[HN Gopher] 'Backrooms' and the Rise of the Institutional Gothic
       ___________________________________________________________________
        
       'Backrooms' and the Rise of the Institutional Gothic
        
       Author : anarbadalov
       Score  : 158 points
       Date   : 2026-04-02 13:18 UTC (9 hours ago)
        
 (HTM) web link (thereader.mitpress.mit.edu)
 (TXT) w3m dump (thereader.mitpress.mit.edu)
        
       | cjs_ac wrote:
       | > But one can imagine a different version of this scene: a future
       | humanity similarly excavating remains of corporate hallways that
       | have since crumbled, wondering what life could have been like at
       | the turn of the 20th century. What might our strange office
       | spaces look like to the humans of the 2100s? What might they
       | eventually look like to Gen Z and Gen Alpha, who may only know
       | these environments through the ominous "Backrooms" or the goofy
       | hijinks of "The Office"?
        
         | WarmWash wrote:
         | Are dungeons just medieval backrooms?
        
           | stackghost wrote:
           | Not sure if you're asking honestly or just going for comedy
           | but, no.
           | 
           | "Backrooms" are liminal spaces that exist outside the
           | geometry of our world. It comes from video games, where if
           | you enabled developer modes to let you pass through the
           | normal level geometry, sometimes you'd find leftover/unused
           | rooms and hallways that players cannot normally access.
        
             | WorldMaker wrote:
             | "Backrooms" don't just come from videogames. They are meant
             | to represent liminal spaces like "endless" cubical farms
             | and conference rooms and the back offices of movie studios
             | or any other modern business. (Even the idea that on the
             | backside of the cool theme park structure that seems so
             | otherworldly is just a couple of boring janitor's closets
             | and hallways for staff/crew to navigate between shifts.)
             | The videogames building "unused" rooms like this were in
             | part trying for verisimilitude to these sort of "just
             | around the corner" spaces that exist in so many buildings.
             | Often as a joke. It was a part of the humor of Duke Nukem.
             | It was a key part to the humor of Portal. It was the entire
             | basis of The Stanley Parable.
             | 
             | I think we _can_ argue that real world places that inspired
             | our fantasy Dungeons were similar liminal spaces: the
             | creepy basement hallways that connected staff /crew
             | (servants) access to other parts of the building(s) above.
             | The multi-use spaces below that are most remembered in pop
             | culture for such uses as torture and imprisonment, but were
             | also often staging grounds for much more boring household
             | logistics tasks (storage), and even equivalents to
             | conference rooms, janitor closets, and "offices".
        
               | stackghost wrote:
               | >"Backrooms" don't just come from videogames
               | 
               | It's where the concept originated.
        
               | breezeTrowel wrote:
               | The concept did not originate in videogames. The whole
               | thing started from a 4chan post where someone posted a
               | photo of a yellow interior. Then, in 2022, Kane Parsons
               | created a viral YouTube video based on that post. You can
               | see it here: https://youtube.com/watch?v=H4dGpz6cnHo .
               | The video game adaptations all came later.
               | 
               | Wikipedia has a good writeup here:
               | https://en.wikipedia.org/wiki/The_Backrooms
        
               | krapp wrote:
               | I've had dreams like this - I think a lot of people have
               | - where you find yourself trapped in a space, an office
               | or a mall or wherever, one common version seems to be a
               | public bathroom - and you keep moving through an endless
               | maze of doors that lead nowhere.
               | 
               | The article has it wrong, this was a archetype of the
               | human collective unconscious well before 4chan turned it
               | into a meme.
        
               | breezeTrowel wrote:
               | Which article is wrongm Both the article and Wikipedia
               | entry focus on The Backrooms which are a type of liminal
               | space. Yes, liminal spaces have existed in fiction,
               | dreams, etc. However, here the discussion is on The
               | Backrooms and how that idea and aesthetic became very
               | popular very quickly.
        
               | stackghost wrote:
               | >The concept did not originate in videogames.
               | 
               | Yes it did. "noclipping out of reality" is a metaphor
               | that is nonsense outside the context of videogame worlds.
               | The 4chan copypasta that popularized the Backrooms meme
               | doesn't mention video games but that particular post is
               | not the origin of the backrooms concept.
               | 
               | There are literal backrooms you can noclip into existing
               | in games that that predate that 4chan post by several
               | years
        
               | carabiner wrote:
               | 90% of modern memes, internet culture, and therefore a
               | huge proportion of current pop culture, originated on
               | 4chan.
        
