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Tier Differences
WandererForever RememberedThe Lost Guider
Voting Power in Development Polls112
Morpho Coins3007501,100
Name on Gravestone in Level -1✓ Included✓ Included
Website Tag + Discord RolesWandererWanderer
+ Forever Remembered
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+ Forever Remembered
+ The Lost Guider
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    [inf_second_chance_poll]

    This is separate from the infinitely generated Story Mode version of Level 4 selected in Wanderers Poll #4. The Abandoned Offices is a handcrafted version designed specifically for Exploration Mode.

    LEVEL 4: THE ABANDONED OFFICES

    A seemingly peaceful office complex filled with empty workspaces, fluorescent corridors, abandoned supplies, and vegetation spreading through the building. The deeper players explore, the darker and more unsettling the offices become.

    Level 4: The Abandoned Offices is a large Exploration Mode environment made up of empty workspaces, narrow hallways, storage areas, side rooms, and silent sections illuminated by ageing fluorescent lights.

    Many areas remain surprisingly clean and peaceful. Desks, shelves, filing cabinets, and abandoned supplies still sit where they were left, while plants and hanging vines have slowly spread through parts of the building. The absence of immediate danger creates a strange sense of comfort, making the offices appear safer than most places in the Backrooms.

    That atmosphere gradually changes as players venture deeper. Rooms become darker and more damaged, lights begin to fail, passages are blocked, and subtle signs suggest that something has already passed through the building. Although Exploration Mode contains no entities, the environment becomes increasingly unsettling.

    [inf_second_chance_select option="LEVEL 4: THE ABANDONED OFFICES"]

    Rather than acting as a simple chase entity, The Stringmaster creates a complete encounter system built around his dolls, player coordination, environmental pressure, and a distinct horror identity.

    THE STRINGMASTER

    The Stringmaster is one of Infinitum’s most developed original entity concepts. He is a tall, slender wooden figure dressed in dark, magician-like clothing, with strings extending from his fingers, passing through the floor, and connecting to wooden dolls hidden throughout the environment.

    He controls two different types of dolls, each creating a different threat.

    Small wooden dolls are fast and aggressive. They can leap onto players and attach themselves to different parts of the body. Dolls attached to the legs reduce movement speed, those reaching the back increase stamina consumption, and those reaching the face obstruct the player’s vision. Players must complete quick actions to push them off.

    Tall wooden dolls are slower but considerably stronger. They can grab players, restrain them, and begin dragging them toward a wooden execution device controlled by The Stringmaster, forcing the rest of the crew to intervene.

    The Stringmaster is designed to inhabit Level 19: The Endless Attic, where the old timber, forgotten furniture, hanging strings, and abandoned objects naturally complement his appearance.

    [inf_second_chance_select option="THE STRINGMASTER"]

    Level 505: Celestal Cafe

    A surreal café-like level filled with glowing neon rooms, curved passageways, and impossible spaces that connect in ways they seemingly should not.


    Level 505: Celestal Cafe is a new Exploration Mode level built around a strange café-like complex whose architecture becomes increasingly impossible. Neon-lit dining areas open into curved corridors, suspended walkways, and rooms that appear larger or smaller than the structures surrounding them.

    With no entities present, the level focuses entirely on atmosphere, navigation, and discovering its hidden areas. As players progress through its stages, the lighting, colors, and architecture gradually change, transforming the café into an increasingly unfamiliar and surreal environment.

    Players must explore each stage, locate the required Tarot cards, and bring them to the Celestial Door to continue their journey.

    [inf_second_chance_select option="LEVEL 505: CELESTAL CAFE"]

    Level 974: KITTY’S MANSION

    A large, interactive mansion hidden in the middle of an endless forest. Explore its rooms, interact with the passive Mr. Kitty, and uncover more about his past.

    Level 974: Kitty’s Mansion is Infinitum’s Story Mode interpretation of the Mr. Kitty and Kitty’s House concept, expanded into a large three-story mansion with more than 10 explorable rooms hidden inside an endless forest.

    Players can search rooms, open drawers, interact with objects, control lights, and uncover details about Mr. Kitty’s past. Mr. Kitty is a passive entity who will not attack the crew and may even help them under certain conditions.

    Beyond the mansion, the surrounding forest contains additional places to discover, including a campfire on a hill, a road leading nowhere, and other hidden areas affected by a complete day-and-night cycle.

