Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I agree. Just as an escape room on its own is beautiful and exciting to just walk and look around. Hoping the developers add VR so it becomes even more immersive.
But I agree that no entity is better. But it's impossible to make everyone happy, so I had to find a balance between having entity and not affecting the exploration
But what if after the player made some stuff, fullfilled some conditions like finding stuff or solving puzzles that the entity is no longer shy and neutral but actually turns friendly?
I had some sometimes weird dreams with backrooms/poolrooms where the entity was friendly or turned into a friend during the protagonists stay inside the backrooms.
I like the idea when I think about it
I thought it would be like the doodle-monster in other backrooms games where it hunts you.. glad that isn't the case, the biggest part of the backrooms should definitely be the eery architecture which this game does wonderfully.