
DEEP YELLOW
TO PLAY ON BROWSER: You must use Chrome, or a controller. Mouse input is busted AF in Firefox, sorry!
DEEP YELLOW
Every step is a turn. Every turn is a fight.
DEEP YELLOW is a turn-based roguelike set in the Backrooms — infinite procedurally generated liminal hallways rendered in a PSX-inspired first-person perspective. Combat is automatic and spatial: moving or waiting triggers your attacks, so positioning and item synergies drive every decision.
Features:
- Turn-Based Exploration — Navigate infinite seamless hallways one step at a time. Auto-explore when it's safe, or creep forward when it isn't.
- Automatic Combat — Your equipped items attack when you move or wait. Build synergies across three item pools (BODY, MIND, NULL) using attack tags for multiplicative damage.
- Dynamic Lighting — Shader-based point lighting casts shadows through the hallways. Darkness isn't just atmosphere — it's information.
- Vending Machines — Scattered throughout the levels, offering powerful items in exchange for permanent stat sacrifices. Every purchase is a gamble.
- Corrupted Items — Dark-mirror versions of normal items that offer twisted power at a cost. Corruption scales as you descend deeper.
- Sanity System — Every 13 turns, psychological pressure builds. Kill to stay sane. Or don't — and see what happens.
- Full-Screen Map — Track your exploration, mark points of interest, spot enemies, and navigate across the infinite grid.
- Doors — Open them. Or don't. What's on the other side?
- Codex — Unlock lore entries and item descriptions as your clearance level rises. The Backrooms have rules — learn them.
- PSX Aesthetic — Vertex jitter, fog, dithering, and environmental storytelling. If it looks like a PS1 game, that's on purpose.
You are not alone. Things live in the hallways — some hunt, some spread, some just watch. Learn their patterns or die to them.
Play it on: Windows and Linux downloads available. A web version is also provided for accessibility — if playing in-browser, use Chrome (Firefox has known issues with first-person camera in Godot games). Controller strongly recommended.
Made with Godot 4.6. Code-assisted by Claude.
| Updated | 27 days ago |
| Status | In development |
| Platforms | HTML5, Windows, Linux |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | aebrer - Drew Brereton |
| Genre | Role Playing |
| Made with | Godot |
| Tags | Atmospheric, Backrooms, First-Person, Godot, Horror, PSX (PlayStation), Roguelike, Roguelite, Turn-based, vampire-survivors |
| Code license | MIT License |
| Asset license | Creative Commons Zero v1.0 Universal |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Gamepad (any) |
| Accessibility | Interactive tutorial |
| Links | Source code, Homepage, Discord |
| AI Disclosure | AI Assisted, Code |
Download
Install instructions
Unzip the .tar.gz file and launch the executable.









Comments
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Didn't think I'd say that I actually want to get lost in the backrooms yet here I am! Awesome game, will be looking forward to the hours I will spend on it later on.
ayyy thank you :)
long way to go still but it’s getting better and better :))
DOORS
What’s New
The Backrooms now have doors. Lots and lots of doors. 30% of eligible hallway tiles spawn doors. They open when you walk into them. They close behind you. They never spawn adjacent to each other (a door has standards).
Door System
Wall Texture Overhaul
Code Quality
can_execute()is now a pure check with no side effects (door toggling moved toexecute())v0.9.0 — Map Overlay
What’s New in v0.9.0
Full-Screen Map Overlay (X key / X button)
A full-screen map overlay with three panels:
“Go To” Marker Navigation
Selecting “Go To” on a marker closes the overlay and auto-explores directly to the marker position. Unlike normal auto-explore, goto navigation ignores items and vending machines — it goes straight to the target. If the marker is in an unloaded chunk, the system uses intermediate waypoints to navigate there as chunks load. Enemies, damage, and HP/sanity thresholds still stop navigation.
Controls
| Input | Gamepad | Mouse + Keyboard | |—––|———|—————–| | Open/Close | X button | X key | | Close | B / Start | ESC / MMB | | Navigate | Left stick | Mouse / Arrow keys | | Select | A | Click / Enter | | Zoom | D-Pad L/R | Arrow L/R / Mouse wheel |
Really happy to see this live and excited to blow many hours on it, haha
Thanks so much! 😊
v0.8.3 - Examination Hotfix
Hotfix
Examination Fixed in Exports
Entity examination was showing “Unknown” / “[DATA EXPUNGED]” in exported builds (web, linux, windows) instead of actual names and descriptions. This is now fixed — examining walls, enemies, and objects works correctly again.
This was a latent bug introduced in v0.8.2’s codex improvements, where a compile-time const reference couldn’t be resolved by Godot’s bytecode compiler in export builds.
v0.8.2 — Performance & Polish
What’s New
Massive Minimap Performance Boost
The minimap now runs 10x faster during exploration. Instead of redrawing the entire map every turn, it smartly updates only the new tiles you can see. Auto-explore is buttery smooth now.
Minimap Loads Instantly
No more black patches on the minimap when you first load into a level — the map renders correctly from the very first frame.
Manual Movement Reveals the Map
Previously, only auto-explore would uncover the minimap as you moved. Now walking manually reveals tiles around you the same way auto-explore does.