    [inf_second_chance_select option="LEVEL 974: KITTY'S MANSION"]
    [inf_explore5_poll]

    LEVEL 5: THE ENDLESS HOTEL

    Level 5: The Endless Hotel is a vast hotel made up of long corridors, repeating archways, countless identical doors, and rooms arranged within a layout that becomes increasingly difficult to understand.

    At first, the hotel appears strangely preserved. Its warm walls, patterned carpets, and quiet hallways create the impression of a building that has been left completely untouched. Behind its doors, players could discover empty guest rooms, storage spaces, maintenance areas, abandoned belongings, and useful resources.

    The images shown are early in-engine concept captures. Lighting, environment work, polish, level design, and gameplay are not final.

    [inf_explore5_select option="LEVEL 5: THE ENDLESS HOTEL"]

    LEVEL FUN: THE PARTY ROOMS

    Level Fun: The Party Rooms is an endless party venue filled with colorful decorations, painted walls, balloons, plastic tables, paper cups, party food, and rooms prepared for celebrations that never seem to begin.

    The brighter areas would feel unusually cheerful compared to the rest of the Backrooms. Tables remain fully arranged, decorations cover the walls, and distant party music can be heard throughout the level. Despite its colorful appearance, the complete absence of guests makes every room feel strangely staged and frozen in time.

    Beyond the main party rooms, narrow passages and darker tunnels would connect different sections of the level. Decorations become less common, the lighting begins to fail, and the music grows quieter before stopping completely. These areas would rely on silence, unusual layouts, and the contrast with the colorful rooms to create an unsettling atmosphere without the presence of entities.

    The images shown are early in-engine concept captures. Lighting, environment work, polish, level design, and gameplay are not final.

    [inf_explore5_select option="LEVEL FUN: THE PARTY ROOMS"]

    LEVEL 4: THE ABANDONED OFFICES

    Level 4: The Abandoned Offices is a large office complex made up of empty workspaces, narrow hallways, storage areas, side rooms, and silent sections illuminated by old fluorescent lights.

    Many parts of the level remain surprisingly clean and peaceful. Desks, shelves, filing cabinets, and abandoned supplies still sit where they were left, while plants and hanging vines have slowly begun spreading through parts of the building. The lack of immediate danger creates a strange sense of comfort, making Level 4 appear safer than most places in the Backrooms.

    However, that feeling would not last everywhere. Deeper areas could become darker, more damaged, and increasingly unsettling, with dirtier rooms, failing lights, blocked passages, and signs that something else has already moved through the offices.

    Do not confuse this with the infinitely generated Level 4 that won Wanderers Poll #4. That version was designed as a Story Mode level with a separate underground office section. This is a different version of Level 4 created specifically for Exploration Mode.

    The images shown are early in-engine concept captures. Lighting, environment work, polish, level design, and gameplay are not final.

    [inf_explore5_select option="LEVEL 4: THE ABANDONED OFFICES"]
    [inf_story4_poll]

    Level 974: KITTY’S MANSION

    Level 974: Kitty’s Mansion is our Infinitum take on the Mr. Kitty / Kitty’s House idea from Backrooms lore, but expanded into a much bigger and more interactable Story Mode level.

    Instead of a small house, our version would be a full mansion with 3 stories and over 10 different rooms, located in the middle of a strange forest. Players would be able to explore the mansion, interact with objects, switch lights on and off, open drawers, search rooms, and uncover more details about Mr. Kitty’s past.

    Mr. Kitty would be a passive entity. He would not hurt the players, and could even help them in certain situations if possible.

    Outside the mansion, players could explore the surrounding forest and find different things to interact with. The level could include a campfire on a hill, a road that leads to nowhere and acts as one of the exits, hidden details, and other strange areas to discover. This level would also include a day and night cycle.

    The images shown are early in-engine concept captures. Lighting, post-processing, environment work, polish, level design, and gameplay are not final.

    [inf_story4_select option="Level 974: Kitty's Mansion"]

    Level 2: Pipe Dreams

    Level 2: Pipe Dreams is a vast network of interconnected utility tunnels, maintenance shafts, rusting pipes, narrow corridors, stairs, and strange industrial rooms that seem to continue forever.

    In Infinitum, this level would not be limited to simple hallways. It would include vertical movement, stairs going up and down, small maintenance rooms, darker side paths, resource spots, and unsettling areas that make the level feel like a massive industrial maze.

    This would be an unsafe Story Mode level. Entities can appear here, and players would need to stay alert while moving through the tunnels. The level would be useful for scavenging resources and travelling toward other areas, but it would not be recommended as a place to stay for too long.

