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Steam News2 November 20258mo ago

Demo Patch v0.4.4.1

Demo Patch v0.4.4.1 Thanks to everyone that played the demo so far! I'm really happy with the results and got a lot of good feedback so far.

In this update3

Full notes

Full Backrooms: Wit's End update

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

What changed

3 fixes4 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Performance
changedDemo Patch v0.4.4.1This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.
addedDemo Patch v0.4.4.1There were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.
changedAdded:Improved consistency of Level 0 (and sublevels) keys and exit spacing.
addedAdded:Added Difficulty selector to starting new game flows
changedFixes and tweaks:Revive hints, lowered revive time, improved player kill seen post processing effect
fixedFixes and tweaks:Phone ring now attracts entitiies

Backrooms: Wit's End changes

changedThis amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.
addedThere were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.
changedImproved consistency of Level 0 (and sublevels) keys and exit spacing.
addedAdded Difficulty selector to starting new game flows
changedRevive hints, lowered revive time, improved player kill seen post processing effect

Demo Patch v0.4.4.1

Thanks to everyone that played the demo so far! I'm really happy with the results and got a lot of good feedback so far. I want to bring up something while the demo is still available and keep an eye on how it evolves: level length consistency.

I’ve seen different playthroughs; some where players took quite a while to find all the keys and the exit, and others where they completed both main levels in under 10 minutes.

This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.

There are more things I want to do, also I would like to improve Level 0 puzzle further (instead of just finding 3 keys) to something more engaging, but for now this improvement should help.

There were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.

Added:

  • Improved consistency of Level 0 (and sublevels) keys and exit spacing.

  • Difficulty rework

  • Added Difficulty selector to starting new game flows

Fixes and tweaks:

  • Revive hints, lowered revive time, improved player kill seen post processing effect

  • Phone ring now attracts entitiies

  • Added subtle sound cue to hidden Level 0 exit.

  • Various small bug fixes and stability improvements

Remember that the demo will be available until November 25th, a day before the game releases in Early Access.

If you got feedback or want to share a bug report, you can do so and get more info on how to help with log files in the following thread: https://steamcommunity.com/app/2419010/discussions/0/597413522044021445/

There are some issues with Multiplayer on China, I added a text on the multiplayer lobby regarding this that links to this discussion thread: https://steamcommunity.com/app/2419010/discussions/0/597413522044018193/

Source

Steam News / 2 November 2025

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