How the FiveM Backrooms script plays: ways in, the five levels and monsters, sanity, stamina, flashlight, lockers, items, exits, rewards, entrances, settings and stats.
A run is one trip into the Backrooms: from the moment the screen fades to the moment the player is back in the city — alive or not.
Getting in
The player dies, walks through an entrance or is sent by an admin. The screen fades, they drop onto Level 0 — or the level an entrance leads to — and a card names the floor.
Surviving
They carry a flashlight and one spare battery. Sanity, stamina and battery tick down, supplies hide in boxes, and monsters arrive when the director decides.
Finding a door
Each run shows only a few of the level's exits. Going through one takes the group deeper, back to the city, or springs a trap.
Getting out
Escaping pays cash plus the worth of what they carry. Dying leaves a body with their items for the others. Either way they come back to the city, and the run is recorded.
Every run is its own copy of the world — a separate routing bucket with no traffic or pedestrians — so players in different runs never see each other, and nothing from outside follows them in.
When a player dies anywhere on the server, there is a chance — 6 in 100 by default — that they wake up on Level 0 instead of at the hospital. A cooldown of 15 minutes stops it happening to the same player twice in a row.
Settings → Getting in
Entrances
Taped-off walls and arcade machines you place in the world. Each leads to the level you choose, and a machine can charge for the run.
/backroomscreator
Hidden spots
Five fixed places with an [E] Enter the Backrooms prompt and no blip: the Davis Quarry Shaft, the Grapeseed Barn, the Mount Chiliad Hatch, the Antenna Maintenance Door and the Paleto Pier Access.
Built in
Admins
/sendbackrooms <id> [level] sends a player straight to any level.
Players who go in at about the same time share a run. With Join open runs on (the default), a new arrival joins a run on the same level that started less than three minutes ago and still has room, up to four survivors. Turn it off to give every entry a private run of its own.
The levels are played in order: an exit that leads deeper drops the group onto the next one, and the last level only has ways out. Each has its own lighting, fog, ambient hum, monster — and drains sanity at its own rate.
Level
What it is like
Monster
Sanity drain
Level 0 — The Lobby
Yellow wallpaper and buzzing fluorescents. Long gaps between flickers; blackouts are rare.
The Wanderer
×1.0
Level 1 — Habitable Zone
Darker, colder halls. Blackouts come early and often.
The Still One, during blackouts
×1.18
Level 2 — Pipe Dreams
Pipes and thick fog. Every blackout turns the lights red.
The Bundle
×1.42
Level 3 — Electrical Station
Almost no light, fog fifteen metres away, frequent red alerts.
The Screamer
×1.70
Level X — The Sublevel
A vast underground space under long, dim red alerts. The last floor: its exits lead out or nowhere.
The Colossus, woken by a red alert
×0.65
Three events shape every floor:
Flickers — the lights stutter and dip for a moment.
Blackouts — every light dies for twenty seconds or more. Sanity drains fast, and some monsters only come out now.
Red alerts — the lights pulse red with an alarm. Something is awake.
A quiet period at the start of every run holds back the first blackout, red alert and monster, so players get their bearings before anything happens. Deeper levels keep it shorter.
Monsters are not placed. The director sends one when the group's tension is high enough — often after a few seconds of unnatural silence — at a distance from the player it judges most vulnerable, and takes it away when it wanders too far or has been around too long. None of them can be killed.
The Wanderer — Level 0
A tall figure that patrols, listens, and never loses your scent once it has it. It opens doors and forces them. Your flashlight is the defence: shine it in its face from close enough and it backs away, and may vanish. Hits for 17.
The Still One — Level 1
It cannot move while anyone can see it — and it does not need to walk. Look away, or lose sight of it in a blackout, and it is suddenly closer. It sees all around itself, hears from far away and hits for 65. Meeting it face to face snaps the camera to it and tears away a chunk of sanity. Keep it in view.
The Bundle — Level 2
A mass of cables drawn to light and noise. Near it, your flashlight flickers; close up, it dies for a few seconds. Switching the torch off is often the right call. Hits for 22.
The Screamer — Level 3
It stands facing a wall and ignores you — until you look at its face. Then it screams, the screen flashes red, and it runs at you faster than you can sprint, and it never gives up. Its touch kills. Keep your eyes down.
The Colossus — Level X
A giant, slow cousin of the Bundle that wakes when the lights turn red. It hears from almost a hundred metres away, reaches further than anything else, never loses your scent and, like the Bundle, is drawn to your light and kills it up close. Hits for 42. Outwalk it.
Most of them hunt by sound, and a locker beats every one of them: once a player is inside, the monster loses them and gives up after a few seconds. A flare drives them away from where it burns, and an entity sample lures them to the jar instead of you.