               | albedoa wrote:
               | It is not where the concept originated.
        
             | taeric wrote:
             | This feels like a silly over emphasis on a naming that
             | ignores how alike it is to so many things that came before.
             | Don't even have to go too far back to get stories of people
             | finding themselves in a fantasy world through a wardrobe.
             | 
             | How many stories were about hidden worlds below our own?
             | Isn't even that much different from "turtles all the way."
             | Heck, even the Minecraft movie played with a literal mine
             | going into a magical world.
        
       | whateveracct wrote:
       | The Backrooms have always reminded me of House of Leaves and the
       | Navidson Record within specifically. (I think maybe that's a
       | deliberate influence in the lore?)
       | 
       | So I like how the movie's plot seems to be similar as well.
        
         | endymion-light wrote:
         | I think there's a bit of a convergent evolution
         | 
         | House Of Leaves is similiar to Backrooms in a way - they
         | represent the same kinds of horror but it's more like how Weird
         | Fiction converged and inspired in the same way. There's a level
         | of early slenderman there as well (in terms of a lot of the
         | early slenderman horror being more about the horror of dreaming
         | this entity into the real)
         | 
         | I'd argue SCP Foundation is probably one of the main initial
         | examples of internet occult, the Backrooms have more in common
         | with a few SCPs.
         | 
         | To go wider there's probably a convergent horror - It's the
         | classic aspect of horror stories of the age represent
         | subliminal fears of the age (e.g, bloodsucking vampires mean
         | very different things across the past thousand years). I think
         | liminal horror is a representation of a lot of our fears, so
         | multiple different effective horrors have converged on these
         | feelings of discomfort with spaces.
         | 
         | I'm not really smart enough to know what it means - probably
         | something about modern society dissassociating people from the
         | space, but don't know much more.
        
           | whateveracct wrote:
           | > I'm not really smart enough to know what it means -
           | probably something about modern society dissassociating
           | people from the space, but don't know much more.
           | 
           | I think it has something to do with the controlled comfort of
           | modern life. And how even a small disruption can become
           | unsettling.
           | 
           | Like in HoL, the most chilling scene isn't anything that
           | happens beyond the door imo. It's when the book falls because
           | the house changed size ever so slightly. I think the classic
           | haunted house trope is at play there too - home is comfort
           | but those stories frequently involve a move, which is
           | inherently stressful. I remember when I bought my
           | house..every new noise or small change was disturbing.
           | Potentially a hidden horror lurking in the house (like a
           | water leak).
        
           | nihakue wrote:
           | House Of Leaves was published in 2000 and Backrooms
           | originates (as far as I can tell) from like 2011? Not that
           | it's impossible that the ideas developed independently, but
           | given how big a cult hit House of Leaves was I'd be very
           | surprised if there wasn't some direct lineage. Not trying to
           | gatekeep, it's just that the Backroom trailer was giving me
           | _really distinct_ HoL vibes. I wonder if that's just the film
           | mixing in ideas that weren't necessarily present in the
           | original copypasta.
           | 
           |  _edit_ : Another thing I will say is that I've noticed both
           | HoL and Backrooms seem to act like a kind of shibboleth for a
           | particular demographic (not even really the same demographic)
           | and you often see this in how people write/talk about both. I
           | think it maybe stems from how dense/unapproachable the two
           | works are, how innocuous they seem on the surface such that
           | you really have to sink some effort to get at them.
        
             | SaberTail wrote:
             | I said to a few friends that the recent trailer felt like
             | it could be for a House of Leaves movie. Different overall
             | setting, but the "found footage" aspects, and the narrative
             | over it, felt like they could be right out of the Navidson
             | Record.
             | 
             | I don't have any real proof for this, but it feels like
             | House of Leaves inspired a lot of the people making "found
             | footage" and "creepypasta" stuff one the internet in the
             | 2000s and early 2010s (SCP, Marble Hornets, Slender Man),
             | and then that stuff came together to inspire the Backrooms.
        
