Key art for Backrooms Lost Runners

Game review

Backrooms Lost Runners

6 / 10

Developer
ShimStudioGames
Publisher
ShimStudioGames
Released
17 June 2026
Platforms
Windows
Genre
Action, Adventure, Indie
Monetisation
Premium, one-time purchase
Players
Online co-op, up to a small group

The short version

ShimStudioGames built up real goodwill with a free public demo that earned praise for its exploratory pacing and dread, then walked some of that back in the Early Access build proper. The full release compresses a lot of the demo's map traversal into faster, more linear progression, which several players who cut their teeth on the demo have flagged as a net loss for atmosphere even while conceding the game is now more narratively focused. That tension, between a slower, moodier demo and a faster, more systems-heavy release, defines the current experience more than anything else.

On its own terms, Backrooms Lost Runners does a reasonable job of distinguishing itself from the ocean of other Backrooms-themed projects on Steam. The level design earns real praise, environmental storytelling is more considered than the genre average, and co-op with friends clearly elevates the experience the way it should for a game built around shared dread. Where it falls down is systems that were added for the full release but don't yet pay their way: a crafting and blueprint system that multiple reviewers describe as pointless busywork, a small monster roster that some found underwhelming compared to the demo's scarier encounters, and a completion time, five to ten hours depending on exploration habits, that some buyers feel doesn't justify the $13.99 asking price yet.

This is a competently built Early Access horror game with a clear identity problem to solve before it becomes something more than competent: decide whether it wants to be the slow, exploratory dread machine its demo promised, or the faster, systems-driven survival game its full release currently is, and then commit. Worth watching, worth playing with friends if the price doesn't sting, but not yet worth paying full price expecting the demo's pacing back.

Biggest strengths

  • Level design and environmental storytelling stand out from most other Backrooms games
  • Co-op play meaningfully improves the tension and pacing
  • Distinct visual identity rather than a generic liminal-space reskin

Biggest weaknesses

  • Crafting and blueprint systems widely reported as pointless in the current build
  • Full release trims map traversal and exploration relative to the earlier demo
  • Small monster roster feels thin compared to genre competitors

Who it's for: Backrooms and liminal-horror fans who want a co-op-first experience with real crafting and story ambitions, and who are comfortable buying into an Early Access build that is still finding its final shape.

Our recommendation: Mixed recommendation. Worth trying with friends at the current price, but wait for further updates if you specifically loved the free demo's slower pacing, since the full release currently plays noticeably faster and thinner.

6 / 10

Backrooms Lost Runners entered Early Access on June 17, 2026 from solo-turned-small developer ShimStudioGames, priced at $13.99, following a free public demo that ran from October 2025 through the Early Access launch and reportedly peaked at over 950 concurrent players in January 2026. That demo's popularity matters here, because it set expectations the full release has only partly met.

From demo to Early Access: what changed

The demo built its reputation on slow, careful map traversal, the kind of dread that comes from genuinely not knowing what's around the next carpeted corner. Multiple reviewers who played both versions report that the Early Access build compresses a lot of that traversal, trading exploratory pacing for a faster, more story-forward structure. It is not a strictly worse decision, narrative focus is a real improvement over a plotless walking simulator, but it does mean the two experiences feel meaningfully different, and players who fell in love with the demo specifically for its slow-burn atmosphere are the ones most likely to come away disappointed.

A co-op horror game that actually rewards co-op

Where Backrooms Lost Runners is at its best is with a full team. The level design holds up to repeated scrutiny, layouts feel purpose-built rather than procedurally dumped, and voice-reactive AI detection (staying quiet actually matters) gives coordinated groups something to actually coordinate around instead of just running in the same direction. Comparisons to Stalker and Dying Light show up unprompted in the review base, which is a reasonable shorthand for the tone: methodical, a little grim, rewarding careful movement over panic. Playing solo strips out most of what makes the tension work, since a lot of the fear response is built around communicating danger to teammates in real time rather than reacting to it alone, so this is not a game to buy expecting a strong single-player horror experience on its own merits.

Systems that don't yet earn their place

The crafting and equipment blueprint system is the most consistently criticized addition since the demo. Reviewers across multiple languages describe assembling gear that has no clear purpose, cosmetic stat bonuses that don't meaningfully change play, and a loop that adds busywork without adding depth. It reads like a system built to give Early Access something to expand into over time, which is a defensible strategy, but right now it is dead weight rather than a feature.

The monster roster is similarly thin at launch: a small handful of entity types, most of which follow straightforward touch-to-die logic without the kind of counterplay that would make encountering them a puzzle rather than a fail state. It is atmospheric, but not yet mechanically rich, and some players who came in expecting the demo's scarier moments have said as much plainly.

Value at $13.99, and where the price argument lands

Completion estimates cluster between five and ten hours depending on how thoroughly a group explores, with some reviewers reporting closer to six. At $13.99 for an Early Access horror title with a defined roadmap (an April 2026 dev blog and a July 2026 update already promising expanded levels and a new entity), that is a reasonable but not generous starting point. Buyers who treat Early Access pricing as an investment in a game's trajectory will find enough here to justify it; buyers expecting a complete, replayable package today are more likely to agree with the vocal minority calling the price ahead of the content.

A developer that is visibly still working the roadmap

One thing working in the game's favour is a development pace that, so far, backs up its Early Access promise rather than just gesturing at one. The studio posted a dev-blog in April 2026 well ahead of launch, kept the community updated through the demo's several patch cycles (a localization pass and improved climbing mechanics both landed before the full release), and pushed a substantive progress update within two weeks of the Early Access debut addressing AI behaviour and balance directly in response to player feedback. A July 2026 update already promises expanded levels and a new entity, which suggests the thin monster roster and short completion time are being treated as known gaps rather than accepted limitations.

That responsiveness matters more for a co-op horror Early Access title than it might elsewhere, because the entire pitch depends on the systems around the core loop, crafting, entity variety, level count, eventually catching up to the atmosphere and level design that are already strong. Reviewers who are critical of the current build are, notably, rarely dismissive of the underlying game; the complaints center on pacing and content volume rather than fundamental design flaws, which is a meaningfully different kind of Early Access criticism to receive. Whether that translates into a genuinely complete game by the time this reaches a 1.0 release is the open question worth tracking, but the early signs point toward a team that understands exactly which parts of its own game are underbaked.

Verdict

Backrooms Lost Runners launched into Early Access with real strengths, distinctive level design, strong co-op tension, better-than-average environmental storytelling, undercut by systems that arrived for the full release without yet justifying themselves. It is a game in transition between the slower demo experience that built its audience and the faster, more systems-driven direction of the current build, and it has not fully reconciled the two yet. Worth a look with friends at the current price, but a game to revisit once the roadmap's promised updates land rather than one to expect a finished experience from today.

Pros and cons

Pros

  • Level design and environmental storytelling stand out from most other Backrooms games
  • Co-op play meaningfully improves the tension and pacing
  • Distinct visual identity rather than a generic liminal-space reskin
  • Active, responsive developer posting regular progress updates

Cons

  • Crafting and blueprint systems widely reported as pointless in the current build
  • Full release trims map traversal and exploration relative to the earlier demo
  • Small monster roster feels thin compared to genre competitors
  • Five-to-ten-hour completion time makes the $13.99 price a hard sell for some buyers

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 6 / 10
  • Visuals 7 / 10
  • Sound 6.5 / 10
  • Progression 5 / 10
  • Performance 6.5 / 10
  • Value 5 / 10
  • Originality 5.5 / 10
  • Story 6.5 / 10