Center Map: Rendered from a tile cache with fog of war — only tiles you’ve visited are visible. Fixed north-up orientation with 6 zoom levels.
Marker Panel (left): Place up to 10 markers per level. Select a marker to highlight it on the map, then “Go To” to auto-navigate there or “Delete” to remove it.
Enemy List (right): Shows all entities within perception range, sorted by distance. Examined entities display name and threat level; unexamined show as “Unknown Entity”.
“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 |
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.
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
Items from other levels (like tutorial meat) now show their correct names in the codex instead of “Unknown”
Non-hostile objects like vending machines and exit holes now appear under “Environment” instead of “Threats”
UI Polish
The codex now closes cleanly when you unpause
Action hints hide while the codex is open so they don’t overlap
Under the Hood
Removed ~820 lines of dead code across 28 files for a cleaner, leaner codebase
Entity rendering optimized with fewer draw calls and distance-based culling
Enemy threat threshold: New slider in settings (0-6) controls which enemies stop auto-explore. Default stops for moderate+ threats — bacteria spawns no longer interrupt your exploration, but smilers and motherloads will.
Stops adjacent to items: Auto-explore now stops next to items instead of walking onto them, letting you examine before picking up. Especially useful for corrupted items.
Path caching: Auto-explore caches its path instead of recalculating every turn — smoother and more performant.
Corruption System
Dynamic corruption scaling: Corrupted item debuffs now scale with world corruption in real-time — debuffs get stronger as corruption rises.
Easier debuff visibility: Corrupt item info now requires half the clearance level it used to (e.g., level 3 items need clearance 2+ instead of 4+).
Balance
Clearance perks 3x more common: Clearance Level now appears in level-up choices much more frequently — it’s a viable build path, not a lottery ticket.
UI Fixes
Vending machine: Fixed gray focus box and auto-selection issues.
Item combine display: Now shows correct additive formula (Lv2 + Lv2 → Lv4).
Cancel button: Fixed keyboard activation in item slot selection.
Downloads
Windows: deep_yellow_v0.8.1_windows.tar.gz
Linux: deep_yellow_v0.8.1_linux.tar.gz
Web: deep_yellow_v0.8.1_web.tar.gz (also playable on itch.io)
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
More generous level-up curve and XP rewards — you’ll feel progression sooner
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
Signal connection leaks: Fixed unbounded signal connections between WorldEntity (RefCounted) and EntityRenderer (Node3D) that were never disconnected when entities died or scenes reloaded
Autoload state persistence: Added proper cleanup of Pathfinding, LevelManager cache, and ChunkManager state on new runs
Scene reload leaks: Added _exit_tree() handlers to player, minimap, and loading screen to disconnect autoload signals
Technical 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 using signal.get_connections() to iterate and disconnect actual connections.
Re-added the web build because it works again (as long as you use Chrome).
Bug Fixes
Controller pause input fixed: RT and right stick no longer leak to game when paused
HUD focus fixed: Pausing with controller now properly grabs HUD focus for navigation
Invisible element focus fixed: GameOverPanel button no longer steals focus when panel is hidden
Known Issues
Firefox on Linux (windowed mode): Camera swings up uncontrollably when mouse is captured. This is a known Firefox browser bug with no code-level workaround.
Workarounds: Use Chrome, use fullscreen mode, or use a controller
← Return to game
Comments
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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)