Backdoor Rupture

A fast, gore-heavy boomer shooter set in the Backrooms, with Lovecraftian and SCP elements. Endless roguelike runs through procedurally generated dimensions.
Eldritch horror all around you, and you are still the most dangerous thing in the room.
Pre-alpha. The player character is done. There is no gameplay yet.
You are D-0066: a D-Class convict in an orange coverall, with a number where a name should be.
You wake on the carpet of the Lobby next to a dead SCP soldier and a dead scientist. Nobody tells you what killed them. You take their guns and start walking.
Every run starts there: yellow wallpaper, damp carpet, fluorescent tubes humming overhead. Then it goes deeper.
He never gets home.
That is the premise, not a spoiler.
If you have played
- Quake 1 and 2
- that is the feel.
- Doom
- that is the pace.
- Risk of Rain 2
- that is how the runs work: they go on until something puts you down.
What it is, and what it isn't
It is
- A boomer shooter. Fast, loud, first person. You move like it's 1996, and anything that moves gets shot.
- Gore. Whatever you kill comes apart. That is how you know the shot landed.
- The Backrooms. Oppressive and indifferent. The place does not care that you are there, and that is where the horror comes from.
- D-0066. Crude, and very good at this. He is flippant. The world is not.
It isn't
- A story game. You get a situation, not a plot.
- Quests. There are none.
- Cutscenes. You wake up with control.
- An ending. There is nothing to finish.
How he moves
Three of his clips. More are in the D-0066 file.
The engine systems the game will use (11)
- Player movementThe game is being built to move its player with this motor: running, jumping, crouching and climbing.
- Level machineryThe game's levels will be assembled from these parts.
- NavigationThe game's enemies will find their way with this system.
- DamageEvery hit in the game, on you or on an enemy, will be worked out by these rules.
- Weapons and projectilesThe game's weapons will be built from these firing and projectile parts.
- GoreThe game's gore will come from this system.
- What enemies can doThe game will build its creatures from this repertoire.
- How enemies decideThe game's enemies will make their choices through this layer.
- Animation and bodies on screenD-0066 and his animations are being set up to play through this system.
- UI, HUD and in-world screensThe game's HUD and menus will be built on this.
- Tuning and content plug-insThe game's own weapons and enemies will plug into the engine here.