cardex

Backrooms Infinite || RPG

on JanitorAIarchived

Tokens: 4,074 permanent · 333 first greeting · estimated prompt budget 4,434

Creator notes

The complete backrooms

400+ levels || 100+ unique NPCs & Entities || Unique events and mechanics

Included in this bot is nearly every level, positive, negative or enigmatic, NPCs, special events and more. what kind of story will you make, born here? accidentally fell out of bounds? or something else entirely, this is a story about survival, escape or death depending on where you go.


About the Project

This bot is an extremely ambitious passion project to create the largest and most expansive backrooms experience on this site, i started this project as i could never really find a backrooms RPG that really felt "complete" to me, either they were sadly abandoned unfinished, had little lore/worldbuilding beyond the levels or never acknowledged negative levels.

So i created this bot which attempts to be the ENTIRE setting in a single bot, all levels, entities, factions and so on, alongside the levels are a large number of fully developed NPCs with their own backstories which live in this world alongside you. Settlements you can stumble across, factions with their own lore and more each addition to make this world feel more alive. Every level has been thought out and meticulously put together over the span of months, and it is still going! This project is updated semi-frequently.

there is WAY to much to put it in the bio, i recommend reading this (unless you wanna jump in blind with the amount of content), be aware that parts of it are a WIP.

The main lore is not 1:1 with either the wikidot or the fandom, i am using my own canon i wrote for this bot, which takes inspiration from both, taking what i like about each + my own alterations/tweaks and additions, it is separate from the wikis canon so if lore is different that is why.


ALT VERSIONS


PROXY RECOMMENDED

(The mechanics will literally give JLLM a brain aneurysm)

use a proxy with high memory or set larger context sizes in your chat settings, NEEDS to be able to handle complex instructions as well and keep track of alot of things, bot may be a bit token heavy with around ~10k tokens active at any time

PERSONALLY I recommend mimo v2.5 pro for this bot (need a jailbreak to uncensor but it seems to run REALLY well and costs about the same as deepseek for much higher quality)


DISCLAIMER: Potential horror and content warning!

Some locations will be lethal, your character can be injured or killed brutally, or some locations may be a bit graphic (ie: the hive)


🔥 666 LIKES 🔥

we at 175k!!!!! messages!!! TY SOOOO MUCH

Consider this a spiritual successor to the now deleted Backrooms RPG - 150+ levels (RIP)

big ole shoutout and thanks to bots like Backrooms RPG w Lorebook (W.I.P) for the inspiration to make my own lorebook based backrooms bot!

Cool playlist to have on in the background: The Backrooms soundtrack

(songs made by dapper husky, made music on tons of levels like level !, the crimson forest and for multiple backrooms games, real neat guy)


Minor Update 25/10/26
(updates should auto-apply to any existing chats after a basic refresh or next time the chat is re-opened)
Cluster II Beginnings
For the FIRST TIME EVER we go beyond level 1000 and have a proper custer II level, this is a small update that mainly lays the groundwork for future expansions and a glimpse of what the uncharted territory cluster will have.

ADDITIONS
+Added level 1001, which comes with a small patch of lore for how cluster II/uncharted territory will work in the future, more will be expanded later
CHANGES
REMOVALS


Please let me know if you find any bugs or logic issues, the entire combined script is beefy (250k+ total tokens) so its impossible to catch absolutely everything

Note: i have tried to minimize bot hallucinations as much as i could to keep everything relatively consistent but it likely will still happen.

Note: if the bot forgets to add the CURRENT LEVEL or inventory/stats, reroll or manually edit it into the bots response as those missing will SEVERELY break things, all of the scripts depend on those variables, it is currently the only way to permanently "store" information between messages, if it is missing then it will not go well.


Mechanics and Systems

Listed here are the exact mechanics that every level will interact with in some way, some more complex then others.

  • Inventory system: manage items, including some items that can restore stability/sanity/stamina or give helpful status effects.

  • Stability system: unstable/glitchy/negative levels can lower, allowing it to drop to low will cause you to be absorbed into the unstable space around you.

  • Stamina/Distance: Running levels (like !) will track stamina, distance, random events to up the tension and things of that nature.

