In this update6
Full notes
Full Backrooms: Extractions update
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What changed
- Gameplay
- Events
- Maps
- Fixes
- Balance
Backrooms: Extractions changes
Creature AI
Camping enforcement • Creatures that spend a long time around a hiding spot now retreat far away instead of lingering. So many of you reported being trapped in a cabinet or closet while a creature just refused to leave • this is the biggest fix in this update.
No more wallhack retargeting • Creatures no longer switch targets to teammates they cannot actually see or hear. They have to detect you for real, which removes a lot of unfair ambushes through walls.
Retreat behaviour feels less deaf • Creatures that are walking away can be interrupted by close-range player noise or sight. After a failed attack or after a player hides, they alert for a short window before disengaging instead of freezing in place.
The Wretch and the Hound • Both stop camping around downed or hidden players, and properly leave the area when they lose track.
The Smiler attack now reliably knees you • Several of you reported the Smiler reaching you, fully playing its attack, but the player never going down. The kneel is now guaranteed at the moment of the attack.
Level 0 (the Lobby)
Exit door reachable for clients • The big one. Multiple reports of being unable to walk through the exit because invisible walls were still there client-side. The destruction of those walls is now replicated to every player, so the host and clients see the same opening.
Hiding spots cleared on every client • Cubbies in the lobby are now unblocked for everyone, not just the host. No more "this hiding spot is blocked by a wall I can't see."
No more falling out of the map • The wall-destruction pass was being too aggressive and could remove a structural wall next to a destroyed placeholder. Each pass now removes exactly one wall, the right one.
Exit door always at the right position • Fixed a regression where the exit door (and the quantum room portal inside it) could spawn at the world origin, leaving a hole in the wall opening to nothing.
Level 26 (Fun)
Partygoers use the plastic tubes again • The crawl tunnels were essentially being ignored by the AI, forcing creatures into long detours. Many of you reported partygoers stuck at the entrance or refusing to follow through • that is fixed.
Doors no longer block AI permanently • When a door opens, the navigation around it now updates correctly so creatures can actually walk through. A handful of "creature blocked at a doorway" reports came from this.
Partygoers can ambush from the pipes • A data error meant partygoers were silently rejected from pipe spawn points, so they never dropped from the pipes in Fun. Now they do.
Multiplayer & Co-op
Co-op pressure spreads out • When a partygoer ambush triggers, the target player rotates fairly across the team. Previously the player nearest to the spawn point caught everything; now creatures pick the least-targeted player on the team.
Hand-placed walls clear for everyone • Walls placed by hand in the level (not just spawned at runtime) now also disappear consistently on every client.
Balance & Tools
Smiler appears closer • The Smiler now spawns at a tighter range during the blackout, which gives you less time to react but makes the encounter feel intentional rather than telegraphed from across the room.
Fog horn pops balloons in front of you • The fog horn now actually pops balloons in a forward cone, and grants a small mental relief when it does. Useful when you're being mobbed.
Balloon contact pop costs mental • A balloon popping right next to you now bursts a small chunk of stress (scaled by distance and difficulty), so the trade-off between popping and dodging actually matters.
Shipping Persistence
Custom level config sticks in Shipping • A memory-cleanup issue could cause Shipping builds to silently revert custom mission/level overrides back to baseline. Anyone hand-tuning a level for testing was hitting this.
Thanks again!
Source
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