Uploaded January 2026 | Updated September 2026, 6 days ago
CHAPTERS
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1.0.0.0.0 - Introduction & Philosophy - Why I'm building a Backrooms game and my approach to incremental development to avoid burnout.
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2.0.0.0.0 - World Building - Designing an algorithm for infinite procedural generation using constraint satisfaction principles.
2.1.0.0.0 - The Grid - Custom grid structure for managing dynamic world space instead of Godot's native GridContainer.
2.1.1.0.0 - GridManager - Entry point managing grid state, generation, and cleanup.
2.1.1.1.0 - WorldGrid - Defines render distance and holds the TileRegistry for tracking rooms.
2.1.1.1.1 - TileRegistry - Simple dictionary-based data structure for room references.
2.1.1.1.2 - RoomGenerator - How constraint satisfaction determines valid room placements, ensuring procedural escape paths and varied spacing.
2.1.1.2.0 - NavigationGraph - Custom AStar3D pathfinding system running on a separate thread, updating every 100ms.
2.1.2.0.0 - BaseRoom - Data structures, room type definitions, and the precomputed lookup dictionary for fast room generation.
2.1.3.0.0 - Grid Helpers - Solving frame stutters through multi-frame room instantiation.
2.1.3.1.0 - ThreadedTileManager - Executing world generation logic on a separate thread using thread-safe queues.
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3.0.0.0.0 - Developmental Notes - Lessons learned from problems encountered during development.
3.1.0.0.0 - Alternate Solutions - Design decisions prioritizing simplicity and performance.
3.1.1.0.0 - Room Pooling - Why the pooling system was abandoned in favor of frame-smoothed instantiation.
3.1.2.0.0 - Navigation Mesh - Dynamic mesh stitching caused severe stutters, leading to a custom navigation graph solution.
3.1.3.0.0 - Multimesh - Comparing draw call optimization techniques and choosing occlusion culling for enclosed spaces.
3.2.0.0.0 - Time Consuming Difficulties - Complex issues that were difficult to diagnose.
3.2.1.0.0 - Floating Point Precision - Solving coordinate gaps in infinite worlds by recompiling to Godot 4.6 with Large World Coordinates, gaining 10x performance.
3.2.2.0.0 - Godot & 3D Rotation - A deceptively simple bug about clockwise vs counterclockwise rotation that consumed hours of debugging.
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4.0.0.0.0 - Future Plans - Roadmap for expanding the game.
4.1.0.0.0 - General Plans - Special rooms, multiple zones, vertical expansion, weather systems, puzzles, and secrets.
4.2.0.0.0 - Immediate Plan - Implementing AI agents with modular behaviors and migrating to Navigation Mesh system in Godot 4.6.
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5.0.0.0.0 - Epilogue - Project scope as a hobby alongside full-time work and upcoming fatherhood, plus live showcase.
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CHAPTERS
------------------------------------------------------------------------------------------------------------------------
1.0.0.0.0 - Introduction & Philosophy - Why I'm building a Backrooms game and my approach to incremental development to avoid burnout.
------------------------------------------------------------------------------------------------------------------------
2.0.0.0.0 - World Building - Designing an algorithm for infinite procedural generation using constraint satisfaction principles.
2.1.0.0.0 - The Grid - Custom grid structure for managing dynamic world space instead of Godot's native GridContainer.
2.1.1.0.0 - GridManager - Entry point managing grid state, generation, and cleanup.
2.1.1.1.0 - WorldGrid - Defines render distance and holds the TileRegistry for tracking rooms.
2.1.1.1.1 - TileRegistry - Simple dictionary-based data structure for room references.
2.1.1.1.2 - RoomGenerator - How constraint satisfaction determines valid room placements, ensuring procedural escape paths and varied spacing.
2.1.1.2.0 - NavigationGraph - Custom AStar3D pathfinding system running on a separate thread, updating every 100ms.
2.1.2.0.0 - BaseRoom - Data structures, room type definitions, and the precomputed lookup dictionary for fast room generation.
