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Keep the Backrooms from flooding in this 2D browser game
GamesJavaScript · CSSGitHub @glenacotaOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗Welcome to the Backrooms - now with water damage 🟨🌊🟨.
In this 2D web-based puzzle game, you play as an overworked plumber contracted by the Async Research Institute to fix pipe leaks within the Complex. Easier said than done when the rooms stretch on forever — and something is hunting you in the dark.
🚨 DISCLAIMER: Pure vibe coding. I wanted to play this, not showcase a well-designed web game.
Faithful to the original 2019 creepypasta: six hundred million square miles of randomly segmented mono-yellow rooms, no level names, and an unnamed entity.
You are a plumber. A pipe has burst and the floor is flooding. Water flows downhill away from the break, making the wet trail your primary cue to locate the rupture. To fix it, stand still in front of the pipe for five seconds. Doing so makes noise—and you don't want to be heard. Beware: wading through flooded carpet is both slower and louder than walking on dry floor.
You view the space top-down with a 200° cone of vision. Anything outside your field of view or behind a wall is pitch black. Darkness isn't safety; unlit rooms still harbor whatever is hunting you. Activating the radar (R) overrides vision restrictions, instantly lighting the entire floor—including behind you—to reveal exits and warnings. However, the radar drains battery fast, so use it sparingly.
Tall figures of coiled black wire live in the Complex. Dormant, they rest as a flat pile of loops on the carpet. They wake when they hear you, hunting ruthlessly by both sound and sight.
| Key | Action |
|---|---|
WASD / Arrows | Move |
Shift | Sprint — fast, and very loud (hold or toggle, per settings) |
R | Radar — lights the entire floor, burns battery fast |
| (nothing) | The repair has no button. Stand at the pipe and do not press anything. |
Enter | Start / Confirm / Resume |
Esc | Pause (display controls, depth, battery, and flood status) |
Run the headless test suite:
node test.js # exit 0 = pass
tests/integration/render-trace.test.js snapshots the canvas draw calls produced by boot() → 30 fixed-step updates → 3 renders, hashes the call log into tests/fixtures/render-trace.json ({sha1, length}), and fails on any mismatch. Because the trace is sensitive to every sprite-drawing change (including the plumber's arm borders), regenerate the golden whenever render output intentionally changes:
UPDATE_GOLDEN=1 node --test tests/integration/render-trace.test.js
This overwrites tests/fixtures/render-trace.json with the current trace and prints the new {sha1, length}. Then re-run the full suite with node --test to confirm everything passes. Commit both the source change and the updated golden fixture together.
Per
AGENTS.md, the golden file is regenerated only when explicitly instructed — never as a side effect of an unrelated change.
src/main.js is an ES module (<script type="module">), so opening index.html via file:// no longer works — browsers block module scripts on that origin. Serve the repo instead:
npm run serve # → http://localhost:8080/
The test suite validates game logic, physics, and generation across 20 automated checks:
Forged under the MIT License.