Update log
Full Backrooms: Extractions update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
- Fixes
- Maps
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
