The Backrooms UpdateWiki for 3.0.0

The dimension

The Remembering

It is your world, at the same coordinates, remembered floor upon floor. It gets some of it wrong.

An overworld floor near the surface: the remembered grass and stone come up through the office.
An overworld floor near the surface: the remembered grass and stone come up through the office.

One loop, 1392 blocks tall#

The Remembering (backrooms:the_remembering) runs from y 319 down to y -1072. It is your world at the same x and z, and it is one loop: fall out of the bottom and you come out at the top; build or fly out of the top and you come out at the bottom. There are no loading screens anywhere inside.

y 319to y -64
Overworld floorsYour overworld, cut into office floors at its own height: your hills, trees and villages poke through the walls above ground, rooms are carved out of remembered stone and deepslate below. Lamps: 93% lit.
y -65to y -192
Nether floorsCopies of the real Nether, fortresses and bastions included (a block here shows the real Nether's block 192 higher). Lamps: 64% lit.
y -193to y -304
End floorsCopies of the real End, end cities included (the real End's block 320 higher). Lamps: 40% lit. Stairs lead down from the lowest floor.
y -305to y -1072
The geometric levelForgetting floors, then gyroid halls, then the Menger lattice down to the bottom. Lamps: 55% lit. Below the bottom is the top again.

The first three groups are built of the same floors: every floor is six blocks, a floor block, four blocks of room and a ceiling. The office is the original vanilla look: stripped birch walls, cut sandstone ceilings, brown mushroom block floors mixed with packed mud and rooted dirt, and lamps in pairs.

The building#

The floors are laid on a 7-block grid of cells, and every stretch of floor is a mix of zones: rooms, cubicles, long halls running east-west or north-south, big rooms, pillar fields and empty open floor. Walls between cells can be open, solid, a doorway or a half-height wall.

  • It never remembers ore. Where ore was there is a hole, and now and then, as a whole vein, Memarium.
  • Your builds turn up in it, a little wrong, when nobody is looking. So does what you break, slowly. See Rules.
  • It changes only when nobody is looking. The deeper you go, the more it gets wrong.

Floor styles#

Not every floor is the same building. Every few thousand blocks a floor turns into another kind of place, blending over about 200 blocks, and the floors above and below are different again. Some of every floor stays the classic office.

StyleWhat it is
ClassicThe office as it always was. About half of every floor.
Pillar FieldOpen floor and pillars every 7 blocks, as far as the fog lets you see.
Long HallsHalls 33 blocks long with a yellow carpet down the middle and blind corners.
MazeOne-cell passages, no rooms, no doors.
Tall RoomsTwo floors merged into ten-block-high rooms, lamps on the high ceiling. Only some blocks of cells, so the floors round them keep their stairs and refuges.
CathedralThree floors merged, sixteen blocks high, with rows of pillars. Rare.
Low CeilingsMost cells drop the ceiling to two blocks: you crouch.
Lights OutThe classic shape with almost every lamp dark. Rare.
StairwellFlights everywhere, and some stairs go nowhere.
WildThe building is gone over several floors and the real terrain shows (overworld, Nether or End), 200 to 500 blocks across, the walls torn open round it.
GlitchZones rolled cell by cell, odd doorways, missing pillars, more flicker.

The forgetting floors under the End take the styles too, except Tall Rooms, Cathedral and Wild. Every style uses the same office blocks. /backrooms style tells you what the floor is where you stand, and /backrooms locate style <name> finds the nearest region of a style on your floor.

Pits, shafts, stairs and the ramp#

  • Pits are wide square holes through many floors. Most regions of about 192 by 192 blocks hold one. About a quarter of them go the whole way round the loop; the rest stop at a floor part way down. /backrooms locate pit finds the nearest one that goes all the way.
  • Shafts (2 by 2) and stair cells link neighbouring floors everywhere.
  • The ramp: in about half of all 320-block regions a long ramp, 96 blocks long and 3 wide, cuts down through the floors.
  • Stairs lead down from the End's lowest floor into the geometric level.
  • You can always dig or build your own way up or down.

