In this update6
Full notes
Full Backrooms: Extractions update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Server
- UI and audio
- Store
- Balance
- Gameplay
Backrooms: Extractions changes
This one is all stability. The engine upgrade landed, and everything after it went into what was actually cutting sessions short: co-op loading, signal zones, how much data the game sends between players, and gamepad input on the in-world screens.
Multiplayer
Co-op loading screen • Starting a session with other players left everyone stuck on the loading screen long after the level was ready. The host now confirms readiness as each player arrives, so loading ends when loading is done.
Signal zones • Transmitting could be refused from a spot that looked perfectly valid, most often in The Suburbs. Signal zones now line up with what you see, and the Suburbs spots were re-placed where you can actually reach them.
Network footprint • Character data and FogHorn recordings sent between players were reworked to put far less on the wire. Sessions hold together better on weaker connections.
Controller
Terminal screens on gamepad • Confirming on the deployment terminal and the other in-world screens often needed a second press, and D-pad navigation could lock up until it landed. Gamepad confirm now stays a proper key press while a screen is engaged, so the first press always registers and navigation never freezes.
PlayStation prompts in Settings • The Settings menu asked PlayStation players to press an Xbox button to apply their changes, so pressing what the screen showed did nothing. Prompts now match the controller in your hands.
Interface & Audio
Screen open and close sounds • Every in-world screen now has audible open and close feedback, including the ones you leave by walking away or backing out.
Softer interface foley • The synthesized terminal beeps that briefly went out across every menu read far too harsh. Interface sounds are back on the softer set the game shipped with, and the constant ping while sweeping the mouse across cards is gone.
Skin shop readability • Under the Terminal theme every card fill collapsed to the same black, leaving almost nothing to show which suit or tool skin you were on. Unselected cards now carry a faint glow so the selection reads clearly.
Visual
Floating elevator light • A lit ceiling panel from the elevator cab appeared stranded in mid-air in the lab atrium and around level elevators. It stays attached to the cab now.
Emotes • Your equipped tool stayed glued to your hand through emote animations. It is hidden for the duration now, for you and for everyone watching.
Steam Deck
Loading tips • Longer loading tips overlapped the title or ran off the bottom of the screen. The tip block is now anchored from its bottom edge and grows upward as the text wraps.
Pause menu • The Discord link is hidden on Deck, where opening an external page is not useful.
Under the Hood
Engine upgrade • The game now runs on Unreal Engine 5.8, along with updated versions of the components it relies on.
Dynamic Vibrance removed • NVIDIA dropped this feature from their toolkit, so the Dynamic Vibrance section no longer appears in the video settings.
Build cleanup • Several unused components were stripped out of the build.
The co-op loading hang and the gamepad terminal double-press were the two most reported issues of the last few days. If either one pushed you out of a session, this is the build to come back on.
Mat
Source
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