         | nonameiguess wrote:
         | I was thinking of _House of Leaves_ reading the other comments
         | here, mostly because something like an infinitely long tunnel
         | to nowhere hidden in the walls of your house would actually be
         | scary to me, whereas normally occupied spaces being empty and
         | long winding indoor hallways are far more mundane. My wife has
         | gotten into backrooms lore quite a bit in the past few years
         | and it 's always struck me as a strange thing to find eery.
         | I've been an early morning runner for much of my life, worked
         | overnight shifts at a theme park, closing at a mall, been in
         | the tunnels beneath Disneyland and downtown Dallas. Worked in
         | stores that hadn't opened yet and had nothing in them. There
         | was nothing scary or eery about any of those things. It seems
         | like an effect of the photographs and presentation more than
         | the reality of the physical places. House of Leaves is scary
         | specifically because it can't be real. Another example is
         | something like the wormhole to 1987 and 1954 at the end of a
         | cave in _Dark_. Yeah, that 's scary, because nothing like that
         | exists and you have no idea what to expect going into it.
         | 
         | Ironically enough, I first read this book when I worked at
         | Disneyland, at an attraction with tunnel access, that no longer
         | exists, and I no longer have the book because I loaned it to a
         | girl I worked with there who never gave it back. She and I hung
         | out in those tunnels during breaks.
         | 
         | Also interesting to me seeing other responses about found
         | footage, given the guy who first recommended this book to me
         | was a friend from college who covered his dorm room in bizarre
         | free-form prose that switched between play style and novel
         | style during a manic episode, then tore it all down later, set
         | it on fire, and pieced together what survived as the strangest
         | pseudo-poetry that somehow still had a lot of real words in it,
         | kind of nature's "found poem." This book was probably written
         | around the same time _Blair Witch Project_ first came out and
         | this guy also lived next to the real Greenway Trail in
         | Burkittsville, which was also not particularly scary to see in
         | person. I kind of doubt that was really the first example of a
         | found footage film but it 's the first I'm aware of. Wikipedia
         | is saying _The Connection_ from 1961 is the first.
        
       | nkrisc wrote:
       | I don't really get the nostalgia angle as it seems as many of
       | those who are into this kind of thing are too young to have ever
       | been in such a space, let alone worked in one.
       | 
       | I've worked in a place like this that was well past its prime and
       | though uncanny, it's certainly not creepy.
       | 
       | The illusion of infinitely twisting, identical corridors simply
       | doesn't hold up when you're actually in a space like this, but
       | only works if you've only ever seen these kinds of spaces from a
       | still photograph on the internet (which is why the audience for
       | this sort of thing is too young to have ever experienced it
       | themselves).
       | 
       | Yes, it looks exactly like the stifling, sprawling suburban
       | office complex I once worked in, but then I also remember the
       | feeling of walking out the exit into a beautiful spring day.
       | 
       | For me, the feeling these "back rooms" evokes is more akin to
       | being in school waiting for the bell to ring so you can go
       | outside and play.
       | 
       | It's strange when your own mundane experiences are fodder for a
       | new generation's horror fiction. Sort of takes the bite away from
       | it.
        
         | siavosh wrote:
         | I interned at a few places like this when I was younger, and in
         | my current role I used to visit a fair number customer sites
         | like these. I agree, it was less creepy than it was oppressive.
         | I think the kids might call it an NPC vibe you just got.
         | Definitely an urge to want to get out as soon as possible to
         | get some fresh air and natural light.
        
         | beezlebroxxxxxx wrote:
         | > I've worked in a place like this that was well past its prime
         | and though uncanny, it's certainly not creepy.
         | 
         | That's kinda more what the german concept of "unheimlich" is
         | like. Even though it usually gets translated to English as
         | "uncanny", it's more literally "un-homelike", when the familiar
         | (home) turns unfamiliar (un-homelike) in an unexpected way. A
         | common idea in that would be something like the discovery of a
         | hidden room in your house, especially in some weird non-
         | euclidean way ("it's bigger on the inside" for example, like a
         | tardis).
        
           | layer8 wrote:
           | "Eerie" would be a good translation in the quoted context.
        
           | saltcured wrote:
           | I think this whole genre flirts with Capgras Syndrome, the
           | basic identity perception malfunction behind concepts like
           | changelings and many other "exact duplicates" or "tampering"
           | scenarios which have malice as an optional component.
           | 
           | I think it is something that people are aware of, perhaps
           | subconsciously, from cultural exposure. But, I also think
           | many (most?) people have at least some personal experience of
           | a similar sort. Not the full-blown delusional state, but an
           | anxious moment of having feelings of recognition or safety
           | turn inside-out as they realize things are not as they first
           | appeared.
        