2.1.3.0.0 - Grid Helpers - Solving frame stutters through multi-frame room instantiation.
2.1.3.1.0 - ThreadedTileManager - Executing world generation logic on a separate thread using thread-safe queues.
------------------------------------------------------------------------------------------------------------------------
3.0.0.0.0 - Developmental Notes - Lessons learned from problems encountered during development.
3.1.0.0.0 - Alternate Solutions - Design decisions prioritizing simplicity and performance.
3.1.1.0.0 - Room Pooling - Why the pooling system was abandoned in favor of frame-smoothed instantiation.
3.1.2.0.0 - Navigation Mesh - Dynamic mesh stitching caused severe stutters, leading to a custom navigation graph solution.
3.1.3.0.0 - Multimesh - Comparing draw call optimization techniques and choosing occlusion culling for enclosed spaces.
3.2.0.0.0 - Time Consuming Difficulties - Complex issues that were difficult to diagnose.
3.2.1.0.0 - Floating Point Precision - Solving coordinate gaps in infinite worlds by recompiling to Godot 4.6 with Large World Coordinates, gaining 10x performance.
3.2.2.0.0 - Godot & 3D Rotation - A deceptively simple bug about clockwise vs counterclockwise rotation that consumed hours of debugging.
------------------------------------------------------------------------------------------------------------------------
4.0.0.0.0 - Future Plans - Roadmap for expanding the game.
4.1.0.0.0 - General Plans - Special rooms, multiple zones, vertical expansion, weather systems, puzzles, and secrets.
4.2.0.0.0 - Immediate Plan - Implementing AI agents with modular behaviors and migrating to Navigation Mesh system in Godot 4.6.
------------------------------------------------------------------------------------------------------------------------
5.0.0.0.0 - Epilogue - Project scope as a hobby alongside full-time work and upcoming fatherhood, plus live showcase.
------------------------------------------------------------------------------------------------------------------------
![SCP 087 - By GHST
As written by https://inkghst.itch.io/scp-087 (As of 28/06/2021):
SCP-087
A downloadable game for Windows
Name your own price
Item #: SCP-087
Object Class: Euclid
At this time, it is unknown if SCP-087 has an endpoint.
This is a small horror experience based on SCP-087.
Styled to look like an old PS1 game.
Play in a dark room and use headphones for best experience.
There is a heavy focus on atmospheric horror, with the use of good sound design and subtle scares, while telling the story of SCP-087.
This is not much of a game, meaning there isnt any real gameplay mechanics. This is intended to be a short atmospheric horror experience, that takes an updated approach to the story of SCP-087.
Lasts around 15 mins. This is not a 1:1 conversion of SCP-087, there are new events and lore added, as well as the layout of the stairwell being slightly different.
This is my first ever published horror project, any feedback and criticisms will only make me a better horror dev in the future, feedback is appreciated.
If you enjoyed the game, giving a rating helps a lot. Thank you!
Please enjoy. Thanks.
[CONTROLS]
W A S D - Movement
MOUSE CLICK - Interact / Progress on screen text
ESCAPE - Open Menu (options menu is accessible here)
More information
Updated 10 hours ago
Published 26 days ago
Status Released
Platforms Windows
Rating 5/5 - (46 Ratings)
Author GHST
Genre Adventure
Tags Atmospheric, Dark, First-Person, Horror, Psychological Horror, scp, scp-foundation, Short, Surreal
Review:
Another fantastic SCP Game!
I loved the atmosphere. God the audio use was amazing! The graphics were very good too, and it all worked so well together.
Although the gameplay was very limited, it was very stimulating and immersive. I would have loved for the game to have a secret ending where you actually extend and make your own interpretation of extension of the article. I think this might be the case, and I will investigate if not looking into the second hole allows you to continue further!
(Nothing happens haha, the screen gets cracked anyway.)
But great game, a clear 5/5 from me!
-BH SCP 087 - By GHST](https://i.ytimg.com/vi/QJNuZKBvG_8/mqdefault.jpg)