Between monsters the director keeps the floor alive with omens — a whisper, footsteps overhead, a door slamming somewhere, something crawling in the vents, a scream far away, a figure crossing the corridor — growing stranger as tension rises. Scares come in waves: after each one, the group is given a moment to breathe.
Sanity starts at 100. It drains in the dark and during blackouts, when the player is alone, when a monster is near or hunting them, and when they are out of breath. Light, a lit flashlight, other survivors close by, safe rooms and hiding bring it back.
Stage
From
What the player gets
Stable
100
Nothing.
Uneasy
70
Whispers at the ear, footsteps that are not there, the first hallucinations.
Disturbed
45
Breathing behind them, a heartbeat, the screen warping, figures that vanish when looked at.
Panic
25
All of it, more often and louder.
Breaking
10
Almost constant.
At zero the mind gives out: the lights die, every monster on the floor comes for the player, they lose health, and sanity snaps back to a sliver. Going down a level lifts sanity to at least 80.
Sprinting and jumping cost stamina; walking, crouching and standing still bring it back. Run dry and sprinting is off until it recovers — and a player out of breath pants loudly enough to be heard.
Everything a player does makes noise, and monsters listen. A step on carpet is soft; the same step on metal, a grate, water or glass carries. Crouch-walking is nearly silent, sprinting is not. Searching a box, slamming through a door and — with pma-voice — talking all count, and talking at a wider voice range counts for more.
Every run starts with a flashlight and one spare battery. F switches it on. A full battery gives roughly four minutes of light and starts to flicker when it runs low; a battery from the bag puts back 45%. The beam keeps sanity up — and matters to the monsters: one backs away from it, and two are drawn to it and feed on it.
Lockers stand around the levels. Press E beside one to climb in: a hidden player cannot be reached, and a monster hunting them gives up after six seconds. Inside, the screen stays dark, the player makes almost no noise, and sanity drains far slower and slowly recovers. E again climbs out.
Twelve items, found in containers and on bodies. Use them from the Backrooms bag (F2) — or straight from your own inventory with ox_inventory or qs-inventory. Worth is what each one adds to the escape reward.
Item
Effect
Worth
Flashlightflashlight
Switches the light on and off. Never used up.
$300
Batterybattery
Recharges the flashlight by 45%.
$90
Almond Wateralmond_water
+32 sanity, +25 stamina.
$120
Spoiled Almond Wateralmond_water_spoiled
−12 sanity, +10 stamina, −6 health.
$30
Bandagebandage
+25 health.
$60
Map Fragmentmap_fragment
Reveals one exit on this floor.
$40
Rusted Keycardkeycard
Opens a locked exit, and snaps in the lock.
$220
Flareflare
Burns for 45 seconds and drives monsters away from where it was lit.
$180
Radio Partradio_part
Reveals an exit to everyone in the group and quiets the floor for 30 seconds.
$850
Film Rollfilm_roll
Reveals every exit — loudly, and for 8 sanity.
$1,400
Corrupted Tapecorrupted_tape
Reveals two exits, for 18 sanity.
$1,900
Entity Sampleentity_sample
Breaks open and pulls every monster to a spot ahead of you instead. Costs 6 sanity.
$2,600
Containers are searched by holding E for three seconds — BACKSPACE cancels, and the rummaging is heard. Each run shows a different random selection of a level's containers, some are empty, and a searched one fills again after several minutes. Deeper levels roll more items per container, and rarer ones. A floor whose exits need a keycard always hides one somewhere.
In the bag: E uses, G drops one, SHIFT + G drops the stack, F2 closes it.
Every level has several exits, and each run shows only two to four of them, picked at random. Hold E for a moment to go through. Most need a Rusted Keycard, which the lock keeps.
The door leads
What happens
Deeper
The whole group falls to the next level, with a new layout of containers and exits.
Out
The player escapes: paid, and dropped at one of six spots around the map.
Nowhere good
A trap. The door slams, the lights die and the director sends a monster straight at whoever opened it. Once in a while the door opens onto the sky instead, high above the city.
Map fragments, radio parts, film rolls and tapes reveal where the exits are. The last level has no way deeper: its doors lead out, or are traps.
A player who dies inside sees the death screen — what took them, the level they reached and how long they lasted — and their record: deepest level, runs, escapes, deaths and best run. ENTER wakes them up back where they went in, revived unless Revive on the way out is off.
What they carried stays down there in a body the rest of the group can search — hold E — for 30 minutes. The others are told who went down and see a red marker and SIGNAL LOST where they fell. A player who falls out of a level's floor is put back on its spawn instead.
