HomeGamesUpdatesPricingMethodology
Steam News8 May 20262mo ago

PATCH NOTES 0.3.253

Critical Crash Fix Intel Core Ultra crash on startup (Arrow Lake / Lunar Lake) — Fixed a startup crash that was making the game completely unlaunchable on laptops with Intel Core Ultra processors.

In this update4

Full notes

Full Backrooms: Extractions update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes1 addition0 changes1 removal
  • Performance
  • Gameplay
  • Fixes
  • Maps
fixedCritical Crash FixIntel Core Ultra crash on startup (Arrow Lake / Lunar Lake) — Fixed a startup crash that was making the game completely unlaunchable on laptops with Intel Core Ultra processors. Affected nearly every player on these machines. The game now starts properly on all configurations.
removedCreature AI & DoorsCreatures no longer attack locked doors — Partygoers (and others) used to keep banging on locked progression doors as if they could break through. They now correctly recognize locked doors as impassable and route around them.
fixedLobby (Level 0)Walls no longer get destroyed by mistake — Fixed a visual bug where some intact walls adjacent to the "broken walls" would get incorrectly destroyed during level generation. Lobby should look the way it's meant to now.
addedDifficulty TuningPer-level blackout duration tuning — Blackout event durations can now be tuned individually per level instead of using one global curve. This lets me fine-tune the dread level for each map specifically.

Backrooms: Extractions changes

fixedIntel Core Ultra crash on startup (Arrow Lake / Lunar Lake) — Fixed a startup crash that was making the game completely unlaunchable on laptops with Intel Core Ultra processors. Affected nearly every player on these machines. The game now starts properly on all configurations.
removedCreatures no longer attack locked doors — Partygoers (and others) used to keep banging on locked progression doors as if they could break through. They now correctly recognize locked doors as impassable and route around them.
fixedWalls no longer get destroyed by mistake — Fixed a visual bug where some intact walls adjacent to the "broken walls" would get incorrectly destroyed during level generation. Lobby should look the way it's meant to now.
addedPer-level blackout duration tuning — Blackout event durations can now be tuned individually per level instead of using one global curve. This lets me fine-tune the dread level for each map specifically.

Critical Crash Fix

  • Intel Core Ultra crash on startup (Arrow Lake / Lunar Lake) — Fixed a startup crash that was making the game completely unlaunchable on laptops with Intel Core Ultra processors. Affected nearly every player on these machines. The game now starts properly on all configurations.

Creature AI & Doors

  • Creatures no longer attack locked doors — Partygoers (and others) used to keep banging on locked progression doors as if they could break through. They now correctly recognize locked doors as impassable and route around them.

  • Creatures react to opened doors instantly — When a door opens, the AI now updates its pathing on the spot. No more creatures awkwardly stuck against a door that just swung open.

Lobby (Level 0)

  • Walls no longer get destroyed by mistake — Fixed a visual bug where some intact walls adjacent to the "broken walls" would get incorrectly destroyed during level generation. Lobby should look the way it's meant to now.

Difficulty Tuning

  • Per-level blackout duration tuning — Blackout event durations can now be tuned individually per level instead of using one global curve. This lets me fine-tune the dread level for each map specifically.

The Intel Core Ultra fix is huge — if you have a recent Intel laptop and were unable to launch the game at all, please give it another shot.

Source

Steam News / 8 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.