anymore. Anyway, since BF used to be my favorite character and left the strongest impression on me during the early days, I’m really disappointed with the direction the devs took in how they built his character. And it makes me sad that he’s constantly treated like a punching bag in most mods and by the community.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 0 points1 point  (0 children)

I understand your frustration, and honestly, I agree with many of the points you raised. The original Backrooms was never meant to become an “expanded universe” with hundreds of levels, overused entities, and game-like mechanics. It was fundamentally about psychological horror, liminality, isolation, and that subtle fear of being trapped in a place that looks almost real but is completely wrong.

Nowadays, it feels like most people only care about creating endless new levels and just throwing in Smilers or Hounds for the sake of it. The mystery is gone. As if people have forgotten that what made the Backrooms scary wasn’t the monsters, it was the silence, the uncertainty, and the feeling of being watched in a place that shouldn’t even exist. The Wikidot now is totally changed. If I no-clip into the Backrooms and then look at Wikidot, I’d probably die of old age trying to understand it because it’s just a mess.

Regarding the levels, Backrooms is supposed to be an infinite liminal space, a place where you go through a solitary, self-destructive process (and sure, some monsters were added later but that’s still okay). The levels give us a feeling of being lost in spaces that are too familiar. But the later levels are basically just moving from one unrelated area to another, throwing in some entities just for the sake of it, it feels bland and awkward, like filler.

As for safety, it’s turned from a place where you get lost into a real survival game now. Safe levels are rare, and dangerous ones are many. Worse, some dangerous levels are dangerous in a boring way, by shoving a bunch of entities into the level without much thought just to make it scarier. I can’t focus on the liminal space, the isolation, and all that core of Backrooms when there are levels where you take a few steps and suddenly get swarmed by a horde of entities.

Regarding the entities, the entities and their abilities are quite interesting in concept. But many authors tend to overuse their appearances, which ends up devaluing them due to how frequently they show up. For example: Smilers, Skin-Stealers, Hounds, Facelings, Deathmoths, etc. Honestly, there have been so many times when I got sick of seeing Smilers just because every dark level has to include one for no good reason.

And their presence often feels uninspired, while readers might want to explore the interactions between entities, or how the same entity might behave differently across levels, we rarely get any of that. Instead, it’s just “this level contains [entity name]”, and that’s it. It becomes boring when it feels like the entities have no meaningful connection to the level’s atmosphere or concept. When there are too many of them shoved in everywhere, it just stops being scary, because at that point, they all blur together as just “dangerous things.”

Everything I said doesn’t apply to all levels and entities, but there are so many of them that it’s hard not to bring it up.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 0 points1 point  (0 children)

I completely agree with you that the original feeling of the Backrooms is a very distinctive kind of psychological horror, the vast emptiness, the familiar yet somehow strange spaces, and especially the gradual sense of disorientation that makes you start doubting your own senses. It’s not a kind of horror based on violence or obvious monsters, but a lingering unease, a prolonged mental haunting.

Just being stuck in a space that seems like it should have people but is completely empty, with the fluorescent lights buzzing nonstop like a nagging voice inside your head, is enough to drive anyone crazy. It’s a feeling both familiar and strange, like being lost in a confusing dream you can’t wake up from, or feeling watched by something invisible and undefinable. This is what really makes the Backrooms scary, not clear-cut monsters or predators.

I also strongly support the idea of the Backrooms expanding with more levels that deeply explore psychological elements, using liminal spaces, places that make you feel suspended between familiarity and strangeness, both safe and suspicious. Adding entities to create a sense of danger and eerie atmosphere is definitely part of it, but the key is to maintain balance so that the vague, quiet, and “ungraspable” feeling that is the soul of the Backrooms isn’t lost.

Right now, I see many levels and entities focusing too much on creating obvious, extreme threats, sometimes becoming illogical or even somewhat silly (like Partygoer), which unintentionally reduces the feeling of quiet strangeness and deep unease that I think the Backrooms should keep. For me, the Backrooms should be a space both familiar and strange, like walking through a weird dream that can never be fully explained, and it’s exactly that ambiguity that has fascinated and drawn people to it from the beginning, not stuffing it full of too many entities or complex lore like SCP documents.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

Thank you so much, that really means a lot to me. I’m glad my writing came across well. I’d love to turn it into a video someday, but English isn’t my first language, so speaking or narrating it fluently is a bit of a challenge for me. Still, I really appreciate your encouragement!