Falling is safe at the seam

The loop itself never hurts you: falling out of the bottom brings you in at the top (y 315), and your first landing after the wrap does no fall damage, however far it is. A fall that never reaches the bottom still counts: a pit that stops part way down ends on a hard floor.

The geometric level#

Under the End floors the building gives up. The geometric level runs from y -305 to the bottom at y -1072:

  1. Forgetting floors (the first 320 blocks): office floors of varying height being eaten away by the math.
  2. Gyroid halls: an endless curved surface of stepped blocks you walk, climb and fall through. Gravity is strange in places.
  3. The Menger lattice: halfway down the gyroid morphs into a giant stepped cube lattice, which runs to the bottom. Over the last 120 blocks the cubes shrink, so none of them touches the loop.

In the math you also meet swallowed offices (whole office blocks half eaten by the geometry), deep refuges in clearings, rare Memarium veins in thick floors, and things that move: shapes shift out of sight, birch and mushroom blocks fall from above now and then, and most of the Vivid flyers turn up here, where the open air is.

Memories and landmarks#

Memories hang in pockets of the geometry: 20 famous places and builds, each remembered as a floating island (11 of the mod's own and 9 from vanilla's structures). Landmarks are bigger: an end city ship and two giant ruined portals. /backrooms locate memory finds the nearest memory once you are in the geometric level.

Here and there in the geometry the blocks have an old look: pockets of Old Stone, Old Cobblestone, Old Bricks and 26 other "old" blocks. They use the pre-1.14 textures from your own copy of the Programmer Art pack; no old textures ship with the mod.

The seams#

At the top and bottom of the loop you can look through: within about 96 blocks of a seam you see the other end of the loop through the haze, never the void. With Immersive Portals installed, the seams become real world-wide portals.

  • Fall out of the bottom (y -1071) and you come out at the top, same x, z, speed and facing.
  • Rise into the top (y 319, the top floor has no ceiling) and you come out at the bottom.
  • Mobs and items cross the seams too.
  • Nothing can stand on a seam: anything touching or pressing into one goes through at once.
  • Climb a ladder up into the top seam and you come out at the bottom standing on the nearest lattice block. Flying, floating and gliding things come out right over the bottom seam.
Just after climbing a ladder up through the top seam: standing on a lattice block over the bottom seam, the top floor drawn below.
Just after climbing a ladder up through the top seam: standing on a lattice block over the bottom seam, the top floor drawn below.

Lamps, flicker and blackouts#

The ceilings are lit by Stuck, Flickering and Burnt-Out Lamps: redstone lamps that stay lit, flicker or stay dark without any power. The lower the floor, the more of them are dark.

  • Flickering lamps only flicker near players, a few bursts a minute.
  • Blackouts: sometimes every lamp around you goes out at once, for 3 to 45 seconds, then comes back in a wave. The fog closes in to about 18 blocks. A blackout often comes when the Keeper gets angrier, and now and then one comes below the End.
  • Vivid mobs on the ground only spawn during a blackout. Vivid ghasts and phantoms can turn up at any time where there is open air.
  • A stuck lamp coming back from a blackout is burnt out one time in 25.

Settled patches#

Rarely, part of a floor has gone the Keeper's brown-black: settled. In a settled spot, area or room the birch walls, mushroom and mud floors, the cut sandstone ceiling and the lamps are their settled versions, the settled lamps dim and flickering. At the edges the office goes black a block at a time, and Settled Lichen creeps over the floor and up the walls round them. Refuges and structures are never settled.

A settled room: black birch, settled floors and lichen creeping out of it.
A settled room: black birch, settled floors and lichen creeping out of it.

Look up in one: the ceiling has gone black too (Settled Sandstone), and at the edge of the patch it speckles back out into the normal ceiling a block at a time.

The rooms it remembers#

The Remembering also builds rooms of its own on many floors: refuges where your insanity falls, remembered rooms that each remember one part of the game with one detail wrong, and misremembered places that hold a whole vanilla structure, glitched. They have their own page: Refuges.