← escapethebackrooms.us

// build log

Devlog

The open technical log for escapethebackrooms.us — a browser Backrooms game built in the open. This page tracks how it's actually made and what changed, in plain technical terms. No hype, no roadmap; just the build and the changelog.

The stack

Everything ships as hand-written HTML/CSS/JS with Three.js vendored in and loaded through an import map — there is no bundler, no framework, and no compile step. You can read every line that runs by viewing source. The whole site is static and deploys by pushing to main.

What's live right now

The Lobby live

The landing page (/) — a fluorescent holding page while Level 0 is rebuilt.

Procgen sandbox testbed

/experience/sandbox/ — the layout testbed. An endless, seeded, chunk-streamed floor plan of yellow rooms, partition walls, pillar halls and long corridors under one drop ceiling, free-walked with pointer-lock + WASD on desktop or a virtual stick + drag-look on touch. Still flat colour: no textures, no effects, no entity.

Earlier builds archived

The on-rails Level 0 demo and the choose-your-path spike came off the site on 2026-10-30. Both are kept whole in the repository's git history (tags archive/level0-onrails and archive/cyoa-spike).

How it's built

Changelog

2026-10-30 — Procedural generation and engine rebuild (sandbox R2)
2026-10-30 — Cleanup before the engine rebuild
2026-07-12 — Repo cleanup
2026-06-14 — Sandbox fix
2026-06-10 — R1a: free-walk sandbox
2026-06-08 → 09 — Docs ↔ code reconciliation
2026-06-04 — Tooling + a parked spike
2026-05-31 — Level 0 rebuilt
2026-05-30 — Project start

Open source & licensing

This project is built in the open. The split is deliberate:

Short quotations from and descriptions of A24's Backrooms (2026) appear for criticism and commentary (fair use); that film remains the property of its rights holders. Full terms live in the repository's LICENSE and README.