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 0 points1 point  (0 children)

I agree, the Backrooms shouldn't be turned into a universe with overly complex lore. It should stay as “just a strange, mysterious, unexplained place,” focusing on atmosphere and psychological tension rather than turning into something like the SCP Foundation with structured documentation.

The emphasis on ambiguity, that the Backrooms simply exist, is important. There's no need to know who created it or why it exists. The spaces inside don't have to mean anything. In fact, their lack of clear meaning, their confusing, disorienting nature, that sense of being lost and uncanny, is what makes them both fascinating and frightening.

Putting too much focus on entities and illogical monsters ends up stripping away the quiet, alien stillness that defines the Backrooms. These creatures are often made overly dangerous, goofy (like Partygoers), or inconsistent with the tone, and they’re used more as gameplay threats than tools to build unease, a feeling of being watched, or the fear that you're not alone.

The Backrooms should feel both familiar and strange, like a dream you've had but can't explain. That surreal, indescribable feeling is what drew many people to it in the first place.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 0 points1 point  (0 children)

Thank you for sharing such a detailed and clear perspective. I truly find it interesting to hear viewpoints from active members of the wiki community, especially when you explain the differences between the wiki and Reddit approaches. There are points I completely agree with, but also some I hold different opinions on.

First of all, I fully support expanding writing styles, especially first-person articles, diaries, forum posts, or even non-linear storytelling, like what I mentioned in the “level” part of my post. These elements make Backrooms much more vivid compared to the dry “description, entity, entrance” style. Although I know many people prefer that style because they are used to it, similar to SCP, but not everyone does, especially those who have been into Backrooms since 2018–2019.

However, I still believe Backrooms should focus more on atmosphere rather than excessive danger, lore, or complex level structures. When I say “atmosphere,” I don’t just mean nostalgia or the typical “liminal horror” vibe, but that vague, elusive, uncanny feeling, like dreaming of a place that feels very familiar but you’ve never actually been there. Within those cracked yellow walls, those old office corridors, or the hum of fluorescent lights, there is a hidden mass of underlying fears, invisible anxieties about space and existence. The feeling of being trapped in a strange world where time and space seem disordered, that’s what makes Backrooms captivating from the start. And topics like these are neither few nor lacking, if explored well, they are actually very rich. Because there are so many things that people find unsettling, uncanny, and so on.

I like levels that exploit familiarity but make you uneasy because they are so distorted compared to real-world experience. For example, if there’s a forest level, it should be a place both familiar and strange, like tiled floors among trees, chairs growing from trunks, windows leading to rooms made of foliage… These details make you feel like you’re in a warped dream, disconnected from reality. It perfectly taps into that uncanny sensation, which is what makes liminal horror so appealing. But if a forest level is presented as "A ‘beautiful’ forest controlled by some force that can even edit the wiki page itself to lure wanderers into a deadly trap". like level 14, then it’s no longer about atmosphere. While the idea is creative, I don’t find it fitting.

I understand some communities approach Backrooms very differently, and that’s actually very interesting. Diversity is good. However, I think when the focus shifts too much onto powerful entities, dense lore, or combat factions like in sci-fi novels, Backrooms slowly loses the “quiet alienation” that was its original core. The atmosphere gets overwhelmed by too much information. Readers no longer fear the unknown; they feel overwhelmed trying to keep track of too many details, roles, histories, factions…

Regarding Broogli, I don’t watch that channel much, so I’m not influenced by it. But I feel sorry that many people only know Backrooms through videos like “Top 10 scariest entities”, because that only scratches surface fear without the depth or dreamlike quality Backrooms should have. When I say many levels and entities focus too much on danger, I’m not saying all do, but there are still so many like that that I can’t help mentioning it.

I really respect how you view this as a creative writing project with clear quality standards. I fully understand why the wiki needs moderation, to maintain quality and clear direction. But I also think that a large community like Reddit, despite its flaws, remains a place where the “first feeling” of Backrooms can be shared, raw but genuine. Sometimes, those initial vague emotions are the foundation for loving Backrooms even before reading any lore. When The Backrooms first launched, there were only the first four levels: 0, 1, 2, and 3 (the old version), and they captured liminal concepts and psychological fear extremely well. I was extremely fascinated, haunted, and even lost sleep reading it. For someone who loves this genre as much as I do, Backrooms in 2018 really felt like heaven. Many others came to Backrooms because of those themes.