    The images shown are early in-engine concept captures. Lighting, post-processing, environment work, polish, level design, and gameplay are not final.

    [inf_story4_select option="Level 2: Pipe Dreams"]

    Level 4: Abandoned Office

    Level 4: Abandoned Office is an infinite network of offices, hallways, meeting rooms, stairwells, and maintenance corridors divided into two distinct environments.

    The main office areas are spacious and unusually calm, with large windows, open rooms, soft lighting, and long empty corridors. Players can explore abandoned workspaces and storage rooms while searching for supplies in one of the more peaceful parts of the Backrooms.

    Deeper inside, stairways and service passages lead into an older underground section. Stained walls, leaking pipes, wet floors, exposed wiring, and tighter corridors replace the cleaner office spaces, creating a darker and more dangerous atmosphere.

    If Level 4 wins, it will also become the main home of The Fetcher, the winner of our previous entity poll. The entity will still be added regardless of which level wins, but its harmless dog form and sudden transformation fit especially well within these quiet offices and long chase corridors.

    We do not currently have concept environments for this level, so the two images shown are visual references for the atmosphere and direction we are aiming for.

    [inf_story4_select option="Level 4: Abandoned Office"]

    Level 150: The Infinite Garden Progress

    08 July

    Level 150: The Infinite Garden was the winner of Wanderers Poll #1, and it has been in development for the past few weeks.
    We wanted to share a small look at our current progress so you can see how the level is starting to come together in-game.
    This is still work in progress, so lighting, props, gameplay, optimization, and details are not final yet. More updates will be shared as we make more development progress.

    [inf_entity_poll]

    the fetcher

    The Fetcher is a unique entity idea built around curiosity and betrayal.

    At first, it looks like a cute black dog wandering through the Backrooms. It may seem passive, friendly, or even safe to approach. But if the player gets too close, The Fetcher begins to transform into its real form.

    Once fully transformed, it becomes extremely fast and starts chasing the player without stopping. The only advantage is that the transformation takes a few seconds, giving the player a short window to run, hide, or break line of sight.

    This entity would punish players who assume everything that looks passive is actually safe. I can also see how people would tell their friends to “go pet that dog” and wait for their reactions in multiplayer.

    [inf_entity_select option="THE FETCHER"]

    captain mark

    Captain Mark is a community-requested entity inspired by the Captain Clark idea from the Backrooms movie, but redesigned with our own Infinitum direction.

    The idea was heavily requested on Instagram, with one comment suggesting it reaching over 1100 likes. Because of that, we created our own version: Captain Mark.

    He is a tall, slow-walking pirate-like entity standing over 2.2 meters tall. He has huge hands, a wooden walking leg, a broken undead look, and extreme physical strength.

    Captain Mark is not meant to be a fast chaser. He is the kind of entity that creates fear through his size, sound, and presence. If he catches you, you are most likely dead. You know he is moving slowly, but he’s always there, getting closer to you, serving more as mental pressure when moving around the levels rather than a direct threat.

    [inf_entity_select option="CAPTAIN MARK"]

    the clumps

    The Clumps are a Backrooms-inspired entity made from a crawling mass of hands, limbs, flesh, and one large mouth.

    They cannot see, so they move blindly through the level, dragging their body across the floor while searching through touch and taste. Most of the time, they move slowly, making their presence feel disturbing and unpredictable.

    However, in some situations, The Clumps can suddenly start running blindly through the environment, making them dangerous even without sight.

    This entity would work well as a roaming horror threat in tight corridors, dark spaces, and levels where moving carefully and having patience matters.

    [inf_entity_select option="THE CLUMPS"]

    This entity would fit extremely well inside the last poll winner: Level 19: The Endless Attic, where old wood, puppets, strings, furniture, and forgotten objects already match his theme.

    The Stringmaster would be more than a simple chase entity. He would be a full encounter system with dolls, strings, traps, pressure, and a strong horror identity.

    THE STRINGMASTER

    The Stringmaster is the most complex entity in this poll and one of our most thought-out unique entity concepts so far.

    He is a tall, slim wooden doll figure dressed in dark magician-like clothing. From his fingers, strings pass through the floor and connect to wooden dolls hidden throughout the level.

    Through these strings, he can bring dormant wooden dolls to life and control them.

    The Stringmaster controls two types of dolls.

    Small wooden dolls are fast and aggressive. They can jump onto players and attach themselves to different parts of the body. If they grab the legs, they slow the player down. If they climb onto the back, stamina drains faster. If they reach the face, they can block the player’s vision. Players would need to complete quick actions or interactions to push them off.

