[{"data":1,"prerenderedAt":87},["ShallowReactive",2],{"game-backdooms":3,"article-backdooms":43},{"slug":4,"title":5,"description":6,"category":7,"subcategory":8,"tags":9,"thumbnail":14,"thumbnailAlt":15,"iframeUrl":16,"iframeWidth":17,"iframeHeight":18,"embedType":19,"developer":20,"developerUrl":21,"releaseDate":22,"lastUpdated":22,"popular":23,"difficulty":24,"controls":25,"features":32,"relatedGames":39},"backdooms","Backdooms","A Doom-inspired raycaster FPS small enough to live inside a QR code, dropping you into a procedurally generated Backrooms maze to clear waves of demons.","Shooter","FPS",[7,8,10,11,12,13],"Raycaster","Procedural","Retro","Open Source","\u002Fassets\u002Fimages\u002Fgames\u002Fbackdooms.svg","Backdooms game thumbnail","https:\u002F\u002Fkuber.studio\u002Fbackdooms\u002F","100%","600","iframe","Kuberwastaken","https:\u002F\u002Fgithub.com\u002FKuberwastaken\u002Fbackdooms","2026-07-08",false,"Medium",{"keyboard":26,"mouse":30,"touch":31},[27,28,29],"ArrowLeft \u002F ArrowRight — turn","ArrowUp or W — move forward","ArrowDown or S — move backward","Click anywhere to fire (1 ammo per shot; no mouse-look)","Bottom-left joystick to move and turn; bottom-right FIRE button to shoot",[33,34,35,36,37,38],"Pseudo-3D raycaster rendered to a 320×240 canvas, scaled fullscreen","Procedurally generated Backrooms-style maze with a fresh random seed each run","Entire game packed into a scannable QR code via zlib + DecompressionStream self-extraction","Demons spawn in escalating waves as you move and converge on your position","Ammo regenerates slowly up to a 25-shot cap; demons take two hits to drop","Strafe-free, no mouse-look aiming true to the classic FPS feel",[40,41,42],"asteroids","alien-invasion","charge-beam",{"id":44,"title":5,"body":45,"description":6,"extension":78,"faq":79,"lastReviewed":80,"meta":81,"navigation":82,"path":83,"seo":84,"slug":4,"stem":85,"__hash__":86},"games\u002Fgames\u002Fbackdooms.md",{"type":46,"value":47,"toc":71},"minimark",[48,53,57,61,64,68],[49,50,52],"h2",{"id":51},"overview","Overview",[54,55,56],"p",{},"Clearing one stretch of corridor only reveals another, because The Backdooms is a first-person shooter built as a pseudo-3D raycaster that drops you into an endlessly regenerating, Backrooms-style maze. Written by Kuber Mehta and released under the MIT licence, it began as a week-long experiment in compression: the entire game is packed into roughly 2.5 KB, zlib-compressed, base64-encoded, and embedded in a single QR code you can scan to launch and play offline in any modern browser. The engine renders a 320×240 canvas view cast one vertical ray per column, and demons spawn in growing packs the moment you start moving, converging on your position through the corridors. There is one weapon, a finite ammo pool that trickles back over time, and a health bar that drains whenever a demon closes the gap. It appeals to players who want the Doom fantasy — strafe-free corridor shooting under mounting pressure — wrapped inside a technical showcase rather than a full commercial campaign.",[49,58,60],{"id":59},"how-to-play","How to Play",[54,62,63],{},"Your goal is to survive as long as possible and rack up a kill score before your health reaches zero. Turn with the Left and Right arrow keys, walk forward with the Up arrow or W, and back away with the Down arrow or S; there is no strafe and no mouse-look, so aiming means turning your entire view toward a demon. Click anywhere, or tap the FIRE button on touch, to shoot — each shot costs one ammo, hits any demon within range and roughly centered in your view, and a full-health demon takes two hits to drop. On phones a bottom-left joystick drives movement and turning while a bottom-right button fires. Demons spawn around you as you move and close in fast, so a run is a constant loop of repositioning, turning, and shooting.",[49,65,67],{"id":66},"tips-strategy","Tips & Strategy",[54,69,70],{},"Treat ammo as the real boss. You start with 25 shots and ammo only trickles back at random, roughly one round every couple of seconds, so spraying into walls or distant demons starves you for the next wave — fire only when a demon is close and centered, where the narrow hit cone in front of you is guaranteed to connect. Because you cannot strafe, every reposition is a turn-and-walk, so back away down a long corridor to string pursuers into single file instead of letting them surround you at an intersection. Keep moving: demon spawning is tied to your motion, so camping a corner stalls the wave but also stalls your score, while steady travel keeps kills — and your run — going. A demon that has taken one hit turns a brighter red; finish it before it reaches you, because contact drains health every frame, and a crowded corridor ends a run faster than ammo ever does.",{"title":72,"searchDepth":73,"depth":73,"links":74},"",2,[75,76,77],{"id":51,"depth":73,"text":52},{"id":59,"depth":73,"text":60},{"id":66,"depth":73,"text":67},"md",null,"2026-07-09",{},true,"\u002Fgames\u002Fbackdooms",{"description":6},"games\u002Fbackdooms","MqdrM-4cxy_IOxr-gz4YGTeJxsfCGZbL_hk2x1EhXEY",1783575111525]