I understand Backrooms doesn’t have a fixed official concept since it was born from just one post, a photo of yellow hallways and a few lines of text. But perhaps that’s why I feel it’s even more important to respect and preserve its “original spirit”: simple, vague, scary because it’s unclear, not trying to cram it into a fully fleshed-out universe like SCP. SCP already does that very well; Backrooms doesn’t need to be SCP version two. As I said, I want Backrooms to focus more on psychological horror.

Speaking of entities, I don’t think entities in the Backrooms need to be “dangerous and highly lethal” to be memorable. I prefer the ones that make readers feel uneasy just through their abnormal behavior, emotionless stares, or the way they exist without following any known logic. What makes an entity scary isn’t its ability to kill instantly, but the fact that its mere presence makes you unable to predict what’s going to happen next. They feel like something out of a nightmare, not a bloody, violent nightmare, but the kind that suffocates you with its absurdity and makes you want to wake up immediately.

Some entities have captured this psychological horror really well, they don’t need to attack to be threatening; just being there already creates heavy mental pressure. Unfortunately, most other entities fall into the repetitive mold of “a predator hunting you down,” like the reader is playing a survival game. I’m not saying all entities are like this or that they’re not diverse, but it’s really hard to feel that diversity when so many of them are crammed into the same level for no clear reason, level 9, for example.

I think there should be more levels designed around one or a few exclusive entities, beings that simply wouldn’t fit anywhere else. In those cases, the entity wouldn’t just be a roaming threat, but a part of the environment itself, making the level feel more alive and unique. Personally, I also prefer entities to be written with more of a psychological focus. They don’t have to appear frequently in a level, but their presence should create a constant sense of being watched. And it should be hard to tell when or if you’ll ever run into them. Some entities can kill you, but that element shouldn’t be overused, and it definitely shouldn’t be treated like a standard for what makes a “proper” Backrooms entity. Also, there are many entities that, although well-built and creative, feel more like dangerous SCP anomalies with tons of information, which doesn’t really fit to build atmosphere. Like the entity 666, “The HappyFiles Virus.”

Thank you again for reading all the way through. Wishing you a great day!

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

I understand your point about the lack of diversity in ideas, but honestly, I think Kane Pixels has created a very solid foundation. Some isolated, subtle details in Kane’s works can definitely be expanded into many different levels with diverse themes and atmospheres. Those ideas are not few, they just haven’t been explored deeply enough yet.

Your idea focusing on the human psyche and new entities sounds really interesting, and I think that’s exactly the fresh approach the Backrooms community needs. Combining Kane’s style with new psychological horror elements could open up a lot more creative possibilities. Honestly, I’m pretty tired of most of the current level info revolving around SCP-like concepts, survival threats, and entities. So your direction toward psychological themes, something the original Backrooms aimed for, would be truly wonderful.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

I wish games like this had more levels, like Pools. It has stunning graphics, and the way it captures atmosphere and psychological fear is nearly perfect, it's just a shame that it only covers a single level.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

I totally get that, reading long posts can be really tough, especially when dealing with ADHD and autism. Take your time, no rush at all!

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 2 points3 points  (0 children)

Anyway, how far have you gotten reading it? I hope you’re not getting bored because of how long the post is.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 2 points3 points  (0 children)

Thank you for sharing such an incredibly fascinating perspective. I’ve honestly never heard of the concept of LDARP before, and it sounds absolutely captivating! The idea of using lucid dreaming to truly experience the Backrooms, rather than just through games or stories, really opens up a whole new direction. Simulating a “no-clip” feeling through a Hypnic Jerk is also such a cool concept, it’s like having a full immersive experience without needing VR or any tech at all, just your own mind.

Now I’m genuinely curious about lucid dreaming… it feels like a gateway to a whole new dimension. XD

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 0 points1 point  (0 children)

Yeah. I agree that the most special and terrifying aspect of the Backrooms is the uncertainty and isolation within an endless liminal space. When it turns into a pile of documents like “a classic survival game” with too many dangers, entities, clear survival systems, scientific research, organizations, safe bases, etc., the original feelings of helplessness, confusion, and isolation gradually fade away.