         | tinyplanets wrote:
         | I disagree. I too have worked in these environments. As
         | mentioned in the article, and in numerous other references
         | about the Backrooms - the creepiness stems partially from the
         | "liminal" feeling of walking around large, man-made spaces that
         | are totally empty. Think walking around a shopping mall after
         | hours. I had several odd jobs before I was in college where I
         | had to work overnight shifts, sweeping the floors of large
         | department stores. That feeling of "empty watchfullness" was
         | definitely a thing, and it's captured well by a lot of the
         | Backrooms content.
         | 
         | The other aspect of "creepiness" stems from the idea that the
         | Backrooms represent an endless, malevolent labyrinth. One of
         | the scarier aspects of being trapped in the Backrooms (for me)
         | is that you would just wander around until you died for lack of
         | water and food, in a bland corporate office corridor with
         | fluorescent lights buzzing overhead.
        
           | palmotea wrote:
           | I've worked in these environments too, and I think the modern
           | "open" office without assigned desks give a far greater
           | creepy "liminal" feeling that old suburban cube farms.
           | 
           | When you have assigned desks, people personalize their
           | spaces. It feels lived in (at least a bit). A more
           | contemporary open office feels more liminal, even when it's
           | full of people. And after hours it's even worse: there's no
           | trace of human habitation.
        
         | amiga386 wrote:
         | Most people haven't been in an abandoned mansion, abandoned
         | mental asylum or abandoned mall either, but they've seen enough
         | from people who have to get the idea. Never mind the urbexers
         | bringing them footage of hidden infrastructure.
        
         | acuozzo wrote:
         | > I don't really get the nostalgia angle as it seems as many of
         | those who are into this kind of thing are too young to have
         | ever been in such a space, let alone worked in one.
         | 
         | I developed a fondness for 1970s interior decor/styling even
         | though I was born in 1988 because most of the places in my
         | town, such as the library, were last renovated during that
         | time.
         | 
         | Also, many people in my life, such as uncles & aunts, were
         | still living in the homes they purchased in the 1970s and some
         | design choices just can't be easily/cheaply changed.
         | 
         | I grew up within and around a ghost of 1970s architecture and
         | design. As an adult I wound up moving into a suburb built in
         | 1968 for this reason.
         | 
         | It's less nostalgia and more like a vague sense of familiarity
         | that you can only scratch the surface of in your mind.
        
         | wishfish wrote:
         | Day vs. Night are what makes the difference. The sprawling
         | suburban office complex from the 70s was, like you said, just
         | boring and a bit oppressive during the day. At night though, a
         | sea of cubicles. Endless hallways. Nothing but blackness
         | outside the windows. Lights are all on motion detectors so only
         | your area is lit. And only lit for a time. Eventually you'd
         | have to stand up to make the lights switch back on. And when
         | you do, you look over the fields of cubes to see a shadowy
         | figure slowly slump its way across the room. Headed vaguely in
         | your direction but never quite reaching you. You think it's
         | Mark from Accounting, but you'll never know for certain.
         | 
         | For me, I've always called it the "school at night" phenomenon.
         | The horror, or unsettling feeling, one gets from seeing a place
         | at night that's usually only seen in the day. Had that
         | constantly as a kid when going to school at night for
         | performances or teacher meetings. A place bright and loud
         | that's now quiet and dark. You know where everything is, but it
         | all seems like it's just an inch or two out of place.
        
           | HauntingPin wrote:
           | I agree, it's the night-time that makes places, particularly
           | urban ones unnerving and/or creepy. I once worked as a
           | courier, which sometimes involved delivering things to stores
           | or weird ass storage buildings in the middle of the night. I
           | hated those night-time deliveries. Even worse when I had to
           | go through rooms with mannequins, made my skin crawl.
        
           | alex_c wrote:
           | >For me, I've always called it the "school at night"
           | phenomenon.
           | 
           | It's funny, I've always loved that kind of environment. Quiet
           | high school hallways after everyone's left, empty university
           | buildings late at night, offices after hours, even empty
           | offices that haven't been moved into yet. For me it evokes
           | feelings associated more with watching a rainy day from
           | inside, or lofi-girl with headphones studying.
           | 
           | I understand why it can evoke horror or unsettling feelings
           | for people, but for me the first word that comes to mind is
           | just "peaceful".
           | 
           | Even the environments in the Backrooms trailer - minus the
           | obvious horror elements - look like they would be a lot of
           | fun to explore!
        
           | bigbuppo wrote:
           | The smell of old cigarettes, stale coffee, Certs, and urinal
           | cakes wafting through the air.
        
