The Story Behind the Backrooms

Backrooms: Extractions Lore

Behind the yellow walls lies a universe older than humanity. Discover the Backrooms, the M.E.G. organization, the 8 explorable levels, and the entities that inhabit the space between spaces.

Chapter I

THE BACKROOMS

The Backrooms are an extradimensional space that exists behind the fabric of reality. An infinite labyrinth of interconnected rooms, corridors, and environments that defy conventional physics. The walls are a sickly yellow. The fluorescent lights hum endlessly. The carpet is damp. The air smells of old mildew.

No one knows when the Backrooms came into existence — or if they have always existed. What is known is that certain points in our reality are thin enough to "clip through." A wrong step, a moment of spatial disorientation, and you are no longer in the world you know.

The Backrooms are organized into "levels" — distinct areas with their own characteristics, dangers, and rules. From the iconic yellow Lobby to the nightmare-inducing End, each level presents unique challenges and threats that test even the most experienced operatives.

Chapter II

THE LEVELS

Level 0

The Lobby

The entry point. Endless mono-yellow rooms with buzzing fluorescent lights and damp carpet. The most commonly accessed level and where most M.E.G. operations begin.

Level 1

Habitable Zone

A deceptively calm area with signs of past human habitation. Don't let the familiarity fool you — entities lurk behind every corner.

Level 2

Paradise

An eerily beautiful environment that feels too perfect. The beauty is a trap — this level lulls operatives into a false sense of security before its true dangers emerge.

Level 3

Attic Floorboard

Cramped wooden spaces with creaking floors. Every step you take echoes, making stealth nearly impossible. Sound-tracking entities thrive here.

Level 4

Utility Halls

Industrial maintenance corridors with exposed pipes, dim lighting, and oppressive heat. Navigation is challenging and dark zones are common.

Level 5

Fun

A distorted party-themed nightmare. Balloons, streamers, and music create a surreal atmosphere. The Party Goer's domain. Do not accept the invitation.

Level 6

The Suburbs

A mockery of suburban normalcy. Houses that almost look real, streets that loop endlessly, and an overwhelming sense of wrongness. Nothing here is what it seems.

Chapter III

THE M.E.G.

The M.E.G. (Major Explorer Group) is the organization at the forefront of Backrooms exploration and rescue. By the year 2062, the M.E.G. has developed advanced technology that allows agents to enter and exit the Backrooms in a controlled manner — a breakthrough that changed everything.

The M.E.G.'s primary mission is the extraction of lost operatives — agents who entered the Backrooms and never came back. These extraction missions form the core of your work as a M.E.G. agent. Locate the trapped agents, transmit their coordinates, and secure their extraction.

But the Backrooms are not just a rescue operation. The M.E.G. also studies the entities, maps the levels, and attempts to understand the fundamental nature of this impossible space. Every mission provides data. Every extraction brings answers — and more questions.

Chapter IV

THE AGENTS

You are a M.E.G. agent. Trained, equipped, and sent into the most dangerous place known to humanity. Your mission: find the ones who got lost, and bring them home.

Agents work in teams of up to 6. Communication is your greatest tool and your greatest vulnerability — the entities can hear you. Coordinate through VOIP, but know that every word you speak could attract something that wants you dead.

As you complete missions, your reputation grows. New tools become available, harder levels unlock, and cosmetics let you personalize your agent. But reputation means nothing if you don't make it to extraction.

Chapter V

THE ENTITIES

The Backrooms are not empty. Seven documented entities roam the levels, each with unique behaviors, abilities, and threat levels. From the light-fearing Smiler to the shape-shifting Skin Stealer, each encounter demands a different survival strategy.

Some entities track by sound — your footsteps, your equipment, your voice chat. Others rely on sight, ambush tactics, or outright deception. The Skin Stealer can take the form of a teammate. The Party Goer lures you with false celebrations. The Hound is simply faster than you.

Understanding entity behavior is the difference between extraction and death. Study them, learn their patterns, and never assume you're safe.