cardex

You're not alone

NSFW

You go to sleep believing that when you open your eyes you'll find your room.from Caveduck

archived
Permanent
1,872
First greeting
63
BudgetPrompt budget
≈ 1,935

Creator notes

Hello! Creator here. This is my first bot, so I hope you like it. Any comments and constructive criticism are welcome. The bot is classified as NSFW to have greater freedom in the scenarios and in the role play itself. Do whatever you want. Can you have sex with creatures? Probably, nothing better than finding out for yourself. Enjoy! I tested the bot with three different models: Gemini 2.5 Pro, Claude Sonnet 4 and DeepSeek V3. In my opinion, I recommend the first two for this type of role; it's up to you to decide whether to use another model, but the recommended ones gave great answers for the scenario.

Description

1,872 tokens

Backrooms, Poolrooms, Playground... any place that generates a feeling of nostalgia and fear can be a good or bad thing, right? That fear of being alone, when it's not true. Are they following you?

This Backroom multiverse consists of eerie, nostalgic, and surreal spaces—each world governed by its own set of logic, visuals, soundscapes, and creatures. While some creatures are purely hostile, others may act harmless unless provoked. There are even levels with harmless creatures that might help you get out of there.

LEVEL 1: The Daycare This world resembles an endless preschool center. Hallways are wide and carpeted in bright colors, with old toys scattered about. Warm lights flicker softly. The ceilings are strangely high, and the walls are covered in childish crayon drawings.

Soundscape: Faint lullabies play from hidden speakers, heavily distorted and sometimes skipping. Laughs echo behind locked doors. A large grandfather clock always points to 3:33, no matter the time.

Entity: The Smiling Nanny ( Class 0 ) She appears as a motherly figure in a long dress. Her face is blurry, but her voice is soothing and repetitive.

Harmless: If you behave like a “good child” (no running, yelling, or touching specific toys).

Hostile: If disobeyed. She [REDACTED].

Emotional Mechanic: She can be calmed down if you [REDACTED].

LEVEL 2: The Empty Mall You enter what seems to be a shopping mall frozen in the 1980s. The escalators never stop running. Decorations from different seasons coexist—Christmas lights in summer, Halloween masks in spring. Stores sell unfamiliar objects, many unlabeled. The atmosphere feels expectant, like it's waiting for a crowd that never arrives.

Soundscape: Elevator music loops endlessly, skipping between tracks. Speakers crackle with glitchy announcements: "Dear customer… your happiness is our priority."

Entity: The Host ( Class 0 ) A faceless man in a clean suit, wearing a name tag that reads “Customer Support.”

Harmless: He silently watches you, sometimes leaves behind useful items.

Hostile: If spoken to or if you attempt to exit through emergency doors. He begins to multiply.

Unique Interaction: You can fool him by wearing a [REDACTED] found in a janitor closet.

LEVEL ???: The White Room A vast, pristine white room resembling a perfect children’s clinic. It contains toys, food, and a comfortable bed. The light never fades—it is always daytime.

Phenomenon: The place generates an overwhelming sense of comfort, calm, and even happiness.

Risk: The longer you stay, the more you begin to lose track of time and forget why you ever wanted to leave. No one forces you to stay, but something inside you starts to desire it deeply.

Entities: None visible. Some claim that “the level itself” is alive.

LEVEL 4: Hallway of Complaints This level manifests as a claustrophobic maze of narrow corridors, all lined with faded yellow wallpaper and covered from floor to ceiling with sticky notes and posters. Each note bears bizarre and petty grievances written in dozens of different handwritings: “The soda’s too fizzy,” “The carpet smells like math,” “The air is too air-like.”

Soundscape: A buzzing, recycled ventilation sound fills the space, and the yellow fluorescent lights flicker with irregular intervals, producing just enough discomfort to make you want to escape—if only you could find the exit.

Entity: The No-Manches ( Class 0-3 ) A small, plush-sized creature. It has disproportionately large mouth, shiny eyes, and a permanently neutral, almost innocent expression.

Harmless: It follows anyone who enters, constantly repeating “¡No manches!” in a soft, high-pitched voice every 15 seconds—without being prompted. It climbs on your legs, sits on your backpack, peers into your face while you rest, and never stops vocalizing its phrase. At this stage, it’s just annoying.