Codex Fixes
UI Polish
Under the Hood
v0.8.1 - Auto-Explore & Corruption Fixes
What’s New
Auto-Explore Improvements
Corruption System
Balance
UI Fixes
Downloads
deep_yellow_v0.8.1_windows.tar.gzdeep_yellow_v0.8.1_linux.tar.gzdeep_yellow_v0.8.1_web.tar.gz(also playable on itch.io)v0.8.0 — Corrupted Items, Auto-Explore & Progression Rebalance
What’s New
Auto-Explore (Y key)
Hold Y to automatically navigate the Backrooms. Your character will path toward unexplored areas, stopping when enemies appear, you take damage, your HP or sanity drops low, or you spot items and stairs. Press any key to cancel. Vending machines and items you’ve already passed on won’t interrupt you again.
Corrupted Items
As corruption rises in the deeper levels, you’ll start finding glitched-out items with visible distortion effects. These corrupted items carry debuffs — stat drains, HP/sanity decay per turn, damage penalties, or increased mana costs. The tradeoff: they still give their normal bonuses too. You can toggle them off if the cost gets too high. Combining two corrupted items merges their debuffs, so stacking gets risky. Debuffs scale with both item level and world corruption, meaning that innocent-looking item you picked up early gets nastier as you go deeper.
Smoother Movement
Movement between tiles now uses smooth tweening instead of instant teleportation. The game still plays turn-by-turn — it just looks better.
Progression Rebalance
Quality of Life
Performance
Play in browser or download for Windows/Linux at aebrer.itch.io/deep-yellow
https://github.com/aebrer/deep-yellow/pull/46
v0.7.1 - Rename to DEEP YELLOW
Rename Release
backrooms-power-crawltodeep-yellowdeep_yellow_*instead ofbpc_*web_deployment/directoryDownloads
deep_yellow_v0.7.1_linux.tar.gzdeep_yellow_v0.7.1_windows.tar.gzdeep_yellow_v0.7.1_web.tar.gz(also playable at https://aebrer.itch.io/deep-yellow)v0.7.0 — Tutorial Level, Vending Machines, Minimap Overhaul
Major Features
Improvements
Bug Fixes
Technical
New Assets
Play in browser: https://aebrer.itch.io/backrooms-power-crawl
🤖 Generated with Claude Code
v0.6.1 — Visual Polish & Variant Tiles
Settings Panel
Variant Tile System
Stats Panel
Shader & Rendering Fixes
Cleanup
psx_wall_proximity_nocullshader andceiling_wallmaterialDownloads
bpc_v0.6.1_windows.tar.gzbpc_v0.6.1_linux.tar.gz🤖 Generated with Claude Code
v0.6.0 - FPV-Default Camera Mode
Major camera system overhaul with FPV (first-person view) as the default mode.
New Features
Bug Fixes
Documentation
Full Changelog
v0.5.4 - Web Memory Crash Fix
Bug Fixes
Technical Details
hmm memory leak on web build is still present… consider the web build to be a ~300 turn demo for now lolol
Backrooms Power Crawl v0.5.3
Memory Leak Fixes
Fixes memory leaks that caused the web build to hit the 2GB WASM limit after extended play (~300 turns) or after death/restart cycles.
Bug Fixes
_exit_tree()handlers to player, minimap, and loading screen to disconnect autoload signalsTechnical Details
The root cause was a subtle bug with bound callables: checking
signal.is_connected(method.bind(arg))always returns false because.bind()creates a new callable object each time. Fixed by usingsignal.get_connections()to iterate and disconnect actual connections.Backrooms Power Crawl v0.5.2
Web Build
Re-added the web build because it works again (as long as you use Chrome).
Bug Fixes
Known Issues
Backrooms Power Crawl v0.5.1
https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.5.1
What’s New
🚪 Chunk Border Hallways
📦 Item Spawn Improvements
📋 Examination Panel Improvements
✨ Inventory
[NEW!]Indicator[NEW!]prefix⚖️ Bacteria Spreader Balance
🐛 Bug Fixes
🔧 Code Quality
is_item_novel()public API to KnowledgeDBFull Changelog: https://github.com/aebrer/backrooms_power_crawl/compare/v0.5.0…v0.5.1
v0.5.0 - Items & Entities Update 🎒
Major update introducing a comprehensive item system with 14 new items, new enemy behaviors, sanity mechanics, and extensive combat improvements.
✨ New Features
Item System
New Entities
Sanity System
Combat Improvements
📦 New Items Table
BODY POOL ITEMS
MIND POOL ITEMS
NULL POOL ITEMS
🎯 Item Synergies
Sound Build (BODY + MIND)
Mana Build (NULL)
Sustain Build (BODY + MIND)
🐛 Bug Fixes & Improvements
🏗️ Architecture
📋 Full Changelog
See PR #24 for complete details: https://github.com/aebrer/backrooms_power_crawl/pull/24
Download:
bpc_v0.5.0_linux.tar.gz- Linux buildbpc_v0.5.0_windows.tar.gz- Windows buildv0.4.1 Polish: UI Improvements
https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.4.1
What’s New
Features
Improvements
Fixes
0.4.0 Released! https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.4.0
0.3.0 Released! https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.3.0
0.2.1 released! https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.2.1
We now have levelups!
0.1.1 released: https://github.com/aebrer/backrooms_power_crawl/releases/tag/v0.1.1 (and updated here)