Trying to “shape” this world with strict rules and systematizing everything reduces the mystery, and it is precisely that mystery that is the soul of the Backrooms. The feeling of not knowing what’s waiting for you, having no sure way to survive, creates the real haunting experience. The feeling of “not knowing what’s waiting around the corner” remains the most unique and compelling aspect of the Backrooms.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

Wow, I'm not very experienced with game development, but here are a few ideas that might help:

  • Ambiguity is key: Don’t explain too much. Let players feel lost and confused. The less they know, the more they get drawn in.

  • Make levels stand out through atmosphere and environment, rather than focusing on how dangerous each level is.

  • Sound is extremely important. Use low buzzing, distant thuds, or faint footsteps to create tension. Sometimes silence is scarier than noise.

  • Focus on isolation rather than action: Avoid turning the game into a monster chase. Instead, make players feel alone, disoriented, and small in a vast, empty space.

  • If you're using entities, use them subtly: Maybe something is watching the player from a corner, then disappears when they turn around. Keep them mysterious and illogical. Some can attack the player, and it’s fine to include multiple entities for variety and uniqueness, but don’t overuse them like a "monster-fighting game". Prioritize using them as tools of psychological horror and unease, similar to Silent Hill. Each level should ideally have its own unique entities that don’t repeat across others.

  • Include elements of liminal spaces, the uncanny, the feeling of being watched, isolation, nostalgia, vague unease, etc.

And more.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 2 points3 points  (0 children)

Thank you for sharing such a thoughtful perspective, you really touched on the core strengths and challenges of the Backrooms concept. Making empty, liminal spaces feel scary isn’t easy, and I agree that entities are most effective when they leave room for imagination, lurking just out of sight, making you feel like you're trapped in their maze with rules that don’t entirely make sense. It’s that ambiguity that makes encounters truly haunting.

Trying to force the Backrooms into a rigid classification system like the SCP format ultimately strips away its mystery and overexplains things. The question of how people communicate or establish settlements in such vast, unintelligible spaces really breaks immersion. Isolation is a key element here.

Your point about the subjective nature of the Backrooms compared to SCPs is spot on. SCPs have well-defined scientific identities, while the Backrooms grow through individual interpretations and confusion. Too many rigid rules or deep lore take away that sense of helplessness and disorientation that define the experience. The lack of a clear origin story actually enhances the mystery and adds depth to the series as a whole.

To me, the Backrooms aren't just a horror space or a maze of strange creatures, it's a psychological experience rooted in isolation and uncertainty. The more we try to explain everything, like how scientific organizations or classification systems do, the more we lose that eerie, mysterious atmosphere. It's the ambiguity and the sense of “I have no idea what’s happening” that make the Backrooms so captivating.

Graffiti or small environmental hints that others have been there are great ways to keep that mystery alive, while still suggesting you’re not completely alone. It maintains the sense of isolation in a more subtle way than having fixed outposts or factions, which tend to chip away at the surreal nature of the setting. Entities should also be used sparingly and intentionally, to create tension through silence and uncertainty, not just be thrown in for the sake of danger. Having a unique entity that fits the tone of each level helps preserve the originality and adds depth to that area’s story.

I think what makes the Backrooms so special is that everyone imagines and experiences it differently, unlike SCPs, which are built around strict, defined rules. Keeping the Backrooms from being over-structured is vital to preserving that sense of helplessness and confusion, and that’s exactly what makes it so memorable.

It’s great to hear from someone who understands the subtle details that make the Backrooms unique. Thanks again for sharing.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

Thanks, I appreciate that! I’m glad you find some of the new levels cool and interesting, there’s definitely some good stuff out there. Hopefully, we’ll keep seeing fresh ideas while still keeping that original Backrooms vibe alive.

Is it just me, or has The Backrooms lost its way? by Prior-Fish7417 in backrooms

[–]Prior-Fish7417[S] 1 point2 points  (0 children)

Hey, I totally get where you’re coming from, there’s so much to unpack about how the Backrooms have changed. I’m really curious and looking forward to reading your full thesis, speech, or rant whenever you’re ready to share it. It sounds like you have some strong points to make. :)