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Cart #pico_backrooms-1 | 2026-05-09 | Code ▽ | Embed ▽ | No License
84

Pico Backrooms

These hallways seem to extend forever -- branching endlessly and impossibly. I think I see glinting teeth when I stray too far away from the elevator and into the dark, and then ... well I always end up back here. But I think there might be something in these journal pages -- if I can just find them.

Features:

Explore 5 unique, infinite, procedurally generated levels, including: Level 0, the Poolrooms, Level Fun, and an endless office.
Collect journal pages to reveal the story
Smilers inhabit the dark corners of the world

Instructions

Exploring the Floors:

Pick up pages by walking up to them and hitting "z". They can be well hidden in the maze.
The elevator is behind you when you start
Face the elevator controls and click "z" to bring up the elevator keypad
It gets darker the further you stray from the center. If you go far enough, you may see things. Or...more importantly they may see you.

Elevator Keypad: (use mouse or gamepad)

Select floor buttons to change floors. Not every floor can be access.
Click the exit icon to leavel the elevator and explore the current floor.
Click the journal icon to read the collected pages.

Journal:

As more pages are collected, more of the story is revealed. Maybe there is even a way out.
Click the Keypad icon to return to the Elevator Keypad.

Credits:

Music is "Cursed Storytime" by Fettuccini. https://fettuccini.itch.io/storytime

Technical:


This is built off of my previous portal-based backrooms engine, but with the addition of procedural generation using room linking. Essentially, the map is built out as you explore forward, while still allowing you to backtrack / maintain history. Rooms do not follow the rules of physics when branching, and can overlap with eachother -- in fact, it's impossible for rooms to loop back -- even if it feels like they should. Rooms are built out of template chunks that are plugged together at doors / portals.

I am using a multi-cart to be able to fit everything in here. As it stands, I've used 8185/8192 tokens and 14826/15616 compressed space for the most detailed level. Code is minimized to oblivion using shrinko8. (Readibility went out the window... but I needed those tokens and compressed space for levels.)

The portal engine is great for walls and rooms, but there's a low-fidelity object rendering pipeline as well. It just handles vertical faces and horizontal polygons, but this allows for things like desks, chairs and columns.

In order to support environmental objects like pools and pits, I implemented a stencil buffer. This lets me have objects that appear to dip into the ground, without the rendering problems of doing this with the portal engine itself.

File Package:

https://www.lexaloffle.com/bbs/files/10844/pico_backrooms_file_package.zip
This is a zip of all of the levels / multi-cart to enable offline/SBC play or viewing source code.

84


Very nice technical feat and the slivers of story are quite engaging. Well done!


Oh awesome! Looks great and very impressive technically.


Finding this on Splore at midnight was a truly special experience. Well done!


I'll be honest: I don't like/understand the "game" aspect

but the technique is mesmerizing 😍

  • solid fps
  • non grid aligned walls
  • stairs
  • circular pools 😍
  • polygon objects
  • scaling sprites

your work is rare but never disapoints!


3

Make Daggerfall Pico 💿


i am impressed by the single fact this manage to be slighlty creepy in pico 8, this is an acomplishment in itself


Beyond the technical feat that this is, this does an excellent job at making the player feel lost and confused. After finding some pages and taking forever to get back to the elevator, I was genuinely scared when I turned around to see a floating face, prompting me to spam the button to close the elevator. Good spook indeed.


this is very impressive and i love the designs of some of the levels theyre quite spooky


Is it Raycasting?


Hi Sealec, No, it's not raycasting like Wolfenstein -- it's a bit closer to Duke-Nukem 3D. Generally raycasters work with data on a grid -- e.g. block is a wall or it's not a wall. This engine (you could call it 2.5d) allows walls to be angled and have visibility controlled by portals.


Haven't been expecting Episode 0 to evolve into something like this. Awesome!


Impressive! Definitely everything I would be wanting out of an immersive & low-poly experience :)
Side note (might not be in your respective wheelhouse); but the interface seems to breakdown right at level selection, upon selecting in the android-based Pikpik app. Here's hoping they get a fix through that facilitates playing the levels. Plays wonderfully herein~


It’s a multi-cart game that uses cart data to keep track of things like current level and number of pages collected— I wonder if Pikpik doesn’t fully handle that. (Also, I’ve surely done horribly sketchy things with my code that might only work with the official and desktop app…)


This is a cool and creepy game. I've always been fascinated with The Backrooms, and the video by Kane Pixels was awesome. The PICO-8 graphics even add to the surrealness and make it feel more liminal, almost like I'm playing an old computer game lost to time!


1

That is impressive wtf, i created a account to fav ts


Any chance at all you could upload all of the carts? I play pico8 on an r36s, and it has no wifi with which I can access splore. If not, I understand.


This is mind blowing.
(I could tell just from the screenshot it was an electricgryphon game :)


how


1

Hi medocrityreel,

Sure thing -- I added a link to a zip file in the description, which contains all of the PNG for the levels levels together. This should work for offline play -- let me know it it helps.


I wish I could play this as an actual first person game, with mouse and left directional keys (that strafe and don't turn). That menu gave me that impression, but I haven't went deep yet as I read the description
Other than that I like this


Wanted to report back that the multi-cart zip works great on my handheld. Thanks so much for taking the time! Great game, btw.



Yay Milker!
I didn’t think anyone would have the patience to collect the pages, let alone read the cheesy story to get the code. (Or read the code to get to the code… either path counts in my opinion.)



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