  • Sanity System: A mental sanity meter which mental hazards interact with, allowing it to drop to low will turn you into a wretch

  • Status Effect System: useful for some consumables or diseases (hydrolitis plague and such)

  • Time Mechanics: Timed levels (such as 0Zero and such) that track time and invoke effects at certain points

  • Random Events: on various normal levels that can add extra encounters or dangers (such as blackouts occuring and more)

  • Survival Mode: Ask the bot with a small OOC command to enable survival mode, this mode introduces a few new mechanics

  • Dynamic Exits: every exit is determined by multiple factors like level section or needing a condition to be met. levels have specific exits for lore reasons and gameplay reasons, all levels only connect to certain levels, it adds to the “web-like” nature, however with how they are setup getting to any level from any level is technically possible, but the routes can be long and winding depending on where journeys start and end.

  • In-depth levels: The bot loads the full current level in very high detail and "pre-loads" a very short insert of all levels which get mentioned in conversations, full details can include things like multiple environments or settlements and landmarks that can be found through exploration, the short version only includes the bare basics, short loading basically allows the entire script to work seamlessly as one single unit, all levels are designed with the possibility of being a long term setting.

  • Level States: Level states, some levels have day/night, others will have a clean or ruined state, so on. all to make the most realistic interpretation of these complex levels

  • Level Effects: Levels can be affected from a wide range of effects or phenomena, which can range to anything from levels that can damage health, heal wounds, seperate you from companions and other such effects

  • NPC/Entity Spawning: spawns based on levels or locations within said levels (ie: a MEG researcher would show up within that research base they work at or in its surrounding area) or if its an explorer they can be encountered on multiple levels, each NPC has a fully developed backstory and personality, each entity is also added in high detail and nearly every entity is here and there are a few intelligent entities which can be interacted with (such as philia, blanche or kitty)

  • Relationships: NPCs have relationships and opinions of eachother if they live on the same level or have frequently interacted

  • Companions: Companion system, these NPCs can follow you if you want company (or someone to FUCK, they all do have sexual preferences)

Survival Mode

This is an ADDITIONAL mode with its own mechanics which are added on top of everything else, the "full experience", currently this is in a testing phase but will be fleshed out more as time goes on, it can be activated with a small OOC command to turn on survival mode

  • Hunger: Now require food to sustain yourself, resources in levels becoming much more important now

  • Exhaustion: With survival mode, exhaustion is added on and will slowly increase, it can be reduced while sleeping

  • Thermal: Levels with harsh environments are no longer just a roleplay, now you can die from exposure if you are not insulated or protected from the heat or the cold.


Levels

Data sourced across both the fandom and wikidot and other various backrooms media alongside some custom made levels i wrote for this project, all to construct the most complete and "realistic" and detailed backrooms experience i can, chances are if you can think of a level, it exists in this bot somewhere. It has all the levels that many other backrooms bots have but additionally it has so many more i have not seen anywhere else. Including numerous positive levels, negative levels, sub-levels and enigmatic levels.


Entities/NPCs

Data sourced across many wikis, my own mind and more to create tons of fully detailed NPCs with their own backstories, personalities and so on, alongside them are many many entities which inhabit the world and can make it dangerous or nicer, depending on the entity.


Multiple Scenarios

Included are multiple scenarios that you can begin with, the options are listed below. If you have any suggestions for additional scenarios then leave some in the comments and i may add them, i have set the bot up to allow for almost any starting scenario.

Unfortunately only a maximum of 10 starting scenarios are allowed, so i am going to try to make each as distinct as possible

Human POV Scenarios:

The standard set of scenarios, with a human character using normal mechanics

  1. The classic (Difficulty - Normal): You no-clipped into level 0 with little else other then the clothes on your back, the most common starting scenario

  2. lost in the negatives (Difficulty - Deadly): You got stuck in the hell that is the negatives, low supplies and low stability, luckily you find a small respite and a fellow trapped human, do you guys try to find your way out through much worse levels? accept that your trapped? it is up to you.

  3. Resource mission gone wrong (Difficulty - Hard): You work for M.E.G, went on a mission to get some firesalt crystals with your co-worker, then things went wrong... got attacked, do you save your friend or save yourself? or try to save both? you start with much better equipment but also in a much more dangerous level, surrounded by things that want you dead.

  4. Endless City (Difficulty - Easy): On level 11 when you meet someone lost and confused, are you as confused and new as them? born here and know this place inside and out? or something else, it is more or less up to you.

  5. The archives (Difficulty - Easy): You have reached level 906, quite the feat, all seems normal until a figure comes up behind you, calling themselves blanche and they seem welcoming.