         | pavel_lishin wrote:
         | > _The illusion of infinitely twisting, identical corridors
         | simply doesn't hold up when you're actually in a space like
         | this, but only works if you've only ever seen these kinds of
         | spaces from a still photograph on the internet (which is why
         | the audience for this sort of thing is too young to have ever
         | experienced it themselves)._
         | 
         | I'm not sure if that's true. I've definitely been to places
         | that feel intentionally confusing; the basement of my college,
         | several hospitals, etc. Where you walk between two buildings,
         | and suddenly go from Floor 4 to Floor 6, or where you're sure
         | you entered facing north, but after making three right-hand
         | turns, you exit a building facing south.
        
         | bee_rider wrote:
         | I never got really super into this subculture thing, or
         | whatever it is, but I vaguely recall skimming things like a
         | subreddit devoted to it, ages ago. I want to say when it was
         | "starting" but then nothing ever really starts or ends.
         | Definitely Pre-Covid though. Anyway, IIRC the focus was not on
         | the horror, maybe a slight unease, but mostly the uncanniness.
         | 
         | I think this is just how things evolve. Creepy is a very strong
         | sentiment that is somewhat aligned with uncanny, so it isn't
         | that surprising to see uncanny collapse into it over time.
         | 
         | But having spent a lot of time in empty classrooms,
         | auditoriums, and hallways, waiting for students to show up,
         | it's more of a nostalgic feeling to me.
        
         | layer8 wrote:
         | Feelings of nostalgia can be evoked by things you never
         | experienced first-hand, and that were before your time. It's
         | not uncommon. There's also a connection to melancholy that I
         | can't quite find the right words for.
        
         | munificent wrote:
         | _> it seems as many of those who are into this kind of thing
         | are too young to have ever been in such a space, let alone
         | worked in one._
         | 
         | My teenage daughter is really into this genre but has never
         | actually been in a mostly abandoned 90s mall or fluorescent-lit
         | business park office space herself.
         | 
         | But don't underestimate how much history bleeds forwards in
         | time in various bits of cultural ephemera that can still be
         | absorbed by younger people. She doesn't have much first-had
         | experience with spaces with this vibe, but there is ample
         | second-hand media of it and enough bits and pieces of it still
         | in the real world for it to be both somewhat familiar and
         | enticingly exotic to her.
        
         | calf wrote:
         | "Memoryless" nostalgia is a real effect, and the word for it is
         | anemoia:
         | 
         | https://www.sciencefocus.com/the-human-body/anemoia-nostalgi...
         | 
         | I watched the film Asteroid City last night, and the setting
         | gave me this exact emotion.
        
         | colordrops wrote:
         | Naw, I'm older and the reason I'm into this sort of thing is
         | that I have nostalgia about being in these sorts of spaces as a
         | young child.
        
         | hax0ron3 wrote:
         | I'm old enough to have been in spaces like that, but the
         | aesthetic illusion still works for me if I look at an image
         | that is supposed to depict one.
         | 
         | Also, the infinite corridors is only part of the appeal. There
         | are other ways in which such spaces can become eerie. I
         | remember how I used to often be the only person still working
         | in an open floor plan office in the evening. There was no sense
         | of infinite corridors, but the dimness with one area alone
         | illuminated by motion-detected light was spooky, and so were
         | the sounds of the HVAC system and of doors and elevators
         | somewhere in a different part of the building. There was also
         | an uncanny empty feeling of seeing all the chairs and desks
         | with no humans at them.
        
         | stronglikedan wrote:
         | Even a regular, non-sprawling office building is creepy as fuck
         | when you're the only one in it, no matter the time of day.
        
         | fer wrote:
         | Where I grew up, it happened to me with (primary/middle/high)
         | schools.
         | 
         | During the 60s and 70s, in order to accommodate baby boomers,
         | new buildings were built on existing school grounds, and while
         | they were not cookie cutter copies of each other, they followed
         | the same architectural and civil engineering principles:
         | identical ceiling height, same fixtures, same walls, same
         | classroom door arches, same bathroom stalls, toilets, similar
         | fire exit paths, identical heavy steel and steel wired glass
         | external doors, staircase layouts...
         | 
         | But given every location had its own available surface and
         | urban/terrain/attendance needs, they were anywhere from 1 to 4
         | floors, straight corridors, or in L, or rectangular with inner
         | courtyard, with and without basement, and overall significant
         | practical deviations from some common standard blueprint
         | (though I never found the common denominator) but keeping
         | everything else the same. It was extremely eerie and
         | disorienting visiting a different school, or getting used to
         | another school when you moved, especially after hours when
         | they're empty.
         | 
         | It's probably similar to the khrushchyovki/stalinki residential
         | buildings in post-Soviet countries, though I've only visited
         | them well after the collapse and they've evolved on their own.
         | Meanwhile these schools I mention, look actually frozen in
         | time.
        
