- Lua 73.5%
- TypeScript 26.5%
| .vscode | Update .gitignore and settings.json | |
| menu | Update header.png, icon.png, and 3 more files... | |
| mods | fix water not diggable in creative | |
| .gitattributes | Update .gitattributes | |
| .gitignore | Update .gitignore and settings.json | |
| contributing.md | Update README.md and contributing.md | |
| game.conf | Update game.conf and screenshot.png | |
| LICENSE | squash | |
| lua_line_count.sh | add lua_line_count.sh | |
| minetest.conf | Many fixes and additions: | |
| README.md | Update README.md and contributing.md | |
| screenshot.png | Update game.conf and screenshot.png | |
| settingtypes.txt | save setting in world | |
Backrooms Test
What would it be like if you no-clipped into the backrooms? What would your journey be like?
The game is about wandering, and collecting sights. There is no victory nor defeat, just an expansive mess of uncanny liminal spaces.
This isn't a game in the usual sense. There isn't much in the way of progression, you can't build, mine, collect items, or anything else you would normally do and this is intentional. It's meant to mimic some of the backrooms found footage videos and other stories various people have created, and so typical game features like digging and building wouldn't work at all. The player needs to be helpless and lost.
How to play
- normal controls, plus aux1 (E by default) to sprint
- look for portals or portal doors to go to the next, or a random level
- there's no fall damage unless it's not supported by engine version (MT 5.4 has fall damage)
Mission statement
To create liminal spaces that are familiar yet disconcerting for the player to be trapped in and explore.
Although inspiration is taken from various storied others have created, it isn't based on any particular canon, and so levels and features present on whatever wiki / video / etc can be added or not freely. It is its own canon.
Contributing and licenses
See contributing.md.
Planned features
- more levels
- more variation to existing levels
- more reason to explore
- more sounds, triggers, biomes
- items and APIs for making it into a survival game (survival will not be added to the base game except as an opt-in mode)
What it isn't
- a horror game
- a survival game
- a simulation
Features it will never have
- survival mechanics, hunger, thirst, etc etc etc unless there's a REALLY good way to do it that doesn't destroy immersion or punish the player / give them chores
- entities spawning all over the place
- any of the cringe lore which isn't in line with the original concept (partygoers, smilers, almond water, etc)
- a way "out" obviously