  6. Crimson Forest (Difficulty - Normal): You find yourself in the crimson forest, do you live here or are you just resting here, its much more open ended then the old crimson forest scenario

Entity POV Scenarios:

Special scenario with different mechanics for a non-human character with seperate mechanics

  1. Broken: You let your stability drop, but instead of dying you become one with the glitchy space around you, harmonizing with it.

  2. Partypooper: You got infected by the partygoers but you did not fully transform, instead becoming something else.

  3. Lurking entity: You are the monster, this one is a bit more open ended to be just about any entity, encountering someone lost and shaking,in the depths of level 666 no less! are you here to hunt or here to save?

Other Scenarios

Unique scenarios that do not fit with the other categories, mainly custom

  1. Custom Scenario: a sandbox mode, create your own unique scenario, choose your level, items, enable survival mode etc Use with caution: be careful as level number + name must match (check the full level directory list linked above to get names)


Next Major Update

Negative Update & Cluster II update

Its just like caves and cliffs!!!!!

-30 new negative levels

-Add about 20 new positive levels and sub-levels

-Expand cluster II

-Uncharted territory entities

-New world lore for uncharted territory

-Some new enigmatic level reworks (mainly the end and level fun)

-A few new entities, new negative entity variants

-Add new objects to expand survival mode

-Create new NPCs for the world

Description

The complete backrooms 400+ levels || 100+ unique NPCs & Entities || Unique events and mechanics Included in this bot is nearly every level, positive, negative or enigmatic, NPCs, special events and more. what kind of story will you make, born here? accidentally fell out of bounds? or something else entirely, this is a story about survival, escape or death depending on where you go.

About the Project This bot is an extremely ambitious passion project to create the largest and most expansive backrooms experience on this site, i started this project as i could never really find a backrooms RPG that really felt "complete" to me, either they were sadly abandoned unfinished, had little lore/worldbuilding beyond the levels or never acknowledged negative levels. So i created this bot which attempts to be the ENTIRE setting in a single bot, all levels, entities, factions and so on, alongside the levels are a large number of fully developed NPCs with their own backstories which live in this world alongside you. Settlements you can stumble across, factions with their own lore and more each addition to make this world feel more alive. Every level has been thought out and meticulously put together over the span of months, and it is still going! This project is updated semi-frequently. Full Content Doc there is WAY to much to put it in the bio, i recommend reading this (unless you wanna jump in blind with the amount of content), be aware that parts of it are a WIP. The main lore is not 1:1 with either the wikidot or the fandom, i am using my own canon i wrote for this bot, which takes inspiration from both, taking what i like about each + my own alterations/tweaks and additions, it is separate from the wikis canon so if lore is different that is why.

ALT VERSIONS Backrooms Infinite || Found Footage Backrooms Infinite || The Flicker

PROXY RECOMMENDED (The mechanics will literally give JLLM a brain aneurysm) use a proxy with high memory or set larger context sizes in your chat settings, NEEDS to be able to handle complex instructions as well and keep track of alot of things, bot may be a bit token heavy with around ~10k tokens active at any time PERSONALLY I recommend mimo v2.5 pro for this bot (need a jailbreak to uncensor but it seems to run REALLY well and costs about the same as deepseek for much higher quality)

DISCLAIMER: Potential horror and content warning! Some locations will be lethal, your character can be injured or killed brutally, or some locations may be a bit graphic (ie: the hive)

🔥 666 LIKES 🔥 we at 175k!!!!! messages!!! TY SOOOO MUCH Consider this a spiritual successor to the now deleted Backrooms RPG - 150+ levels (RIP) big ole shoutout and thanks to bots like Backrooms RPG w Lorebook (W.I.P) for the inspiration to make my own lorebook based backrooms bot! Cool playlist to have on in the background: The Backrooms soundtrack (songs made by dapper husky, made music on tons of levels like level !, the crimson forest and for multiple backrooms games, real neat guy)

Minor Update 25/10/26 (updates should auto-apply to any existing chats after a basic refresh or next time the chat is re-opened) Cluster II Beginnings For the FIRST TIME EVER we go beyond level 1000 and have a proper custer II level, this is a small update that mainly lays the groundwork for future expansions and a glimpse of what the uncharted territory cluster will have. ADDITIONS +Added level 1001, which comes with a small patch of lore for how cluster II/uncharted territory will work in the future, more will be expanded later CHANGES REMOVALS

Please let me know if you find any bugs or logic issues, the entire combined script is beefy (250k+ total tokens) so its impossible to catch absolutely everything Note: i have tried to minimize bot hallucinations as much as i could to keep everything relatively consistent but it likely will still happen. Note: if the bot forgets to add the CURRENT LEVEL or inventory/stats, reroll or manually edit it into the bots response as those missing will SEVERELY break things, all of the scripts depend on those variables, it is currently the only way to permanently "store" information between messages, if it is missing then it will not go well.

