Infinite Procedural Backrooms Generator [Level 0] Feedback

Hello! Over the past few days, I had been inspired to create an infinite procedural generator of the well-known Backrooms “Level 0”.

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The generator features:

  • Completely unique room generation (No area will be the same as another)
  • Infinite generation, so the exploration is endless!
  • A pretty accurate representation of the actual Backrooms Level 0 in terms of rendering

You can try the generator out for yourself in my demo place:

Any feedback is appreciated! If you have questions regarding the generator itself, I’d be glad to answer them. (though I do not plan on just sharing the entire code at the moment)

4 Likes

This is pretty good, what method did you use? And by infinitely, do you mean that it constantly generates or generates when the player is near the edge?

For generation, I used more of a chunk-based dungeon-like generation method. It basically works like this:

When a chunk is loaded, randomly sized rooms are placed in the chunk at random positions. They are then spaced out based on distance from other rooms so that things are slightly more spread out. Once that’s done, the rooms are converted to a grid and the generator splits the grid into regions of tiles. It then generates at least one connection from each of the regions to another, allowing for all regions to be explored.

In terms of infinite generation, when a new chunk is generated, the new chunk generated at least 1 connection with an adjacent chunk, which allows players to access the chunk. Using this process essentially allows for infinite exploration, and guarantees a path to every open area.

For your second question, chunks generate/load if within a specific radius of a player (“Render Distance”), and unload if they are outside of the radius.

Hope this answers your questions!

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This looks great! Maybe one day you could add Prop Generation for extra detail!

I do feel like it is slightly dark though, the lighting could use some adjustments. But overall, good job!

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It looks good however it feels generated. Normally, backrooms are more hallway based and everything is one thing. But your system feels split up and like a bunch of different buildings that are connected togeather through small passageways.

While this can be good, the backrooms should feel more randomized and this system you have feels to predictable. Its easy to immediately understand the nature of the generation and you quickly learn that its just a bunch of rooms connected with passageways.

The backrooms should be unpredictable unlike that however and should have a variety of techniques instead of a single way of generation.

2 Likes

That’s a fair point. There is a decent possibility that I could work something out though but I’ll see how that goes. Thanks for the feedback!