Entity Research Group

Entity Research Group

About the Game

Your mission is to locate, interact with, and investigate high-risk entities and carry out assignments in the zones of their activity.

Expeditions: deploy into one of the Backrooms clusters and receive mission directives.

Objectives: collect samples, document evidence, restore life support systems, rescue lost personnel and interact with anomalies.

Data collection: use instruments, consumables, cameras and terminals to obtain and analyze information.

Evacuation: return to the lobby via the evacuation elevator and complete the mission.

Procedural generation: each cluster is rebuilt, changing room layouts, objects and points of interest.

Random events: power outages, gas leaks, acoustic and visual distortions.

Mission variety: from photographing runes and symbols to operations to eliminate aggressive entities.

Progression: an upgrade system unlocks new capabilities between expeditions and increases the difficulty of future contracts.

Entity research: their behavior and effects are unpredictable, making every encounter unique.

You will face a vast number of entity variants. They are nearly impossible to identify visually, but each possesses certain differences in behavior or effects that influence researchers.

They are categorized as Humanoid, Beast and Ethereal entities. There are also currently unclassified entities due to insufficient information.

Characteristics:

  • Sensitivity to noise, light, scents or the researcher’s mental state.

  • Radiation discharges, toxins, electromagnetic disturbances, biological traces left behind.

  • Different attack patterns: stalking single targets, group attacks, preference for mentally unstable subjects or seemingly random victim selection.

  • Threat levels range from Low to Critical.

Researchers have access to a specialized set of tools that can also be found during the mission:

  • Geiger counters and gas detectors for anomaly detection.

  • UV cameras for revealing hidden traces.

  • Lab kits for collecting and storing samples.

  • Traps, beacons and lures for tactical control.

  • Sanity stabilizers, self-defense tools and auxiliary devices.

All devices have practical applications and are integrated into the research workflow.

Each operative receives a Researcher Terminal, a special rank (S, A, B, C, D, E, F) and a unique specialization:

  • Technician: repairs and calibrates equipment.

  • Biologist: analyzes samples and develops improvised solutions.

  • Access Ops: bypasses security systems and deciphers symbols.

  • Threat Response: contains threats and protects the team.

With progress, new tools, skills and functional capabilities become available.

Add the game to your wishlist and join our Discord to follow development, participate in playtests and take part in community giveaways.

Initial Release