         | frmersdog wrote:
         | I dunno about that. At a previous job, we temporarily relocated
         | to a building that featured a series of identical classrooms
         | that were accessible by connecting doors in the back (it was
         | really one long room with heavy dividers that did a good job of
         | looking like regular walls).
         | 
         | You could look from one end to the other, seeing a series of
         | doorways, and then walk through them all; every time I walked
         | from one room to another, by brain would do a little power
         | cycle as it tried to deal with the sensation of having walked
         | into the room I'd just exited.
         | 
         | The deeper-in I got, the more I couldn't shake the feeling that
         | something was "off" about the whole set-up; there were windows,
         | but looking out them, the view felt... fake? It's hard to
         | describe.
         | 
         | This was a few years after SCP became popular, but before the
         | Backrooms - which was why I immediately understood the appeal.
        
       | squeedles wrote:
       | Never got around to The Backrooms, but the follow on Oldest View
       | / Rolling Giant series of videos are absolutely fantastic. It
       | captures the tension between curiosity and dread perfectly, which
       | seems to me what all of this fascination with liminal space is
       | all about.
       | 
       | On a technical level, his work is brilliant. With no budget, he
       | puts me in a CGI space that I really can't tell is CGI, and
       | invokes all of the feelings that are familiar to anyone who has
       | snuck around where they really shouldn't be.
       | 
       | https://en.wikipedia.org/wiki/The_Oldest_View
        
         | lxgr wrote:
         | I can only second this. I personally got more out of "The
         | Oldest View" than I did out of maybe half of all commercial
         | shows I recently watched, and I consider myself pretty picky.
         | 
         | At a meta level, there's something amazing about fiction that
         | feels like it ought to be constrained in what it can do by its
         | budget/production capabilities and then constantly surprises
         | you in execution.
        
       | amiga386 wrote:
       | The article has a screenshot of the Stanley Parable, but misses
       | an opportunity to reference _Control_ (2019) which is much more
       | directly influenced by the  "liminal space" concept, and imagines
       | a non-euclidian space called _The Oldest House_ at 34 Thomas
       | Street (a reference to the brutalist, windowless AT &T Long Lines
       | skyscraper at 33 Thomas Street, New York City).
       | 
       | https://www.youtube.com/watch?v=F74LLDhAhhI
       | 
       | It also very much ties in with the shared SCP universe, which
       | itself has a number of Backrooms-like anomalies, such as SCP-3008
       | (https://scp-wiki.wikidot.com/scp-3008), which is _like_ a
       | typical IKEA, except its maze of twisty passages run to infinity.
        
         | thunderfork wrote:
         | The Stanley Parable definitely plays with non-euclidean and
         | liminal spaces - the room in the screenshot being one such
         | example.
        
           | amiga386 wrote:
           | It does, but its main focus is ludonarrative dissonance,
           | which is why _Control_ would be a better example (along with
           | games that specifically invoke Backrooms lore, like POOLS)
        
             | cestith wrote:
             | I was actually a little surprised there was no mention of
             | _Escape the Backrooms_ , although I suppose _The Stanley
             | Parable_ is a better-known game.
        
           | taeric wrote:
           | Reminds me how much fun Superliminal was. Might have to get
           | that another play through. :D
        
         | busfahrer wrote:
         | > which is like a typical IKEA, except its maze of twisty
         | passages run to infinity.
         | 
         | For the 4 people on HN who don't know, "maze of twisty
         | passages" is a reference to the this (the?) text adventure
         | game:
         | 
         | https://en.wikipedia.org/wiki/Colossal_Cave_Adventure
        
         | tsumnia wrote:
         | I mean if we're trying to source where "liminal space" started,
         | I'd like to add Portal and Portal 2 into the mix. It didn't
         | have the surreal, creepy components because jump scare horror
         | games like Five Nights hadn't been popularized yet but the
         | entire second area of Portal 2 where you're introduced to Cave
         | Johnson and the older Aperture Science HQ is very much
         | "liminal".
         | 
         | If we want to go _deeper_ , then I really think its
         | Earthbound's absurdist take on childhood adventures with
         | cultists, ghosts, dreamscapes, etc. but I think at that point I
         | might as well say dice games influenced things.
        
           | frmersdog wrote:
           | I don't think it's too far to include Earthbound. After all,
           | You cannot grasp the true form of Giygas' attack!
        
