the frequent level switching really adds to the disorienting feel of the backrooms, took me a long time to beat but the sound design and visual effects made it super atmospheric the whole time. I actually watched the backrooms movie for the first time last week, so i picked up on a few references here and there. I like the subtle camera movements as you walk, and the use of spatial audio to help locate the cutouts. I noticed there’s a crouch, not sure what use it has, but perhaps it could allow the player to crawl through narrow spaces like in the movie. kinda glad there was no monster, I think the backrooms’ strongest attribute has always been that liminal surreal vibe, which this game nails.