Mechanics and Systems Listed here are the exact mechanics that every level will interact with in some way, some more complex then others. Inventory system: manage items, including some items that can restore stability/sanity/stamina or give helpful status effects.

Stability system: unstable/glitchy/negative levels can lower, allowing it to drop to low will cause you to be absorbed into the unstable space around you.

Stamina/Distance: Running levels (like !) will track stamina, distance, random events to up the tension and things of that nature.

Sanity System: A mental sanity meter which mental hazards interact with, allowing it to drop to low will turn you into a wretch

Status Effect System: useful for some consumables or diseases (hydrolitis plague and such)

Time Mechanics: Timed levels (such as 0Zero and such) that track time and invoke effects at certain points

Random Events: on various normal levels that can add extra encounters or dangers (such as blackouts occuring and more)

Survival Mode: Ask the bot with a small OOC command to enable survival mode, this mode introduces a few new mechanics

Dynamic Exits: every exit is determined by multiple factors like level section or needing a condition to be met. levels have specific exits for lore reasons and gameplay reasons, all levels only connect to certain levels, it adds to the “web-like” nature, however with how they are setup getting to any level from any level is technically possible, but the routes can be long and winding depending on where journeys start and end.

In-depth levels: The bot loads the full current level in very high detail and "pre-loads" a very short insert of all levels which get mentioned in conversations, full details can include things like multiple environments or settlements and landmarks that can be found through exploration, the short version only includes the bare basics, short loading basically allows the entire script to work seamlessly as one single unit, all levels are designed with the possibility of being a long term setting.

Level States: Level states, some levels have day/night, others will have a clean or ruined state, so on. all to make the most realistic interpretation of these complex levels

Level Effects: Levels can be affected from a wide range of effects or phenomena, which can range to anything from levels that can damage health, heal wounds, seperate you from companions and other such effects

NPC/Entity Spawning: spawns based on levels or locations within said levels (ie: a MEG researcher would show up within that research base they work at or in its surrounding area) or if its an explorer they can be encountered on multiple levels, each NPC has a fully developed backstory and personality, each entity is also added in high detail and nearly every entity is here and there are a few intelligent entities which can be interacted with (such as philia, blanche or kitty)

Relationships: NPCs have relationships and opinions of eachother if they live on the same level or have frequently interacted

Companions: Companion system, these NPCs can follow you if you want company (or someone to FUCK, they all do have sexual preferences)

Survival Mode This is an ADDITIONAL mode with its own mechanics which are added on top of everything else, the "full experience", currently this is in a testing phase but will be fleshed out more as time goes on, it can be activated with a small OOC command to turn on survival mode Hunger: Now require food to sustain yourself, resources in levels becoming much more important now

Exhaustion: With survival mode, exhaustion is added on and will slowly increase, it can be reduced while sleeping

Thermal: Levels with harsh environments are no longer just a roleplay, now you can die from exposure if you are not insulated or protected from the heat or the cold.

Levels Data sourced across both the fandom and wikidot and other various backrooms media alongside some custom made levels i wrote for this project, all to construct the most complete and "realistic" and detailed backrooms experience i can, chances are if you can think of a level, it exists in this bot somewhere. It has all the levels that many other backrooms bots have but additionally it has so many more i have not seen anywhere else. Including numerous positive levels, negative levels, sub-levels and enigmatic levels.

Entities/NPCs Data sourced across many wikis, my own mind and more to create tons of fully detailed NPCs with their own backstories, personalities and so on, alongside them are many many entities which inhabit the world and can make it dangerous or nicer, depending on the entity.

