Backrooms에 맞서라. 함께.Backrooms(백룸) 탈출은 누구나 시도할 수 있습니다. 하지만 추출 요원은 그 안으로 다시 들어갑니다. Backrooms: Extractions는 1~6인 협동 호러 게임입니다. 당신은 M.E.G.의 현장 요원으로서, 끝내 돌아오지 못한 이들을 데려오기 위해 투입됩니다. 임무는 탈출이 아닙니다. 구출입니다.
고유한 행동 방식을 지닌 개체들일곱의 확인된 위협이 각 레벨을 배회합니다. Smiler, Wretch, Hound, Skin Stealer, Partygoer, Balloon, 그리고 M.E.G.가 가장 최근에 확인한 Wraith까지. 하나하나가 저마다의 감각과 소리, 행동 규칙을 가졌습니다. 개체 등록부에서 미리 익히십시오. 아니면 몸으로 배우게 됩니다.
추출 게임플레이모든 투입은 하나의 작전입니다. 실종된 요원들의 위치를 파악하고, 데이터를 전송한 뒤, 추출 윈도우가 열릴 때까지 살아남으십시오. 작전을 완수하면 M.E.G.가 보상합니다. 실패하면, 가져간 모든 것은 Backrooms의 몫이 됩니다. · 적대적이고 끊임없이 변하는 환경 속에서 실종 요원 추적
· 비콘을 설치하고, PDA로 신호를 포착하고, 데이터를 전송해 추출 윈도우 개방
· 개체들이 조여 오는 동안 자리를 사수
솔로 또는 최대 6인 협동Backrooms에 홀로 맞서거나, 최대 여섯 명의 요원으로 크루를 꾸리십시오. 보이스 챗이 기본 내장되어 있고, 장거리 교신용 필드 무전기도 있습니다. 그리고 개체들은 듣고 있습니다. 무슨 말을 하는지, 얼마나 크게 말하는지가 누가 살아 돌아갈지를 가를 수 있습니다. 블랙아웃 중에는 무전기마저 먹통이 됩니다. 보이스 챗은 절대 녹음되거나 저장되지 않습니다.
장비가 곧 생명줄Backrooms: Extractions는 도구 중심의
이 게임의 숨은 것전체 15개 · 조건 비공개 1개 · 1% 미만 8개 · 전 세계 달성률 낮은 순
0.1%
Caught on Tape: Skin StealerFilm the Skin Stealer long enough to identify it in the Entity Registry.
0.1%
Caught on Tape: SmilerFilm the Smiler long enough to identify it in the Entity Registry.
0.1%
Caught on Tape: HoundFilm the Hound long enough to identify it in the Entity Registry.
0.1%
Field ArchivisIdentify every known entity in the Entity Registry.
0.1%
Caught on Tape: WraithComplete the Wraith's full field dossier in the Entity Registry.
0.2%
Caught on Tape: BalloonFilm the Balloon long enough to identify it in the Entity Registry.
희귀한 도전과제일수록 조건에 히든보스나 비밀 엔딩이 그대로 적혀 있습니다. 스팀 커뮤니티 실측 달성률이에요.