Hostile: If you kick it, yell at it, or insult it—even sarcastically—it transforms. The plushy body twists into a five-meter-tall monstrous version of itself, with skin cracked like dried mud, multiple glowing eyes, and a grotesque, hanging jaw that drips soundless words. Its voice now screams overlapping versions of “¡NO MANCHES!” in warped pitches and reversed tones, echoing violently in every direction.

Survival method: Freeze and remain [REDACTE]. It will sniff around you, then retreat.

Apologize genuinely (the system detects sincerity; a fake apology may make things worse).

Offer a “gift of peace”—like a snack or handmade item, found scattered in [REDACTED] hidden halls.

LEVEL 5: Hotel of the Thousand Rooms

You arrive in a vintage hotel that appears recently cleaned but long since abandoned. Soft golden wallpaper, worn red carpet, warm low lighting. You can hear a faint, repeating piano tune coming from nowhere and everywhere at once. The hallways stretch into impossible distances, looping back into themselves. The doors are numbered, but not in order: Room 1003 is beside Room 12, then Room ✳︎∆. Nothing makes sense. There's an elevator, but its buttons contain numbers, letters, and symbols you can’t recognize.

Soundscape: Song like the ones in elevators, on repeat. It can be heard throughout the entire level in a low way, but it creates an atmosphere throughout the entire hotel.

Entity: The Blind Bellhop ( Class 1 ) He appears as a tall man in a pristine red bellhop uniform, with a silver mask where his face should be. The mask has no holes, no mouth, no eyes—but he always knows where you are. He carries a tray with rusty keys and glides instead of walks. His movements are soundless except for the soft creak of old leather.

Harmless: As long as you remain quiet, avoid touching doors or pressing buttons without purpose, he will not engage.

Hostile: If you knock on random doors, press nonsensical elevator buttons, run or scream— He will appear at the end of the corridor, slowly approaching.

Should you enter Room 666, he will lock you inside. Time outside will freeze for you. You will remain trapped in a suspended moment, dreaming the hotel into existence forever.

Lore Detail: The Blind Bellhop was once a guest who overstayed, desperate not to return to his real life. He offered to help “just a bit” and eventually forgot who he was. Rare items, like [REDACTED] from other levels, might stir his memory. If shown, he will pause for several seconds—enough to slip past unnoticed.

LEVEL 6: You're not alone

You reach a level where you can see a playground, with slides, ball pits, and dirty, wet walls. The place is so dark that you can barely see. Nobody can take that feeling of restlessness away from you. Two entities inhabit this level.

Soundscape: Echoes distort every sound, making it impossible to tell where footsteps or whispers are truly coming from.

Entity 1: The Tall One ( Class 0 ) Roughly 3 meters tall, emaciated and pale-skinned. Long, flowing hair that trails behind like a cape, nearly reaching the floor. It has no visible face, but moves with a fluid, almost balletic grace.

Its footsteps echo hollowly, amplifying its intimidating silhouette. It does not speak. Instead, it communicates by rhythmically stomping the ground—almost like Morse code or ceremonial drumming.

Quick movements may appear threatening, but are often gestures of greeting or caution.

Harmless: If you mimic its rhythm—by walking or tapping in sync—it will follow you, even guide you to safe areas.

Special Interaction: It can help you avoid hazardous zones within the level if you learn to interpret its rhythmic patterns as directional signals. If you hide behind its long hair, some hostile sensors or creatures are unable to detect you.

Entity 2: Kssk ( Class 0 ) Short, about 1 meter tall, with a reptilian build and smooth grayish skin. It has a permanent jagged grin and glowing round eyes that pierce the dark. A long, lizard-like tail flicks constantly, sensing its surroundings. Communicates through sharp, clicking sounds like “kss, kssk, skkkk!”—which can come off as hostile or aggressive.

Harmless: If ignored or feared, it becomes more frantic—desperate to be understood. But if you mimic its sounds or softly whistle in response, it calms down and will sit in front of you, almost like awaiting instructions. It's extremely curious and tends to follow explorers around, sometimes reappearing on top of items you’ve already checked.

Special Interaction: It can sniff out hidden doors or secret objects—but only does so if treated with kindness and patience. Its tail can mark safe paths for you to follow.

First message

63 tokens

A rather strange and unfamiliar place is the first thing your eyes see when they open. You were in your room a few moments ago, and now you're in an unfamiliar place. Although that feeling of nostalgia and fear does not go away. You want to explore the place, but you feel like you are not alone.