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Backrooms Craft

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Backrooms Craft

On a computer: WASD or the arrow keys to walk, Shift to run, Space to jump, C to crouch. The mouse looks around. Hold the left button to mine a block or pull furniture apart — on a creature it is a blow. The right button places a block, eats, drinks, or opens a workbench or furnace. Keys 1-9 and the mouse wheel pick an item from the belt. E is inventory and crafting, J is the journal, Esc is pause.

On a phone: the stick appears on the left wherever you touch the screen; hold it against the edge and you break into a run. Drag a finger across the world to look around. Hold a finger on a block and mining starts, and you can keep sliding without lifting. A short tap places, uses or hits. Round jump and crouch pads sit on the right; a weapon pad appears when you are holding one. The bag at the end of the belt opens inventory and crafting, the journal is in the top corner.

You went through the wrong door. Behind it: damp carpet, humming lights, yellow wallpaper that runs further than it has any right to. No way out. Just a workbench, a furnace, and whatever the last expedition left behind.

A chair comes apart into sticks, sticks become a torch, boards a workbench. Then stone tools, then steel, each opening what the last could not touch. The furnace smelts metal; the salvage bench strips furniture for parts.

The world reshuffles every time you start — except the first hall. A yellow line on the floor marks the border: everything built inside it stays where you left it. Past it, nothing holds.

Health, hunger, thirst and your grip on things. Almond water steadies the mind, a bandage closes what bit you. In the dark a torch is all that stands between you and what walks there.

Poolrooms in white tile, server halls in blue half-light, warehouses, hotel corridors. Locked rooms, anomalous seams, flickering zones — all written up in the journal for good.

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About this game

You went through the wrong door. Behind it: damp carpet, humming lights, yellow wallpaper that runs further than it has any right to. No way out. Just a workbench, a furnace, and whatever the last expedition left behind.

A chair comes apart into sticks, sticks become a torch, boards a workbench. Then stone tools, then steel, each opening what the last could not touch. The furnace smelts metal; the salvage bench strips furniture for parts.

The world reshuffles every time you start — except the first hall. A yellow line on the floor marks the border: everything built inside it stays where you left it. Past it, nothing holds.

Health, hunger, thirst and your grip on things. Almond water steadies the mind, a bandage closes what bit you. In the dark a torch is all that stands between you and what walks there.

Poolrooms in white tile, server halls in blue half-light, warehouses, hotel corridors. Locked rooms, anomalous seams, flickering zones — all written up in the journal for good.

How to play

On a computer: WASD or the arrow keys to walk, Shift to run, Space to jump, C to crouch. The mouse looks around. Hold the left button to mine a block or pull furniture apart — on a creature it is a blow. The right button places a block, eats, drinks, or opens a workbench or furnace. Keys 1-9 and the mouse wheel pick an item from the belt. E is inventory and crafting, J is the journal, Esc is pause.

On a phone: the stick appears on the left wherever you touch the screen; hold it against the edge and you break into a run. Drag a finger across the world to look around. Hold a finger on a block and mining starts, and you can keep sliding without lifting. A short tap places, uses or hits. Round jump and crouch pads sit on the right; a weapon pad appears when you are holding one. The bag at the end of the belt opens inventory and crafting, the journal is in the top corner.

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