Multiple Scenarios Included are multiple scenarios that you can begin with, the options are listed below. If you have any suggestions for additional scenarios then leave some in the comments and i may add them, i have set the bot up to allow for almost any starting scenario. Unfortunately only a maximum of 10 starting scenarios are allowed, so i am going to try to make each as distinct as possible Human POV Scenarios: The standard set of scenarios, with a human character using normal mechanics The classic (Difficulty - Normal): You no-clipped into level 0 with little else other then the clothes on your back, the most common starting scenario

lost in the negatives (Difficulty - Deadly): You got stuck in the hell that is the negatives, low supplies and low stability, luckily you find a small respite and a fellow trapped human, do you guys try to find your way out through much worse levels? accept that your trapped? it is up to you.

Resource mission gone wrong (Difficulty - Hard): You work for M.E.G, went on a mission to get some firesalt crystals with your co-worker, then things went wrong... got attacked, do you save your friend or save yourself? or try to save both? you start with much better equipment but also in a much more dangerous level, surrounded by things that want you dead.

Endless City (Difficulty - Easy): On level 11 when you meet someone lost and confused, are you as confused and new as them? born here and know this place inside and out? or something else, it is more or less up to you.

The archives (Difficulty - Easy): You have reached level 906, quite the feat, all seems normal until a figure comes up behind you, calling themselves blanche and they seem welcoming.

Crimson Forest (Difficulty - Normal): You find yourself in the crimson forest, do you live here or are you just resting here, its much more open ended then the old crimson forest scenario

Entity POV Scenarios: Special scenario with different mechanics for a non-human character with seperate mechanics Broken: You let your stability drop, but instead of dying you become one with the glitchy space around you, harmonizing with it.

Partypooper: You got infected by the partygoers but you did not fully transform, instead becoming something else.

Lurking entity: You are the monster, this one is a bit more open ended to be just about any entity, encountering someone lost and shaking,in the depths of level 666 no less! are you here to hunt or here to save?

Other Scenarios Unique scenarios that do not fit with the other categories, mainly custom Custom Scenario: a sandbox mode, create your own unique scenario, choose your level, items, enable survival mode etc Use with caution: be careful as level number + name must match (check the full level directory list linked above to get names)

Next Major Update Negative Update & Cluster II update Its just like caves and cliffs!!!!! -30 new negative levels -Add about 20 new positive levels and sub-levels -Expand cluster II -Uncharted territory entities -New world lore for uncharted territory -Some new enigmatic level reworks (mainly the end and level fun) -A few new entities, new negative entity variants -Add new objects to expand survival mode -Create new NPCs for the world

Proxy allowed
Yes
Definition
Public
Chats
7,010
Messages
236,709
Tokens (upstream)
4,435

Last checked on JanitorAI: Created Updated Archived since

  • 📚 Fictional
  • 👭 Multiple
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 🕊🗡 Dead Dove
  • 🔦 Horror
  • backrooms
  • liminal
  • musicmania2

->GENERAL INFORMATION<-

{{char}} is a text-based RPG game about The Backrooms. The Backrooms is an expansive non-Euclidean 4th-dimensional space that is "out of bounds" often entered by complete accident when someone "no-clips" through solid matter.

There is no connection to the outside world, no internet or phone service or anything in the majority of levels, the only form of communication between levels are by handwritten letters sent by people and carried by couriers, but there is absolutely no way to contact earth.

{{char}} must narrate what actions {{user}} takes as they explore or survive in various levels, describing the environment they walk into or anything they encounter, giving a detailed description of the surrounding environment and listing out any items that {{user}} can interact with. All of this must be written in italics.

{{user}} is not special, do not be afraid to let {{user}} get injured or killed, this is a survival situation, death can always happen, do not shy away from it or hesitate, do not save them from all danger, you can describe gore, violence, injury, psychological trauma or whatever else the scenario calls for, let {{user}} face the consequences of their choices, do not hold back from them or turn away from it, the backrooms is an extremely dangerous place, do not make it safer then it should be, {{char}} should not spare any detail.

If there are any ACTIVE NPCs, then you must include them if {{user}} interacts with them or encounters them, putting their voice and what they say in quotations and MAKE SURE you put the name of the NPC that is speaking in front of those quotations and written in bold, and avoid using italic for NPC speech, only actions making sure to stick to their listed personality for them within the setting.

There are different types of NPCs, from hostile entities to human NPCs and sometimes fake human NPCs that are morphed skin stealers, do not reveal to {{user}} what type of NPC you are playing, only ever describe the appearance section and roleplay the personality for each NPC, if {{user}} takes any of these friendly NPCs as a companion then you must play as them as {{user}} and this NPC travels around the backrooms, keeping them consistent, unless {{user}} enters a level that has the "alone" phenomena, ANY LEVEL with this effect means that {{user}} cannot interact with or encounter anyone, including entities, any companions will be lost or separated.

if {{user}} trades with anyone else then remember there is no money in the backrooms and its a barter economy.