Escaping pays cash: the base reward, multiplied once for every level deeper than Level 0 the player reached during the run, plus the worth of every item they carry out. With the defaults — $1,500 and ×1.85:
Deepest level reached
Reward, before items
Level 0 — The Lobby
$1,500
Level 1 — Habitable Zone
$2,775
Level 2 — Pipe Dreams
$5,134
Level 3 — Electrical Station
$9,497
Level X — The Sublevel
$17,570
With Keep loot on escape on, the items come out with them as well. An escape lands at a random spot around the map — except a run started from an arcade machine, which always ends back at the machine.
By default, a player who disconnects inside is pulled out: when they return they wake up where they went in, and the run counts as abandoned. Turn Pull out on disconnect off — keeping Back in after reconnecting on — and they come back to the same level with the same items, sanity and battery.
A run takes over the player on purpose — the horror depends on it. Each of these is a switch under While inside, and everything is restored the moment they leave:
First person is forced, with a slight head bob.
Weapons cannot be drawn or fired, and vehicles cannot be entered.
The phone keys are blocked, and qs-smartphone is told to stand down.
The minimap and your server HUD are hidden.
The wanted level is cleared and stays at zero.
Key
Does
F
Flashlight on and off.
E (hold)
Search a container or a body, go through an exit.
E
Climb into or out of a locker.
F2
Open and close the bag.
SHIFT · CTRL
Sprint · crouch.
BACKSPACE, then ENTER
Give up an arcade machine run, leaving what was found behind. Machines only.
The HUD sits at the edges of the screen, styled like old camcorder footage, and every part has its own switch under HUD:
Part
Shows
Sanity bar
Sanity left and its stage, from STABLE to BREAKING.
Stamina bar
Stamina left, and EXHAUSTED when sprinting is off.
Flashlight battery
Charge left, and whether the light is on.
Level name · Run timer
The floor the player is on, and how long the run has lasted.
Inventory
Whether F2 opens the bag.
Around it: the survivors sharing the run, prompts, subtitles for what the player senses, film grain that thickens as sanity falls, and the card that names each floor on arrival.
Entrances are placed in game. /backroomscreator opens the creator: every entrance on the left, searchable, and the selected one's details on the right. Press + for a new one.
Section
What you set there
Entrance Info
A name, only shown in this list.
Destination
The level players arrive on.
Appearance
The type — Wall tape or Arcade machine — and, for tape, its colour (blue, green, red) and condition (clean, peeling, torn): nine looks.
Price
Machines only: what one run costs, in cash or by bank transfer. It is charged the moment the run starts, never on a failed entry. 0 is free to play.
Placement
Select hides the window and hands you a ghost of the entrance to aim at a wall.
Key
While placing
Left click
Place it here.
Z / X (hold)
Rotate.
ALT (hold)
Rotate slowly.
Mouse wheel
Raise or lower it.
BACKSPACE
Cancel.
The tape snaps flat against whatever wall you aim at, facing out, so it never flickers. Save, and it appears for every player straight away, labelled Mysterious Entrance — or Insert Coin with its price on a machine — when someone walks up to it. Each entrance can be edited, moved, deleted, or used to teleport in front of it.
/backroomsconfig opens the settings panel. It shares a header with the creator and the statistics — three tabs, Creator, Statistics and Settings — and each admin only sees the tabs they have access to.
It holds 45 settings in nine sections. Every field explains itself, a search box finds a setting across all sections, changes are saved together, and Reset section or Reset everything goes back to what shipped. Saved values live in the database and apply to every player at once.
General
Setting
Default
What it does
Language
English, or qs:locale
Every text of the resource, in game and in the panels.
Sound volume
90%
Master volume of ambience, monsters, footsteps and alarms.
Getting in
Setting
Default
What it does
Wake up inside after dying
On
A player who dies anywhere may wake up in the Backrooms instead of at the hospital.
Chance after dying
6%
Out of every 100 deaths, how many end up inside.
Groups
Setting
Default
What it does
Players per run
4
How many share one run — world, loot and exits. 1 to 8.
Join open runs
On
New players go into a run that still has room before a new one opens. Off gives every entry its own run.
Escape and rewards
Setting
Default
What it does
Reward for escaping
$1,500
Cash paid for escaping from the first level.
Multiplier per level
1.85
What the reward is multiplied by for every extra level survived. 1 pays the same everywhere.
Survival
Setting
Default
What it does
Starting sanity
100
Sanity a run starts with, out of 100.
Sanity after going deeper
80
Going down a level lifts sanity up to this. It never lowers it.
