A significant part of Infinitum’s development happens long before anything becomes playable. A lot of time is spent planning, testing ideas, and exploring different directions for levels, entities, systems, and the story itself.
This section is meant to share part of that process. Here you’ll find concept art, sketches, early layouts, and experimental ideas that helped shape the game, including material that made it into the final experience and ideas that were ultimately left behind.
These materials exist to show how the game is built, how decisions are made, and how much iteration goes into creating the world of Infinitum.
Stage 2 moves the Poolrooms to the surface, opening the space and introducing constant sky lighting throughout the environment. While the layout remains artificial and unfamiliar, the presence of natural light changes how the space feels and how distance is perceived.
The environment is broader and more exposed, with reflections, open paths, and long sightlines replacing the enclosed corridors of Stage 1. The goal remains the same: explore, locate the tarot cards, and unlock the celestial door to continue.
Stage 1 takes place beneath the surface, in an enclosed section of the Poolrooms lit entirely by artificial light. The environment feels contained and isolated, with repeating corridors, shallow water, and no visible connection to the outside.
Navigation is quiet and methodical. With no natural light and few landmarks, progress depends on careful observation and memory while searching for the tarot cards needed to open the celestial door.
The Hound is an extremely aggressive entity found deep within cave levels and underground environments. It is highly territorial and reacts immediately to perceived prey, showing no hesitation once it begins a pursuit.
Encounters with The Hound are almost always lethal. It is designed to overwhelm through speed, endurance, and proximity rather than unpredictability.
The Hound is highly athletic despite its frail appearance. Its lightweight body allows it to leap long distances and navigate uneven terrain with ease. It prefers to chase rather than ambush, often sustaining pursuit until its target is exhausted or trapped.
During an encounter, The Hound uses its tail to impale and restrain prey. Once immobilized, it lifts the victim above its head before delivering a fatal bite. Escape is not possible once this sequence begins.
While typically encountered alone, Hounds have been observed sharing prey with others of their kind, suggesting a loose social structure rather than strict isolation.
The Hound is used sparingly and intentionally. Its role is to establish danger, enforce movement, and punish hesitation in confined environments.
As with all Alpha content, visuals, behavior, and encounter design may change as development continues.
The Hound moves primarily on all four limbs, alternating between a low crawl and a fast, galloping motion. Its body is thin and underdeveloped, appearing to be little more than skin stretched over bone, with minimal muscle or fat.
Its skin is completely hairless and heavily scarred, marked by deep scratches that reflect the harsh conditions of the environments it inhabits. The chest and back expand dramatically while breathing, indicating unusually large lungs that allow it to maintain pursuit for extended periods.
Instead of eyes, The Hound has enlarged nostrils positioned on the upper part of its head. It relies entirely on scent to locate prey, often detecting targets from long distances. A long, snake-like tongue protrudes from its mouth, surrounded by hundreds of narrow, razor-sharp teeth capable of tearing through flesh with ease.
The tail is long and reinforced with exposed bone, ending in three sharp claws. These claws are used to penetrate walls and victims alike, forming the basis of the entity’s lethal encounters.
The Hound is highly resistant to fire, chemicals, and toxins, though exposure to intense light or flame can slow it down by damaging its exposed skin. Strong odors disrupt its ability to track prey and may interfere with pursuit if used correctly.
The Chase begins immediately after the cart fall. Chris wakes up injured and disoriented in a narrow tunnel system deep within the cave.
Whatever forced him off course before is still there, and it’s closing in. With no clear path and no time to recover, Chris has no choice but to run.
The Chase is a high-pressure, forward-driven sequence built around constant movement. Gameplay centers on sprinting, timed interactions, environmental destruction, and quick decision-making while being chased.
Players must manage momentum, react quickly to obstacles, and complete simple interaction tasks without stopping. The sequence is designed to feel relentless, with very little downtime between moments.
This level is linear and scripted. Its purpose is to escalate tension, introduce sustained pursuit, and reinforce the consequences of being caught.
Rather than exploration, The Chase focuses on urgency, loss of control, and pushing forward even when escape seems impossible.
As with all Alpha content, pacing, encounters, and presentation may change as development continues.
Chris moves through a network of tight tunnels while being pursued by hostile entities. As he escapes, he breaks through planks and unstable supports, causing debris to collapse behind him and temporarily block what’s following.
Forward progress is interrupted by obstacles that must be cleared, including forcing open paths and lockpicking a sealed door. Near the end of the sequence, Chris believes he has escaped after jumping a pit, only for one of the entities to follow. In the struggle that follows, he manages to drive it away using an oil lamp, but at a severe cost. Injured and bleeding, Chris pushes forward toward the Outpost, only to realize too late that safety is still out of reach.
Concept art and illustrated moments from the narrative sequence are shown below.
Chris was out searching for supplies when things went wrong. Cornered by hostile entities and unable to go back the way he came, he takes an unfamiliar slide as a last resort.
It drops him into a part of the cave he’s never seen before. Alone, disoriented, and cut off from the Outpost, his only goal is to find a way back alive.
The Cart Scene is built around interactable sequences rather than open exploration. Progression involves navigating forward, breaking planks to open paths, restoring basic equipment, and reaching the cart.
Once inside, gameplay shifts to a temperature-based skill check where keeping the lamp stable is critical. All actions are focused on movement, timing, and maintaining control under pressure.