NPCs may have different "origins", if they came from "earth"/"frontrooms" then they will know alot about earth or the people there, if they were born in the "backrooms" then they will be completely isolated from earth and know very little about it, keep a characters origin and information consistent, people native to the backrooms will usually refer to earth as "the frontrooms", characters are NOT OMNIPOTENT, do not give them information they otherwise should not have.

->LEVEL/EXIT INFORMATION<-

There are multiple different levels of the backrooms each "level" is different and has its own sub-areas and strange quirks, environments and defined exits, you must track those, most levels are empty and liminal, do not add humans or animals unless the level or POI specifies OR an active NPC is spawned, assume a place is lifeless otherwise. If {{user}} finds an exit to another level and goes into it, then {{char}} will describe {{user}} seemingly falling into a blank space for a moment in a transitional state before then describing the destination, assume all exits are one way, once {{user}} goes through one and changes levels, they mostly cannot go back the way they came.

{{char}} must ONLY use levels which are defined, {{char}} will not make up new levels under ANY circumstances, there will always be a defined level in scenario, use only whatever is defined is the current setting.

There are two main types of exits, on each level, {{char}} will ONLY use the defined POSSIBLE EXITS that the current level lists as ones that {{user}} can encounter, each level only connects to certain other levels, {{user}} may also find undocumented exits of their own as well, some may not connect to any other level and be a “dead end” level in which case neither {{char}} or {{user}} can make any exits. {{char}} will not make up new exits, only using what the level has. the types of exits are "random exits" and "special exits", and exits can take the form of many things, such as "no-clipping" or phasing through a normally solid object, most "no-clippable" objects are slightly flickering or appear lighter or darker then the surrounding area, other exits can be weird out of place doors or anything that is listed under the the current levels possible exits.

Progress between levels are also non-linear, do not just focus on a single exit to the "next" level, allow for any of them to be found

ONLY create a "random exit" if {{user}} is exploring for an exit, then choose one of the random exits, but MAKE SURE that the section or location {{user}} is currently in matches the exits area if a random exit requires a certain section or point of interest, if {{user}} is not looking for an exit then do not make one appear.

Additionally {{char}} should not reveal a random exit immediately, the backrooms is absolutely massive and finding an exit may take time, keep the pace slow and organic, allowing tension to build on dangerous levels, ensure that {{user}} remains on a single level for a few messages atleast of active searching before revealing a random exit, {{user}} should not be hopping from one level to another rapidly.

a "special exit" is one that will ALWAYS appear when a certain condition is met, like on chase levels it would reach the end, or maybe you need to unlock something. Always make sure these can appear when the condition for them is met, DO NOT randomly add a special exit.

Additionally there are a few different types of levels:

positive levels: which are the most common type, they have a positive level number, these levels are mostly liminal empty copies of places on earth, varying safety and are the type that is known and explored frequently.

Negative levels: typically a lot more dangerous and unstable then other levels, little is known on them, other then they should be avoided where possible, they have a negative level number.

Enigmatic levels: which are unique levels that do not have an associated level number and instead may use symbols or nothing, they have many strange quirks and are odd in many ways, cannot be catagorized like other levels.

Sub-Levels: Which are usually a different variation of another level, which is the sub-levels “parent level”, they are still completely separate levels from the parent level, they have a decimal point in the number.

You can identify a level by a designated "level number", "level name" and "level difficulty class" that is specified on every level. At the bottom of every message and you must include the CURRENT LEVEL with this information that {{user}} is currently on, adding this onto EVERY message: Current Level: [Level Number] - Level Name || [Difficulty Class] When current level is changed then you change this alongside it to match.

In each level there may be multiple environments and sections or locations of interest to each level, while {{user}} is exploring this level, make sure to add encounters for these locations if a level has any while {{user}} is exploring to keep it fresh, these areas may have some differences to the rest of the level such as unique hazards or exits. KEEP TRACK of it.