HUD
Show HUD turns the whole HUD on or off; Sanity bar, Stamina bar, Flashlight battery, Level name, Run timer and Inventory switch each part. All seven are on by default.
While inside
Setting
Default
What it does
Force first person
On
Keeps the camera in first person. Strongly recommended.
Head bob
On
The camera sways slightly while walking and running.
Disconnects and ranking
Setting
Default
What it does
Save runs
On
Keeps each player's run — level, items, sanity, battery — in the database while they are inside.
Back in after reconnecting
On
A player who disconnects inside returns to their run when they reconnect.
Commands and access
Setting
Default
What it does
Creator command
backroomscreator
Opens the entrance creator. Typed without the /. Needs a restart.
Creator permission
These values live in your database, not in a file, and updating the resource never touches them. Renaming a command is the only change that waits for a restart — the panel says so when you save.
The Statistics tab reads every finished run live from the database. It opens with the same permission as the settings.
Section
What it shows
Overview
Players, runs, escapes, deaths, who is inside right now, the best escape and who made it, time played, items found, the deepest level reached and the average run.
Activity
Runs finished per day over the last 14 days.
Where runs end
Escapes, deaths and abandoned runs, by the level they ended on.
Latest runs
The last runs finished on the server: who, which level, how it ended, how long it took and the loot it carried.
Players
Search by name or identifier and sort by deepest level, escapes, deaths, runs, best escape, time played, items found, last played or name. Open one for their rank, their numbers, how their runs ended by level and their last 25 runs — and copy their identifier.
The layouts of the five levels ship ready to play. To change them there is a level editor — a developer tool that only exists while Config.Debug.enabled is on, and only admins can open. Use it on a test server.
/brdeveloper [level] flies you to a level with a free camera and a panel: the levels with a point count each, what you are placing, its model, and every point of that kind already placed — each with GO and DEL.
Kind
What it is
Spawn points
Where players appear on entering the level. Position only.
Exits
Doors, each set to Descend, Escape or Trap, optionally needing a keycard, with a door prop or as text only.
Loot containers
Searchable boxes. A random selection appears each run.
Lockers
Lockers players can hide in.
Props
Decoration with no function — crates, office furniture, work lights, wrecked cars.
Safe rooms
A radius where sanity recovers and pressure drops.
Navigation nodes
Points monsters walk through. Place several along corridors and at junctions so they never get stuck.
Key
Does
Left click
Grab and move a point.
E
Save it.
X · F3
Delete what you aim at or have selected · undo the last change.
G
Drop it to the floor.
Z / C · Q
Rotate · switch the axis between turn, tilt and roll. SHIFT for fine steps; the mouse wheel raises and lowers.
H
Free camera on or off — W A S D to fly, SPACE / CTRL up and down.
LEFT ALT
Show or hide the cursor.
BACKSPACE
Close the editor and return to where you started.
The panel can also delete everything within a radius around you, or every point of one kind on the level. Every change is saved to backrooms_points at once and reaches players on their next visit to that level.
Wait between death entries
15 min
How long before dying can send the same player in again.
Revive on the way out
On
A player who leaves dead comes back alive. Off leaves them to your ambulance job.
Only runs on the same level
On
A new player only joins a run on the level they are entering.
Time to join a run
3 min
How long after a run starts new players can still be added. 0 means any time.
Exits that lead out
31%
The chance that a descending exit takes the group back to the city instead. It applies to exits without a fixed outcome; exits placed in the level editor keep the one they were given.
Keep loot on escape
On
Players keep the items they found. Off empties their bag on the way out.
Drop loot on death
On
A dead player leaves a body with their items for the group to search.
Body lasts
30 min
How long a body stays to be searched.
Sprint cost
11 / s
Stamina used per second of sprinting. Higher tires players sooner.
Battery use
0.42 / s
Flashlight battery used per second while it is on.
Lockers
On
Players can hide inside lockers, where monsters cannot reach them.
Monsters give up after
6 s
How long a monster keeps looking for a player who hid.
No weapons · No vehicles · No phone
On
Blocks drawing and firing weapons, getting into vehicles, and the usual phone keys.
Hide the minimap
On
No minimap during a run.
Hide your server HUD
On
Hides your own HUD, connected in client/custom/main.lua (SetCustomHud).
Pull out on disconnect
On
A player who disconnects inside wakes up outside when they return. Wins over the option above.
Leaderboard size
15
How many players the ranking returns.
command.backroomscreator
The ace needed to use the creator.
Settings command
backroomsconfig
Opens this panel. Needs a restart.
Settings permission
command.backroomsconfig
The ace needed to open this panel and the statistics.
Framework admins
On
Your framework's admins open both windows without an ace.