평가는 어떻게 변해왔나리뷰 649개 · 전체 긍정 71.7%
월별 긍정률 업데이트 할인
최근 업데이트한글 요약 · 원문은 접어뒀습니다
2026-08-05
Voice Chat Overhaul • Suburbs Exit Gate Fixes
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
The voice chat mode setting finally does what it says. Off is really off, Push To Talk really waits for the key, and the volume slider on each player works across its whole range instead of just muting. The Suburbs got their exit gates back too, and the biggest crash of the last update is gone. Voice Chat Input Mode • Off, Open Mic and Push To Talk had no effect once the game was running. Whatever mode was loaded at startup stayed in place and the mic behaved like Open Mic no matter what you picked. The setting now applies the moment you change it. Staying Quiet Actually Works • On Off your voice was not transmitted but still made noise in the world, so a creature could track you through a sentence nobody could hear. It no longer does. Per-Player Volume • The slider had two states, muted at the bottom and full volume everywhere else. It now applies across its whole range. Helmet Voice Meter • The meter could stay lit when you released the key mid-sentence, and it ignored your input mode entirely. Both fixed. Settings Label • The third input mode reused the wrong label. Corrected in every language. The Suburbs Exit Gate Keypads • Pressing keys on a pad often did nothing at all: no s
This build is mostly about performance. A large optimisation pass gave back around 4 ms per frame on the main thread, and our test runs come out about a third faster on the same hardware. Startup failures are fixed as well: a graphics component shipped with the game had drifted out of sync with the engine after its last upgrade, and on some machines it stopped the game from ever reaching the menu. Performance Frame Rate • A large optimisation pass gave back around 4 ms per frame on the main thread, roughly half of what it was spending there. Average frame rate is up about a third across our test runs. Stutter • The hitches that came with it are down by about half. Being chased was one of the heaviest cases, so that is where the difference should show the most. Startup & Stability Startup Failures • The game could close during the intro sequence, or fail to open at all, on machines where a shipped graphics component no longer matched what the engine expects. It is realigned, so the game starts normally again. If you were stuck on this, it is worth another try. Driver Warning • The warning about an out-of-date graphics driver had never actually reached a single player: the window
This one is all stability. The engine upgrade landed, and everything after it went into what was actually cutting sessions short: co-op loading, signal zones, how much data the game sends between players, and gamepad input on the in-world screens. Multiplayer Co-op loading screen • Starting a session with other players left everyone stuck on the loading screen long after the level was ready. The host now confirms readiness as each player arrives, so loading ends when loading is done. Signal zones • Transmitting could be refused from a spot that looked perfectly valid, most often in The Suburbs. Signal zones now line up with what you see, and the Suburbs spots were re-placed where you can actually reach them. Network footprint • Character data and FogHorn recordings sent between players were reworked to put far less on the wire. Sessions hold together better on weaker connections. Controller Terminal screens on gamepad • Confirming on the deployment terminal and the other in-world screens often needed a second press, and D-pad navigation could lock up until it landed. Gamepad confirm now stays a proper key press while a screen is engaged, so the first press always registers and navi
Hey everyone. The last update put a controller in your hands; this one rebuilds the places you use it most. The deployment terminal in the LAB was redesigned from scratch and now handles everything in one place, multiplayer included. The Endless Protocol got a proper identity, from the way it introduces itself down to what happens if the game crashes mid-run. LAB storage was rebuilt to match the tool shop. And nearly every one of these screens was tuned for the Steam Deck: we are working toward full Steam Deck validation, and that work makes the game better on every platform. Your reports keep steering the priorities: the hole in the middle of Level 0, the Partygoer crowds cornering players on Level Fun and the missing jump on gamepad are all fixed below. Keep them coming. Here is everything that changed: Deployment Terminal OverhaulOne board for everything • The LAB deployment terminal was redesigned from scratch: a mission board with your target zone, threat assessment, squad and training in dedicated cards, and your stats in a shop-style header. The old splash screen is gone; you land straight on the board. Multiplayer built in • Browsing, creating and joining squads now happens
얼리일 때가 버그도 적고 재밌었는데, 정식 출시 하니까,게임 진행이 불가한 수준의 버그와 상호작용 반응이 느려졌음
비추천 · 2026-06-21 · 4시간 플레이
백룸 게임 중 가장 무서운 게임이었습니다....
멀티로 플레이 하는데 어느 순간 프레임드랍 조금 생겨서 거슬렸지만 금방 괜찮아져서 넘어갔는데
다음 스테이지 시작할 때 로딩화면 넘어가는 순간 본체 엄청 빠르게 돌아가는 소리 나면서
검은 화면에서 멈춘 채로 본체만 계속 소리지름
아무것도 안 먹히고 완전 먹통이 되어버려서 강제로 본체 셧다운 시키고
다시 켜니 5번 무한 재부팅 후 켜지는.....