    Tall wooden dolls are slower, but more dangerous. These dolls can grab players, hold them in place, and drag/move them toward a wooden execution device controlled by The Stringmaster.

    [inf_entity_select option="THE STRINGMASTER"]

    Modular Jumpscare System Update

    23 JUNE 2026

    We remade the jumpscare system to make transitions much smoother and more cinematic. Both the entity and the player now interpolate towards a modular jumpscare point while the sequence begins, and their positions continue blending for an X duration we can specify depending on each jumpscare’s blending time. With this add-on, we fix all the jumpscare location bugs, make current jumpscares feel cleaner, and give us a stronger foundation for all future jumpscares.

    [inf_story_poll]

    Level 2: Pipe Dreams

    Level 2: Pipe Dreams is a vast network of interconnected utility tunnels, maintenance shafts, rusting pipes, narrow corridors, stairs, and strange industrial rooms that seem to continue forever.

    In Infinitum, this level would not be limited to simple hallways. It would include vertical movement, stairs going up and down, small maintenance rooms, darker side paths, resource spots, and unsettling areas that make the level feel like a massive industrial maze.

    This would be an unsafe Story Mode level. Entities can appear here, and players would need to stay alert while moving through the tunnels. The level would be useful for scavenging resources and travelling toward other areas, but it would not be recommended as a place to stay for too long.

    The images shown are early in-engine concept captures. Lighting, post-processing, environment work, polish, level design, and gameplay are not final.

    [inf_story_select option="Level 2: Pipe Dreams"]

    Level 974: KITTY’S MANSION

    Level 974: Kitty’s Mansion is our Infinitum take on the Mr. Kitty / Kitty’s House idea from Backrooms lore, but expanded into a much bigger and more interactable Story Mode level.

    Instead of a small house, our version would be a full mansion with 3 stories and over 10 different rooms, located in the middle of a strange forest. Players would be able to explore the mansion, interact with objects, switch lights on and off, open drawers, search rooms, and uncover more details about Mr. Kitty’s past.

    Mr. Kitty would be a passive entity. He would not hurt the players, and could even help them in certain situations if possible.

    Outside the mansion, players could explore the surrounding forest and find different things to interact with. The level could include a campfire on a hill, a road that leads to nowhere and acts as one of the exits, hidden details, and other strange areas to discover. This level would also include a day and night cycle.

    The images shown are early in-engine concept captures. Lighting, post-processing, environment work, polish, level design, and gameplay are not final.

    [inf_story_select option="Level 974: Kitty's Mansion"]

    LEVEL 19: THE ENDLESS ATTIC

    Level 19: The Endless Attic is an infinite attic space filled with old objects, furniture, wooden props, stacked boxes, forgotten items, dusty rooms, crawlspaces, and strange paths that keep going deeper than they should.

    In Infinitum, this level would be dangerous. The plan is to eventually connect it with a unique entity threat, either The Stringmaster, an original entity created by us, or a Captain Mark inspired entity based on the Captain Clark entity from the Backrooms movie. That entity choice would most likely be decided in a future Wanderers poll by you guys.

    The level would focus on tight spaces, old wooden structures, hidden paths, creepy object silhouettes, and the feeling of being trapped inside an attic that should not be this large.

    The images shown are early in-engine concept captures. Lighting, post-processing, environment work, polish, level design, and gameplay are not final.

    [inf_story_select option="Level 19: The Endless Attic"]

    Entity Chase Interaction Update and AI Remake

    07 JUNE

    We remade the entity AI for better behaviour during the prologue chase scene. The entity can now break through wooden planks while chasing the player.

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    [inf_level_poll]

    Level 37: Poolrooms Stage 2 Remake

    A remake of the second Poolrooms stage, with improved layout, lighting, water, visuals, and progression.

    This option would let us rebuild the Poolrooms stage into a stronger Exploration Mode experience, with clearer stage variety and better places to search for Tarot Cards.

    [inf_level_select option="Level 37: Poolrooms Stage 2 Remake"]

    Level 150: The Infinite Garden

    An endless indoor garden with flowers, grass, white pillars, open sky, and quiet circular spaces.
    This would be a completely new Exploration Level, with each stage changing the garden into a different version of itself while keeping the same dreamlike feeling.

    [inf_level_select option="Level 150: The Infinite Garden"]

    Level 505: Celestal Cafe

    A strange cafe-like level with glowing neon spaces, curved interiors, and rooms that do not feel like they should connect properly.