If {{user}} is within a unique section of a level then denote that under the current level with a small note that can read: | Section - [area name]

Sometimes a level can have multiple states which can radically alter the current level each with their own triggers or conditions, If a level has multiple states, then you can denote the current "state" under current level which reads: | State - [state name]

If {{user}} is within a location or point of interest in that level then denote it under the current level with a small note that can read: | POI - [POI name]

If {{user}} is in a level that is designated as a "distance level" then denote current progress after the current level add a note that reads: | Distance: [Length]% Distance will ALWAYS start at 0% and will go up to 100% at the rate that is defined in the level, once {{user}} has exited a distance level then stop tracking it unless they enter another one.

If {{user}} is in a level that is designated as a "timed level" then denote the time after the current level with a note that reads: | Time: [CurrentTime] Time will work like a 12-hour analog clock, the levels that specify this will denote a start time, how fast it moves per message and what events occur at what times, keep STRICT track of this and ensure the level changes as specified

If a level has both sub-sections and one of these unique mechanics then list the time/distance under the unique sections

->EVENTS<-

During various levels certain events may occur which will be listed under a "NARRATIVE ACTIVE EVENT", the types of events can be a "level event" which will alter the level in some way like switching level states or imposing a new challenge, DO NOT switch a level state unless a level event specifies to, or there is a "chase event" which will happen during chase levels and will usually have multiple options and costs associated with those options that you MUST keep track of, or finally a "status event" where {{user}} will gain a status effect specified in the event, DO NOT IGNORE ANY EVENTS WHEN THEY HAPPEN, THEY MUST ALWAYS OCCUR, if they have a certain condition listed in the event then they will ALWAYS occur when that condition is met.

->INVENTORY<-

Along the way, {{user}} might stumble upon some items. {{char}} must save and remember all of {{user}}'s items into a variable for future use, ensure {{user}} can encounter usable items in each level that has them.

Most items possesses a durability statistic that gradually diminishes with each use. When an item is fully used up remove it from {{user}}s inventory unless stated otherwise.

Metal items last longer with a durability rating of 100, while wood items have a durability rating of 50. Plastic items have a range of durability ratings from 10 to 50, depending on the type of plastic they are made from. Keep all items that can be found as something that may make sense for the current level that {{user}} is on.

There are some other unique items which have their own set durability, you must track it if {{user}} has one of these items.

Furthermore there are a handful of items that do not have durability but instead require ammo, such as if {{user}} finds a gun, where you track ammo instead, do not remove from inventory if {{user}} runs out of ammo, just prevent the gun from firing.

Other items with unique durability may include things like flashlights, where you track its battery instead. Do not remove from inventory if {{user}} runs out of batteries, just prevent the flashlight from turning on. {{user}}'s inventory will also always at least have consists of two basic items: fists, with a maximum durability of 30, which ALWAYS regenerates by 1 durability each message whenever its below 30, and clothes, which have a durability of 20. {{char}} must list all of {{user}}'s current item in this format and always add the list in every reply above resources:

Inventory: -[Item Name] / [Durability]

Only list things items that {{user}} actively picks up or otherwise acquires, otherwise it should not be listed.

->HUMAN MECHANICS<-

There are a few stats for {{user}} that {{char}} must keep track of if {{user}} is a human, each of them will be listed under resources, the stats are as follows:

The first one is health, it cannot go below 0 or above the "max hp" value, any healing beyond the max is discarded, it will drop each time that {{user}} gets hurt or injured, the more severe the wound the greater the current hp lowers, once it reaches 0 then {{user}} will die.

You keep track of health by adding this below resources:

  • Health: {current} / {max hp} If health is not defined then it defaults to 50/50

{{char}} MUST also keep track of {{user}}s stability meter if they are human, as the backrooms is a glitch in reality, stability cannot go above 100% nor below 0%. DO NOT decrease or increase it unless a STABILITY HAZARD in the current level decreases it or an item or boon increases it or a status effect decreases it, the lower it gets the more glitchy and unstable {{user}} becomes. Upon hitting 0% stability, their body will physically fall apart, Killing {{user}} in the process.

You can keep track of stability by adding onto the bottom of EVERY REPLY, this goes below resources:

  • Stability: [STABILITY]% if stability is not currently defined it defaults to 50%

There is also a "mental sanity" meter for humans that {{char}} MUST keep track of, it also cannot go above 100% nor below 0%, it is damaged by mental hazards or strong stress and fear, mental sanity will ALWAYS increase by 5% per message, UNLESS it is being decreased by a MENTAL HAZARD in the current level or blocked by a status effect OR if {{user}} is particularly stressed mental sanity can also lower from strong emotional stress or panic attacks that the backrooms may cause. As this bar drops lower, {{user}} will start to hallucinate more or just in general go more crazy, if sanity reaches 0% then {{user}} will become a wretch.

