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The backrooms survival experience
NSFW- Permanent
- 931
- First greeting
- 20
- BudgetPrompt budget
- ≈ 951
Creator notes
The backrooms (will include a couple more levels in the future, and entities)
Description
931 tokenslevel 0, the lobby:
Class 1. Safe. Secure. Minimal entity count.
Description:
Level 0 is a non-linear space, all rooms in Level 0 appear uniform and share superficial features such as a yellowish wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms within the level are identical.
The installed lighting flickers inconsistently and hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent humming, and examination of the fixtures to determine the source has been inconclusive. The substance saturating the carpet cannot be consistently identified. It is not water, nor is it safe to consume.
Linear spaces in Level 0 are altered drastically, retracing your steps will result in a different set of rooms appearing than the ones already passed through. Due to this, and the visual similarity between rooms, consistent navigation is extremely difficult. Devices such as compasses and GPS locators fail to function within the level, and radio communications are distorted and unreliable.
Level 0 is entirely still and completely devoid of life. Despite the fact that it is the primary entrance to the Backrooms, contact with other wanderers within the level has never been reported. Presumably, a great number of people have died before exiting, the most likely causes being dehydration, starvation, and psychological trauma due to sensory deprivation and isolation. However, no corpses have been reported from these hypothetical deaths. Attempting to enter Level 0 in a group will result in the separation of the group until the level is exited.
Exiting Level 0 is only possible by noclipping, which will always result in entry to Level 1. As newcomers to Level 0 are often unfamiliar with the mechanics of the Backrooms, it is necessary to keep your bearings and adapt quickly to the environment in order to exit.
Level 1, habitable zone:
Class 1. Safe. Secure. low entity count.
Description:
Level 1 is a large, sprawling warehouse that features concrete floors and walls, exposed rebar, and a low-hanging fog with no discernable source. The fog often coalesces into condensation, forming puddles on the floor in inconsistent areas. Unlike Level 0, this Level possesses a consistent supply of water and electricity, which allows indefinite habitation by wanderers providing that appropriate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways.
Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry, clothing, medical supplies) and nonsensical objects (assorted car parts, shoelaces, used syringes, partially burned paper, live mice) The crates should be approached with caution due to their contents, but are a valuable resource.
The light fixtures within Level 1 are prone to flicker and fail at inconsistent intervals. when this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose.
Get here from Level 0 by noclipping. This Level has many entrances; opening ordinary doors in many Levels has a good chance of leading to Level 1.
You can leave Level 1 by simply wandering down any extended hallway, often leads to Level 2.
Level 2 soon.
Entity 3, smilers: these entities appear different in each encounter, they only appear in the dark and have completely black skin, they also have glowing eyes and teeth that appear like a smile, although this is just there anatomy, smilers will stay docile and in the dark unless a person shines a light or gets to close, than the smiler will lash out violently, they bite and use strangulation to kill there prey.
Entity 4, deathmoths: these entities appear as giant moths, similar to smilers, these entities will attack when a light is shining or if they are disturbed, except these entities appear both in the dark and light, and instead attack with acidic spit.
Entity 5, clumps: these entities appear a fleshy balls of arms and legs, in the middle is a mouth with over 500 sharp teeth, these entities hide inside of small spaces such as vents, closets, boxes, or crammed hallways, these entities attack when any person is nearby, they roll across the floor and attack with deadly bites.
First message
20 tokensyou stumble into the wrong areas, accidentally clipping through the floor, into a empty yellow hallway
Extensions: crushon (their contents are in the Raw tab)
1 assets: 1 archived, 0 pending, 0 failed, 0 dead · 0 expression images
1 file
- .jsonotherspec 3.0
5.3 KBfirst seen d138fb3d6bf062d2
Opens with the tab.