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Steam News13 March 20263mo ago

Development Roadmap Update #2 - March 2026

Hi everyone, I’m back with another development roadmap update. Past months First, a quick look at what’s been done since release and the last update.

In this update4

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

0 fixes5 additions4 changes0 removals
  • Maps
  • Gameplay
addedPast monthsI added more hints and quality-of-life features, improved level navigation with new exits and the navigation map, and added the explorer group objective to give exploration a bit more purpose.
changedPast monthsThe metrics after these changes improved quite a bit, which is reassuring. It seems these fixes were necessary. There are still a few things left that I want to finish from this phase, which I’ll mention below.
addedWhat’s nextOne of the next areas I want to improve is the levels themselves: making them feel more liminal , adding more interactive elements , and improving puzzles .
addedWhat’s nextI’d like to start by revisiting Level 0 , adding more geometry variation, more small things to interact with, and improving the puzzle a bit. Eventually I’d like to give the same treatment to Levels 1, 2, and 188, but those are in a decent state for now and I don’t want to delay new content too much.
changedWhat’s nextVersion 0.5 updates will continue to focus on improvements and QoL (especially Level 0 ).
addedWhat’s nextOriginally the plan for 0.6 was to include 3/4 new levels, but that would mean waiting much longer. Instead, I’ll work on new levels one by one and release them as soon as they’re ready.

Backrooms: Wit's End changes

addedI added more hints and quality-of-life features, improved level navigation with new exits and the navigation map, and added the explorer group objective to give exploration a bit more purpose.
changedThe metrics after these changes improved quite a bit, which is reassuring. It seems these fixes were necessary. There are still a few things left that I want to finish from this phase, which I’ll mention below.
addedOne of the next areas I want to improve is the levels themselves: making them feel more liminal , adding more interactive elements , and improving puzzles .
addedI’d like to start by revisiting Level 0 , adding more geometry variation, more small things to interact with, and improving the puzzle a bit. Eventually I’d like to give the same treatment to Levels 1, 2, and 188, but those are in a decent state for now and I don’t want to delay new content too much.
changedVersion 0.5 updates will continue to focus on improvements and QoL (especially Level 0 ).

Hi everyone, I’m back with another development roadmap update.

Past months

First, a quick look at what’s been done since release and the last update. The main focus was polishing the game and improving the first-time player experience.

I added more hints and quality-of-life features, improved level navigation with new exits and the navigation map, and added the explorer group objective to give exploration a bit more purpose.

The metrics after these changes improved quite a bit, which is reassuring. It seems these fixes were necessary. There are still a few things left that I want to finish from this phase, which I’ll mention below.

What’s next

One of the next areas I want to improve is the levels themselves: making them feel more liminal, adding more interactive elements, and improving puzzles.

I’d like to start by revisiting Level 0, adding more geometry variation, more small things to interact with, and improving the puzzle a bit. Eventually I’d like to give the same treatment to Levels 1, 2, and 188, but those are in a decent state for now and I don’t want to delay new content too much.

So the plan going forward is this:

  • Version 0.5 updates will continue to focus on improvements and QoL (especially Level 0).

  • In the background, I’ll start working on Level 3.

  • Once Level 3 is ready, it will release as Update 0.6.

Originally the plan for 0.6 was to include 3/4 new levels, but that would mean waiting much longer. Instead, I’ll work on new levels one by one and release them as soon as they’re ready.

Other improvements planned include additional accessibility settings, inventory improvements, and other small features.

Check new levels earlier: Internal Testing

If you’re interested, you’ll also be able to help test new levels before they release publicly. I’m planning to open an internal testing branch where players can try upcoming content early. More info about this soon.

Final notes

I’ll start sharing teasers once I have something interesting to show from Level 3, but please be patient, I’ll also be taking a month-long vacation starting now (I’m literally writing this at the airport). I’ve been working nonstop for about a year, so I’ll be a bit less active during that time.

Thanks again for all the feedback and support on the Early Access phase of the game!

As you know, most of these topics can be tracked on the Development Roadmap Trello, which I’ll keep updated.

  • Augusto

Source

Steam News / 13 March 2026

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