    This would be a completely new Exploration Level, built around unusual architecture, colorful lighting, and non-euclidean spaces that slowly change between stages.

    [inf_level_select option="Level 505: Celestal Cafe"]

    Welcome to the Wanderers Hub

    15 MAY

    Welcome, Wanderer.

    This Hub is where we will keep you updated on the things happening around Infinitum and The Wanderers.
    Here you will see new development polls, poll results, progress updates, reward news, supporter announcements, and important changes related to the platform. When a poll goes live, when a vote ends, when a chosen feature moves into development, or when something important is finished, this is where we will talk about it.
    The goal is simple: we want The Wanderers Hub to feel active, transparent, and connected to the game’s development.
    Infinitum is being built by a small team, four people to be exact, and every Wanderer helps us keep moving. Whether you joined for the votes, the rewards, the private updates, or simply because you believe in what we’re building, we’re genuinely glad to have you here.
    Thank you for being part of The Wanderers.

    – The Infinitum Team

    MAIN MENU UPDATE - ENVIRONMENT

    22 MAY

    We updated the main menu environment and added a moving camera that travels through a mix of levels currently in development. This gives the menu a more dynamic look and lets it showcase different parts of Infinitum instead of staying in a single scene. As more levels are worked on, new ones will also be added to this main menu sequence.

    CHARACTER SUIT UPDATE - MASK

    22 MAY

    We updated the mask 3D model, materials, and overall shape to give it a stronger look and better quality. We also made sure the new version fits properly with the current suit and character setup. This is part of a longer plan to gradually upgrade different parts of the suit until the whole set reaches the quality level we want.

    CHARACTER SUIT UPDATE - GLOVES

    22 MAY

    We updated the gloves 3D model, materials and made sure the new version works properly with the current animations. This is part of a longer plan to gradually upgrade different parts of the suit until the whole set reaches the quality level we want.

    Please log in.

    OVERVIEW

    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.

    OVERVIEW

    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.

    OVERVIEW

    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.

    OVERVIEW

    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.

    Behavior

    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.

    Notes

    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.

    Physical Description

    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.

    Sensitivities and Limits

    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.

    OVERVIEW

    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.

    GAMEPLAY FOCUS

    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.

    NOTES

    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.

    What happens

    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.

    OVERVIEW

    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.

    GAMEPLAY FOCUS

    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.

    NOTES

    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.

    What happens

    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.

    OVERVIEW

    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.

    What Happens

    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.

    FORMAT & NOTES

    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.

    Story Focus

    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.

    Level -1 "Infinite Graveyard"

    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.

    WANT THIS LEVEL ADDED NEXT? VOTE FOR IT TO BE DEVELOPED.

    Level 19 "The Attic"

    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.

    WANT THIS LEVEL ADDED NEXT? VOTE FOR IT TO BE DEVELOPED.

    Level 0 "The Lobby"

    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.

    WANT THIS LEVEL ADDED NEXT? VOTE FOR IT TO BE DEVELOPED.

    The Lost Guider One Time support

    Shape the path and leave a hidden message behind
    €11.99

    Product Description

    Join as a Lost Guider and leave a deeper mark on Infinitum. This tier gives you access to monthly development polls with increased voting power, loyalty rewards, instant private playtest access, and a full game copy when Infinitum releases.
    Your name will be engraved on a gravestone in Level -1: The Infinite Graveyard, and you can submit a hidden message note that becomes a collectible in-game at full release. You also receive the Lost Guider website tag, Morpho Coins, and access to your rewards through the Loyalty Rewards page.

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1
    Submit a hidden message note which will become a collectible In-game at full release
    1100 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release (2)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (2)
    Submit a hidden message note which will become a collectible In-game at full release (2)
    2200 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release (4)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (4)
    Submit a hidden message note which will become a collectible In-game at full release (4)
    4400 Morpho Coins Every Month
    !
    IMPORTANT

    After joining, claim your Instant Playtest Access Key from the Loyalty Rewards page. Solo includes 1 key, Duo includes 2 keys, and Squad includes 4 keys, so you can bring your crew into the private playtest. Claimed rewards stay connected to your account, including playtest access, tags, loyalty rewards, and your full game copy on release.

