Key art for Backrooms Lost Dimension

Game review

Backrooms Lost Dimension

4 / 10

Developer
SG STUDIOS
Publisher
SG STUDIOS
Released
16 June 2026
Platforms
Windows
Genre
Indie, Free To Play, Early Access
Monetisation
free-to-play
Players
false

The short version

Biggest strengths

  • A genuinely strong opening atmosphere, with flickering lights and retro-office sound design that impressed several reviewers
  • Solid, well-received voice acting on the human-recorded portions of the presentation
  • Free to play, with a low-risk first chapter that lets players sample the game before committing further

Biggest weaknesses

  • Widespread, independently corroborated reviewer reports of extensive AI-generated content across art, loading screens, and voice lines, which several reviewers said exceeded what the store page disclosed
  • Frequent, level-breaking bugs including untextured walls, clipped props, and a settings menu that can permanently change the game's language
  • Anomaly encounters widely criticized as unfair or poorly designed, alternating between ignorable and inescapable with little middle ground

Who it's for: Backrooms enthusiasts curious about an early, free, and openly unpolished Early Access entry, but not players seeking a finished experience free of AI-generated content

Our recommendation: not-recommended

4 / 10

Backrooms Lost Dimension entered Steam Early Access on June 16, 2026, from developer SG STUDIOS, a free single-player horror game set in the liminal-space Backrooms subgenre, promising puzzles, survival mechanics, and an original story told across unlockable chapters starting with a free first level. Its 18-review English pool lands at Mostly Negative (7 up, 11 down, 39%), and the reviews are unusually consistent, across both positive and negative verdicts, about a specific, recurring concern: pervasive AI-generated content that a large share of reviewers say goes well beyond what the game's store page discloses.

That AI-content complaint is the single most repeated theme in the entire review pool, raised independently by numerous reviewers describing different specific instances. One of the pool's most detailed negative reviews put it starkly: "the unreal amount of AI in this game is astounding, it is everywhere, the art, the respawn screens, the voices," adding a specific, strange detail that "if you mess with settings it will literally change the voices of the characters and then you can't change it back." Another reviewer, who said the game caused them to write their first Steam review since 2013, wrote it was "full of Ai slop (loading screens, items, entities and levels)," going level by level to note that "the smiler entities are AI generated" and that overall the game "could've been made on Roblox for less time, more profit and less faults." A third reviewer specifically flagged the gap between disclosure and reality, writing that "the intro felt a lot heavier on the AI front than stated in the disclosure," a notable, specific complaint given that SG STUDIOS does appear to have disclosed some AI usage rather than concealing it entirely.

Several shorter reviews echoed the same complaint in blunter terms, with one simply calling the game "AI slop" and recommending players avoid it entirely, and another writing, "i cant ignore the blatant use of AI... the backrooms is all about creativity and what the brain can makeup, this honestly looked like it had promise," expressing genuine disappointment rather than reflexive hostility toward AI tools in general. That reviewer's framing is worth noting specifically: their objection wasn't to AI use as a concept but to how visibly it undercut a genre built on handcrafted, uncanny creativity, concluding, "I hope you can make a game without AI in the future because I know you can, but right now this is a skip for me." A separate reviewer, playing after buying with a Steam key, reported adjusting the framerate setting caused the game's language to change unexpectedly, calling the whole experience "vibe coding to the max."

Beyond the AI-content concerns, reviewers independently reported a range of technical bugs consistent enough to suggest the game genuinely is very early in its Early Access lifecycle. The pool's most detailed critical review catalogued issues level by level, describing "untextured" walls, "props clipped badly into walls," a wire-connection puzzle that "doesnt work" even when correctly assembled, and a locked door blocking a path next to "a wall with a giant hole in it" that inexplicably can't be walked through. Another reviewer reported the game "broken since its Beta Release" with "basically still the same bugs as before and some," expressing clear disappointment at the lack of progress between builds.

Anomaly and enemy design drew its own specific frustration from multiple reviewers, distinct from the technical bugs. One reviewer described being chased by an entity that behaved inconsistently, "at times they will wander around the level, other times they will be like a magnet, never leaving you alone," while another described only narrowly escaping a chase "using up all of my stamina" through what they suspected was luck rather than a fair, learnable mechanic. Combined with reported all-progress-lost death penalties in several levels, this created a difficulty curve that multiple reviewers found punishing in a way that felt disproportionate to the game's current state of polish rather than intentionally challenging.

It would be inaccurate to say the pool is uniformly negative, though, and the positive reviews are worth taking seriously rather than dismissing as outliers. One reviewer wrote that the game "surprised me in the best way," praising "flickering fluorescent lights, muffled hums, and just enough weird details to keep you curious and on edge," and calling the puzzle-to-exploration balance "intuitive but engaging." Another specifically praised the game for having an actual story, writing, "I have played over 20 backrooms games and none had a story line," while acknowledging navigation could feel confusing and suggesting the developer consider multiplayer down the line. A few reviewers also praised the voice acting specifically, with one calling it "excellent" and crediting the "animations and monsters" as strong work "especially considering that a single developer works on it," a detail that complicates the picture somewhat, since praise for handcrafted voice work sits uneasily alongside other reviewers' specific complaints about AI-generated voice lines elsewhere in the same build.

It's worth being precise about why the AI-content complaint carries more weight here than a single unverified accusation would. This isn't one reviewer's unprovable hunch about a subtle stylistic tell; it's a specific, recurring, independently corroborated observation from numerous reviewers across separate playthroughs, pointing at concrete, named elements, respawn screens, loading screens, entity models, voice lines, and tied directly to the developer's own store-page disclosure of some AI usage. Reviewers aren't accusing SG STUDIOS of hiding AI tools entirely; they're specifically reporting that the scope of that usage feels larger and more central to the finished product than what was disclosed, a narrower and more verifiable claim than a bare suspicion. That distinction is what separates this from the kind of single-source, unsubstantiated accusation that shouldn't be repeated without evidence, this is a consistent pattern across a meaningful share of an admittedly small review pool, not an isolated outlier.

Given the volume and specificity of independently corroborated reports about pervasive, disclosure-exceeding AI-generated content, alongside genuinely serious technical bugs at this stage of Early Access, Backrooms Lost Dimension is difficult to recommend in its current state, despite real, specific praise for its opening atmosphere and story ambitions. It costs nothing to try, which lowers the risk of forming your own opinion, but prospective players should go in with clear eyes about what multiple independent reviewers have consistently reported finding inside.

Pros and cons

Pros

  • A genuinely strong opening atmosphere, with flickering lights and retro-office sound design that impressed several reviewers
  • Solid, well-received voice acting on the human-recorded portions of the presentation
  • Free to play, with a low-risk first chapter that lets players sample the game before committing further
  • A developer actively patching and responding to bug reports during Early Access, according to some reviewers
  • A rare Backrooms game built around an actual story rather than pure atmosphere, appreciated by fans of the wider genre

Cons

  • Widespread, independently corroborated reviewer reports of extensive AI-generated content across art, loading screens, and voice lines, which several reviewers said exceeded what the store page disclosed
  • Frequent, level-breaking bugs including untextured walls, clipped props, and a settings menu that can permanently change the game's language
  • Anomaly encounters widely criticized as unfair or poorly designed, alternating between ignorable and inescapable with little middle ground
  • Harsh, all-progress-lost death penalties in several levels that reviewers found disproportionate to the game's current polish

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 3.5 / 10
  • Sound 5.5 / 10
  • Performance 3 / 10
  • Originality 4 / 10