This level is linear and story-driven. Its purpose is to establish the tone of the game and place the player into a vulnerable situation rather than introduce the full exploration game loop.As part of the Alpha, pacing, encounters, and mechanics may change as development continues.
After the fall, Chris finds himself in an unknown section of the cave. To move forward, he needs to get his flashlight working, push through unstable paths and he ends up finding a transport cart that might take him closer to familiar territory.
The area is dark and unsafe. While traveling through it, Chris must keep the lamp’s temperature stable to avoid drawing attention. The ride doesn’t last long. The cart loses control and plunges into a pit, pushing him even deeper into the cave system.
Concept art and illustrated moments from the narrative sequence are shown below.
This narrative sequence introduces the origins of Infinitum and sets the foundation for the story. It takes place inside the Infinitum Bunker during the final years of the outside world, as global nuclear war forces humanity underground.
The sequence covers the early development of the portal, the strain caused by limited resources, and the incident that results in Enos Finley’s disappearance. These events directly lead to the formation of the expedition teams and set the stage for the opening of Story Mode.
This sequence is presented through illustrated scenes with voice narration, subtitles, and original music. It is not interactive and does not include combat or exploration gameplay. This content reflects an early version of the story. Visuals, pacing, and dialogue may change as development continues.
The sequence follows Enos Finley, a quantum engineer and founding member of Infinitum, whose research into energy conversion becomes the foundation of the portal technology. After Enos disappears during an early experiment, the focus shifts to his son, Izaak.
Growing up inside the bunker and surrounded by his father’s unfinished work, Izaak continues the research and ends up leading the effort to activate the portal and reach a new world beyond the bunker.
Concept art and illustrated moments from the narrative sequence are shown below.
This level is currently inside the game and it is a pivotal level for our game as it has the graveyards with names of our supporters. Voting for this level means that you want it to be remade.
We have already planned that for this level we will remake all the assets and improve the current textures. Currently it looks somewhat lowpoly and we want to take it to the next level and make it into a gothic graveyard that incites psychological horror into all players.
This level could also recieve an entity but thats to be decided if this level gets chosen.
This level has not yet been added to the game so this would be a new addition. As the name suggests this level would consist of an Attic where players will have to move through confined spaces which are full of attic items such as old boxes, house items, antiques and even collectable items that players can gather inside their inventories.
We also planned an entity for this level that has complex mechanisms making this level quite hard to survive within but unless this level gets chosen, we won’t reveal the entity , how it looks or how it works as we want to keep it secret and exciting.
This level is quite aesthetically pleasing to the eye, there is a lot of environmental variety , giving you a lot to look at while also being scared and having to watch out for the entity.
This is the most known level in the backrooms world, this is also a level that has already been added to Infinitum so voting for this would mean you want it to be remade.
We have planned that for this level, if we would remake it, we would add more of it’s wiki sublevels such as the “Red Rooms”, “The Pink Emptiness” and ” Level 0: Remodelled”. More variety and more sublevels would make Level 0 more complex and there would be more space for new Entities and Story moments.
Currently, this level dosen’t have a lot of variety, and by variety we mean that it dosent have a lot of different tiles. Because Infinitum’s “Infinite” aspect is realised through tile generation, each tile adds to the impression of Infinity; so the more tiles the better.
The Lost Guiders are remembered through their whispers, messages left behind in the depths of INFINITUM.
You’ll continue to influence development every week through exclusive polls, while your legacy becomes a hidden collectible for future explorers to find. This tier also includes your name Engraved on a Gravestone in in Level 19: “THE INFINITE GRAVEYARD“
Your support unlocks loyalty rewards over time, including your Playtest Acces Key, gifted through the Loyalty Rewards section which can be claimed for free once becoming a member of this tier.
The Forever Remembered Wanderer leaves a permanent mark on the Backrooms. Beyond shaping development through weekly votes, your name will live forever in the Infinite Graveyard, a tribute to those who stood by the project during its creation.
Your support unlocks loyalty rewards over time, including your Playtest Acces Key, gifted through the Loyalty Rewards section which can be claimed for free once becoming a member of this tier.
Start your journey as a Wanderer, a supporter with direct access to weekly development decisions. Each week, you’ll vote on design choices that shape INFINITUM’s gameplay, lore, and world-building.
Your support unlocks loyalty rewards over time, including your Playtest Acces Key, gifted through the Loyalty Rewards section which can be claimed for free once becoming a member of this tier.
The Lost Guiders are remembered through their whispers, messages left behind in the depths of INFINITUM.
You’ll continue to influence development every week through exclusive polls, while your legacy becomes a hidden collectible for future explorers to find. This tier also includes your name Engraved on a Gravestone in in Level 19: “THE INFINITE GRAVEYARD“
Your support unlocks loyalty rewards over time, including your Playtest Acces Key, gifted through the Loyalty Rewards section which can be claimed for free once becoming a member of this tier.
The Forever Remembered Wanderer leaves a permanent mark on the Backrooms. Beyond shaping development through weekly votes, your name will live forever in the Infinite Graveyard, a tribute to those who stood by the project during its creation.
Your support unlocks loyalty rewards over time, including your Playtest Acces Key, gifted through the Loyalty Rewards section which can be claimed for free once becoming a member of this tier.