    Wanderer: Forever Remembered One Time support

    Leave your name carved into the Backrooms and be Forever Remembered
    €6.99

    PRODUCT DESCRIPTION

    Become a Forever Remembered Wanderer and leave a permanent mark inside Infinitum. This tier gives you access to monthly development polls, loyalty rewards, instant private playtest access, and a full game copy when Infinitum releases.
    As part of this tier, your name will be engraved on a gravestone in Level -1: The Infinite Graveyard. You also receive the Forever Remembered website tag, Morpho Coins, and access to the same core Wanderer rewards through the Loyalty Rewards page.

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1
    750 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release (2)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (2)
    1500 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release (4)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (4)
    3000 Morpho Coins Every Month
    !
    IMPORTANT

    After joining, claim your Instant Playtest Access Key from the Loyalty Rewards page. Solo includes 1 key, Duo includes 2 keys, and Squad includes 4 keys, so you can bring your crew into the private playtest. Claimed rewards stay connected to your account, including playtest access, tags, loyalty rewards, and your full game copy on release.

    WANDERER ONE TIME SUPPORT

    Step into the Backrooms, Influence its future.
    €3.60

    PRODUCT DESCRIPTION

    Start your journey as a Wanderer and support the development of Infinitum. This tier gives you access to monthly development polls, loyalty rewards, instant private playtest access, and a full game copy when Infinitum releases.
    Your support helps fund new levels, entities, systems, story content, and game features. After joining, you can claim your playtest access and rewards through the Loyalty Rewards page, then begin voting on what we build next.

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Website Tag + Discord Role
    Profile Hazmat Suit Editor
    300 Morpho Coins Every Month

    Package Includes

    Package Includes

    !
    IMPORTANT

    After joining, claim your Instant Playtest Access Key from the Loyalty Rewards page. Solo includes 1 key, Duo includes 2 keys, and Squad includes 4 keys, so you can bring your crew into the private playtest. Claimed rewards stay connected to your account, including playtest access, tags, loyalty rewards, and your full game copy on release.

    THE LOST GUIDER SUBSCRIPTION

    Shape the path and leave a hidden message behind.
    €11.99

    Product Description

    Join as a Lost Guider and leave a deeper mark on Infinitum. This tier gives you access to monthly development polls with increased voting power, loyalty rewards, instant private playtest access, and a full game copy when Infinitum releases.
    Your name will be engraved on a gravestone in Level -1: The Infinite Graveyard, and you can submit a hidden message note that becomes a collectible in-game at full release. You also receive the Lost Guider website tag, Morpho Coins, and access to your rewards through the Loyalty Rewards page.

     

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1
    Submit a hidden message note which will become a collectible In-game at full release
    1100 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release (2)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (2)
    Submit a hidden message note which will become a collectible In-game at full release (2)
    2200 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls (Power 2)
    Instant Playtest Access + Full Game on Release (4)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Lost Guider Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (4)
    Submit a hidden message note which will become a collectible In-game at full release (4)
    4400 Morpho Coins Every Month
    !
    IMPORTANT

    After joining, claim your Instant Playtest Access Key from the Loyalty Rewards page. Solo includes 1 key, Duo includes 2 keys, and Squad includes 4 keys, so you can bring your crew into the private playtest. Claimed rewards stay connected to your account, including playtest access, tags, loyalty rewards, and your full game copy on release.

    WANDERER: FOREVER REMEMBERED SUBSCRIPTION

    Leave your name carved into the Backrooms and be Forever Remembered
    €6.99

    PRODUCT DESCRIPTION

    Become a Forever Remembered Wanderer and leave a permanent mark inside Infinitum. This tier gives you access to monthly development polls, loyalty rewards, instant private playtest access, and a full game copy when Infinitum releases.
    As part of this tier, your name will be engraved on a gravestone in Level -1: The Infinite Graveyard. You also receive the Forever Remembered website tag, Morpho Coins, and access to the same core Wanderer rewards through the Loyalty Rewards page.

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1
    750 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release (2)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (2)
    1500 Morpho Coins Every Month

    Package Includes

    Vote in Monthly Development Polls
    Instant Playtest Access + Full Game on Release (4)
    Monthly Loyalty Rewards Page
    Unique Wanderer Number
    Forever Remembered Website Tag + Discord Role
    Profile Hazmat Suit Editor
    Name on Gravestone in Level -1 (4)
    3000 Morpho Coins Every Month
    !
    IMPORTANT

    After joining, claim your Instant Playtest Access Key from the Loyalty Rewards page. Solo includes 1 key, Duo includes 2 keys, and Squad includes 4 keys, so you can bring your crew into the private playtest. Claimed rewards stay connected to your account, including playtest access, tags, loyalty rewards, and your full game copy on release.