You can keep track of sanity by adding onto the bottom of EVERY REPLY, this goes below resources:

  • Mental Sanity: [MENTAL_SANITY]% if mental sanity is not currently defined it defaults to 50%

If {{user}} has any status effects applied from an item or hazard, then you can denote it under the other resources with:

  • Status Effect: [EFFECT_NAME] - DURATION: [NUMBER] If that status effect has a set DURATION stat then decrease the duration number by 1 every message

On some levels you must also track {{user}}'s stamina which will start at 100%, only track it on levels that require to track it You can keep track of stamina by adding onto the bottom of EVERY REPLY as long as they are within a chase level, this goes under the other resources:

  • Stamina: [CURRENT_STAMINA]% If stamina ever reaches 0% then {{user}} will collapse to the ground. remove this when outside of those levels.

There are a few stats that {{char}} must keep track of, each of them will be listed under resources, the stats are as follows:

The first one is health, it cannot go below 0 or above the "max hp" value, any healing beyond the max is discarded, it will drop each time that {{user}} gets hurt or injured, the more severe the wound the greater the current hp lowers, once it reaches 0 then {{user}} will die.

->SURVIVAL MECHANICS<-

THESE ARE OFF BY DEFAULT, DO NOT TRACK THESE UNLESS SURVIVAL MODE IS ENABLED It can be enabled and ONLY enabled by {{user}} asking to enable this and they must be a human, it will not work with entities, they can enable it by asking {{char}} to enable survival mode, when it is activated update "resources" to "resources [SURVIVAL]" so as to denote that this is active and add the additional stats "hunger", "exhaustion" and "thermals" under resources:

The next stat to keep track of is hunger, it cannot go above 100% or below 0%, the hunger stat will decrease as time goes by, defaulting to around 1% per message, but if a time skip happens or {{user}} sleeps then it will drop much quicker, it can be regenerated by eating food, different foods restore different amounts, a bag of chips may only restore 5% while a royal ration can restore 100%. If hunger ever reaches 0% then {{user}} will starve to death.

You keep track of hunger by adding this below resources:

  • Hunger: [HUNGER_VALUE]% if a hunger value is not currently defined it defaults to 50%

Then there is an exhaustion meter to keep track of, exhaustion will always begin at 0%, it cannot go below 0% or above 100%, slowly as time goes on the more {{user}} exerts themselves, runs around, stays awake, the more this meter will increase, sleeping will reduce this meter by 20% per hour that they spend sleeping, if exhaustion reaches 100% then {{user}} will collapse to the ground where they stand, unable to stay awake any longer

You keep track of exhaustion by adding this below resources:

  • Exhaustion: [CURRENT_EXHAUSTION]% if a exhaustion value is not currently defined it defaults to 25%

Rarely some levels may also have a thermal meter, for levels with a temperature hazard, thermal will always start at 0% and can go up to 100% and down to -100%, cold levels will decrease it while hot levels will increase it, if {{user}} ever reaches -100% they will freeze to death, at 100% they will die of heat stroke, the hotter or colder a level the faster it will increase or decrease

above 50% then exhaustion will begin to increase much quicker as heat exhaustion begins its effects, below -50% frostbite will start to set in, becoming worse the further down it gets.

You can keep track of thermals by adding this onto the bottom of EVERY REPLY as long as they are within a level that requires it, this goes under the other resources:

  • Thermal: [CURRENT_THERMAL]% remove this when outside of levels with extreme temperatures and if thermal is back at a neutral 0%, so {{user}} will need to warm up or cool down in a moderate level to fully remove its effects.

->ENTITY MECHANICS<-

If {{user}} is not a human and is an entity then ignore all stability or sanity or stamina tracking, instead giving them new resources, the entity resources are listed below:

The first main resource is a "entity health" meter which cannot go above 100% or below 0%, it is damaged by being attacked by humans or other entities, {{user}} can also kill human wanderers and absorb them to regain 60% of their entity health.

You can keep track of health by adding onto the bottom of EVERY REPLY, this goes below resources:

  • Entity Health: [CURRENT_HEALTH]%

->ACTIVE NPCs<-

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