Complete Entity Database
All 7 Backrooms Entities
The Backrooms are stalked by 7 documented entities: Smiler, Duller, Wretches, Hound, Transporter, Skin Stealer, and Party Goer. Each has unique behaviors, abilities, and danger levels. Learn how to survive them all.
Smiler
DANGER: 7/10Only visible as a pair of glowing eyes and a wide grin lurking in the darkness. Attacks when players have no light source.
- Shadow dwelling — exists only in complete darkness
- Light vulnerability — retreats from direct light
- Instant kill — fatal attack if caught without light
The Smilers may be the oldest entities in the Backrooms. Some theories suggest they are the darkness itself given form — that the Backrooms created them as guardians of its deeper levels. Their smile is the last thing many wanderers ever see.
Smilers inhabit dark zones of the Backrooms. You will see their grin first — a crescent of teeth hovering in the black. Keep your flashlight on them and they will retreat. Let your light die and they strike instantly. Always carry backup batteries.
Duller
DANGER: 5/10A passive-seeming entity that drains energy and awareness from nearby players, dulling their senses and slowing their reactions.
- Sense drain — reduces player perception and reaction time
- Aura of lethargy — slows players in proximity
- Camouflage — blends into the environment when still
M.E.G. researchers believe the Duller feeds on cognitive energy. Recovered agents who survived prolonged exposure report weeks of mental fog and inability to concentrate. Some never fully recover.
The Duller is deceptive in its threat level. It does not charge or chase — instead, it lingers nearby, slowly draining your awareness until you can no longer react to real threats. If your vision starts to blur and your movements feel heavy, a Duller is close.
Wretches
DANGER: 6/10Twisted humanoids that lurk in the darker corners of the Backrooms. They stalk their prey through sound and move in erratic, unsettling patterns.
- Sound tracking — follows noise made by players
- Erratic movement — unpredictable patrol patterns
- Ambush — waits motionless in dark corners before lunging
Once human wanderers who spent too long in the Backrooms. Their bodies twisted and mutated from prolonged exposure to the fluorescent hum. They no longer remember who they were — only hunger remains.
Wretches are drawn to sound. Walking, talking, or using equipment will attract them. They move erratically, making them hard to predict. Crouching and staying silent is the best way to avoid them. They often lurk near puzzle areas.
Hound
DANGER: 8/10A fast quadrupedal entity with heightened senses. Extremely aggressive when it detects players and nearly impossible to outrun.
- Sprint burst — extreme speed in short distances
- Scent tracking — can follow players across rooms
- Territorial — patrols specific areas aggressively
No one knows what the Hound was before. Some M.E.G. researchers theorize it evolved within the Backrooms itself — a predator perfectly adapted to the endless corridors. It marks territory with scratch patterns on walls.
The Hound patrols its territory relentlessly. If it spots you, running is rarely an option — it is faster than you. Hiding or using distraction tools is your best bet. Listen for its growls to gauge proximity.
Transporter
DANGER: 6/10An entity that can relocate players to random areas of the level, separating them from their team and disorienting them completely.
- Teleportation — moves players to random locations
- Team separation — targets isolated players
- Spatial distortion — warps the environment near it
The Transporter may be a manifestation of the Backrooms' spatial anomalies given sentient form. M.E.G. teams have documented cases where transported agents ended up in completely unmapped sections, never to be found again.
The Transporter does not kill directly, but being transported to an unknown area alone is often a death sentence. Stay with your team and avoid its spatial distortion field. If you see the environment warping around you, move away immediately.
Skin Stealer
DANGER: 9/10One of the most dangerous entities. Can disguise itself as a teammate, making it nearly impossible to identify until it strikes.
- Perfect disguise — mimics the appearance of team members
- Voice replication — copies voice patterns
- Ambush strike — devastating attack from disguise
The most feared entity in the Backrooms. The Skin Stealer has no known original form. M.E.G. files suggest it feeds not just on flesh but on identity itself, consuming the very essence of who its victims were.
The Skin Stealer separates a player from the group, eliminates them silently, and takes their appearance. It then rejoins the team, waiting for another opportunity. Use VOIP communication carefully — trust but verify your teammates.
Party Goer
DANGER: 7/10A disturbing entity that mimics celebration. Lures victims with party decorations and distorted music before attacking. Connected to the Balloons.
- Lure — creates party decorations to attract players
- Mimicry — can imitate human voices and laughter
- Infection — contact can begin a grotesque transformation
Former wanderers who were "invited to the party" — a euphemism for a grotesque transformation. Their skin takes on a yellowish hue, their smiles become permanent, and they exist only to bring others to "the party."
Party Goers set elaborate traps disguised as celebrations. If you hear distant party music or find balloons in the Backrooms, be extremely cautious. They can mimic teammate voices to lure individuals away from the group.
This database represents currently documented entities only. LAB field teams have reported unconfirmed sightings of additional entities in deeper levels. Exercise extreme caution at all times. The Backrooms may contain threats we have not yet classified.