         | hoherd wrote:
         | Speaking of relevant games, there's also a Roblox game that my
         | son has been into called Backrooms With Guns, and now I
         | understand it a lot more.
         | 
         | https://en.namu.wiki/w/The%20Backrooms%20With%20Guns
         | 
         | I see others have mentioned Superliminal too, which was great.
        
         | Wojtkie wrote:
         | I am also going to call out House of Leaves by Mark Z.
         | Danielewski. It's a really interesting book that explores a
         | house that is slightly larger on the inside than the outside.
         | It explores a lot of liminal spaces and has a really
         | interesting format in print.
        
           | nlawalker wrote:
           | _> House of Leaves_
           | 
           | And then from there back to another game: MyHouse.wad,
           | https://en.wikipedia.org/wiki/MyHouse.wad
        
             | MisterTea wrote:
             | Haven't played that yet though I heard it really helps if
             | you are fan of the series and read the books as the game
             | will make more sense that way.
        
           | amiga386 wrote:
           | Interestingly, this video analysis of Control
           | (https://www.youtube.com/watch?v=VII76R36GWw) claims Remedy
           | was inspired by House of Leaves, and notes the similarity
           | between "Ash Tree Lane" where the House of Leaves is set, and
           | the "Ash Tray Maze" in Control.
           | 
           | Just seeing a few images of the book's pages in this video,
           | yeah it seems like a really interesting book that plays with
           | the novel format directly.
        
       | c-hendricks wrote:
       | While the Backrooms movie trailer does make it look interesting,
       | "Backrooms" / liminal horror / Skinamarink all have the same
       | effect on me: nothing. I figure the split of people who find it
       | scary vs those that don't is people who can "unscare" themselves.
       | 
       | Like when I go into my basement at night, I can give myself the
       | scare of "what if someone's watching ..." then go "nah" and I'm
       | fine.
        
         | bryanrasmussen wrote:
         | that's definitely how they get you.
        
         | wincy wrote:
         | I think it's degrees, can you open a door halfway and stick
         | your hand into a dark room without feeling creeped out? What if
         | instead that liminal space is the temple in Indiana Jones and
         | you've seen big spiders crawling around? It's a fear of the
         | unknown and we're all tuned a little differently, I think we
         | can all evoke this feeling it just takes more or less depending
         | on the person and how much knowledge you have about the
         | environment.
         | 
         | I worked at a Target in an old mall and there was a corporate
         | office in the basement that had been abandoned years before due
         | to black mold. I was responsible for doing a once a week check,
         | just making sure nobody had been down there, that place majorly
         | creeped me out even though I had the key and had a high degree
         | of confidence nobody else was going to be down there. Also
         | "black mold" evokes an image of a creeping horror even though
         | rationally I know just going down there once a week isn't going
         | to give me some horrible respiratory illness.
        
         | pavel_lishin wrote:
         | I'm not sure if it's even meant to be scary. I think of the
         | Backrooms as closer to the world of Piranesi, or the project
         | that took a bunch of virtual-tours of apartments for rent, and
         | aggregrated them all into a single mega-building.
        
           | c-hendricks wrote:
           | The Backrooms and Skinamarink are both classified as horror.
        
         | lxgr wrote:
         | But can you "un-un-scare" yourself to enjoy liminal space
         | horror?
        
         | mpalmer wrote:
         | I grew up in the 90s.
         | 
         | "Backrooms" and liminal spaces take me back to my early
         | nightmares/kid fears, or the way they've stuck in my memory, at
         | least.
         | 
         | I have the same sort of memory reaction/association with
         | chillwave/vaporwave, in part because it's chopped and screwed
         | in a way that suggests memories of vibes.
         | 
         | The teaser trailer narration mentions the spaces as something
         | the place itself is remembering, and misremembering, and that
         | actually made me sit up and listen, because maybe this is an
         | existential Internet horror film which actually gets the
         | existentialism right!
         | 
         | Totally get why it wouldn't click with some people, but man, it
         | does with me.
        
       | greenavocado wrote:
       | Arma Reforger military simulation game modders implemented
       | backrooms with all of their psychological horror perfectly
       | https://www.youtube.com/watch?v=BLaq-5QqIYk
        
       | JKCalhoun wrote:
       | Dreams I've had (since a late teenager) have often taken place in
       | some kind of architecture with infinite rooms, hallways...
       | 
       | I wrote a computer game where a paper airplane flies room to
       | room... It occurred to me that I was not indirectly surfacing
       | this "endlessly scrolling building" that has recurred so often in
       | what I suppose are nightmares(?).
       | 
       | At the same time, memory being what it is, I worry that the
       | reverse is true--that the game I write inspired the nightmares
       | (and that I now miss-remember when they began, misattribute them
       | to my teenage years).
       | 
       | There is at times a feeling of infinite possibility when I find
       | myself in these places while dreaming. I always enjoy exploring
       | new places and so a place with infinite rooms, hallways, floors
       | is going to keep me busy.
       | 
       | When I learned of Kowloon Walled City [1][2], _that_ caught my
       | attention. I 've seen too descriptions of the underground
       | portions of Hong Kong [3] that let you move from place to place
       | without every stepping outside. The movie "Chungking Express"
       | gives off that vibe [4]. The imaginary prisons of Giovanni
       | Battista Piranesi [5].
       | 
       | [1] https://www.visualcapitalist.com/wp-
       | content/uploads/2017/09/...
       | 
       | [2]
       | http://lh5.googleusercontent.com/-xI_c78etYDc/T61_qAwHWFI/AA...
       | 
       | [3] https://weburbanist.com/wp-content/uploads/2014/05/hong-
       | kong...
       | 
       | [4] https://youtu.be/0uMekCFDnkI
       | 
       | [5] https://en.wikipedia.org/wiki/Carceri_d%27invenzione
        
         | bitwize wrote:
         | For me it's cities--large, empty cities with little, if any,
         | foot or vehicular traffic. Typically in the US or Australia and
         | laid out accordingly, so not like Kowloon Walled City. But it's
         | almost as if they're that way because my brain's "GPU" cannot
         | render that many people or cars moving about. Sonetimes in
         | these dreams I'm able to "teleport" to an interior location
         | where there are people, and I'm fine.
         | 
         | Of course, it may be influenced by the fact that I spent ~15
         | years in the Boston area, and while New York is the city that
         | never sleeps, Boston can get hauntingly empty late at night, or
         | even on Sunday afternoon when most everything's closed...
         | 
         | For a great Kowloon-influenced atmospheric game, check out
         | _Stray_.
        
       | i_c_b wrote:
       | I worked on a couple of high profile FPS games during the era
       | when designers really started trying to make these Potemkin
       | village spaces off in the distance of levels to suggest larger
       | realities (especially the 2000 shooter Soldier of Fortune).
       | 
       | I don't have anything interesting to say about how the backrooms
       | phenomenon has evolved in recent years, but I do find it mildly
       | amusing that I have a very different, but equally horror-themed,
       | reaction to seeing "players" poking around in the original
       | backrooms. Because it immediately gives me flashbacks to the
       | feeling that players have found spots where collusion detection
       | has had a nasty issue (because of bad geometry, or floating point
       | precision errors in the physics system or a NaN, or players
       | abusing the physic system to climb to areas they weren't supposed
       | to), and now there's some awful-to-track-down bug to be fixed
       | during a death march crunch time... all of which actually was a
       | somewhat common occurrence during development at the time, of
       | course.
       | 
       | Obviously, that makes me a lousy target audience for this art
       | movement. But it's been vaguely fascinating watching people
       | enchant, essentially, spaces that were experienced, from our
       | side, as an very brittle (but useful!) optimization hack that we
       | were all too aware could be easily broken.
        
       | ethanmacavoy48 wrote:
       | the akamai access denied page is a perfect, unintentional
       | illustration of the topic. getting paged for a single bad regex
       | in a WAF config that blocks legit users is its own kind of
       | institutional horror
        
       | akeck wrote:
       | I feel like the infamous (and NSFW in parts, btw) story "The
       | Forgotten Employee" is a proto-example of this "Institutional
       | Gothic" genre.
       | 
       | https://sites.google.com/site/forgottenemployee/
        
       | Lammy wrote:
       | >More often than not, liminal aesthetics are human-made spaces,
       | sans humanity.
       | 
       | >suggests a humanity at the brink of becoming digital objects
       | themselves.
       | 
       | >But one can imagine a different version of this scene: a future
       | humanity similarly excavating remains of corporate hallways that
       | have since crumbled, wondering what life could have been like at
       | the turn of the 20th century.
       | 
       | Relevant, and as spoiler-free as I can make it: I cannot give a
       | stronger recommendation to play NieR and NieR:Automata.
        
       | traderj0e wrote:
       | The custom AssaultCube maps are very liminal
        
       ___________________________________________________________________
       (page generated 2026-04-02 23:00 UTC)