Noclipped
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Current chapter: Chapter 1 “The Main Nine”
Welcome to Noclipped!
Noclipped is an open-world survival-horror adventure game, set in the Backrooms. In this game, you play the role of Fred – an average guy who accidentally No-clipped out of reality into the Backrooms. You must explore levels, gather resources, craft weapons, and gear, fight off or flee from dangerous entities, and much more! This game has no limitations on how far away you explore each level, providing multiple infinite worlds for you to explore. Be cautious, because if you hear something wandering nearby, I’m sure it has already heard you.
Features:
- Endless exploration – Wander through the millions of rooms and hallways.
- Infinite and unique levels – Experience infinity at its most, while exploring 9 unique levels and getting deeper and deeper with every step.
- Crafting and Survival mechanics – Monitor your hunger and thirst, as surviving inside the Backrooms is a hard challenge alone, especially when you’re not alone.
- Liminal spaces – One of the most iconic liminal spaces, as well as new and fresh ones made just for you to explore.
- Story – Dive deep into the backstories of all of the people who No-clipped here just like you.
- Easter eggs – Find secrets hidden all around the endless halls of the Backrooms, some of which you may recognize yourself
- Sanity system – Being in the Backrooms is a stressful experience for many. Try to keep yourself sane and keep going.
- Backrooms Sense – The unique nature of the Backrooms gave you a sixth sense – use it to your advantage
- Much more
Be warned: This game contains mild swearing that can be turned off in the settings menu.
Steam User 16
So I have a crippling backrooms addiction -- comorbid with my SCP addiction, naturally -- which led to me buying this game even before reading anything about it. Basically, I went in with no expectations other than those established by other backrooms-related titles. This game is... complicated? Not intentionally complicated, but complicated. The foundation is there, but it's got a lot of things that will need to be patched in order for the game to be playable in its entirety. As it is now, I died in a tedious (but realistically almost unavoidable) manner at the hands of a creature that was more annoying than spooky, and didn't really care because the gameplay and overall experience had begun to grate on me anyway.
There is combat, but no combat tutorial, and weapons are only available if the god of RNG has smiled upon you. There's never even any mention of "Oh, by the way, you're gonna have to fight some things" -- one minute you're walking down one of many identical hallways with a bottle of almond water and a scrap of wallpaper -- the next, you're draining all your stamina trying to outrun an angry stickbug who has apparently placed an Apple tag on you or something, because trying to evade it is like trying to excuse yourself from a needlessly long conversation with your least favorite relative. Ultimately, you're no longer able to sprint, and that wallpaper aint doing a thing against Bob Monster over here. Goodnight.
There's crafting, but you only find that out when you stumble upon a plank and it says, "can be used to make things" like --how?? It is easy for people constructing any narrative in any medium to forget that the people consuming said narrative enter the experience without any of the knowledge that the creator had when creating it. There is a certain amount of spoonfeeding details that you have to do at the beginning so that players will be well equipped to experience the game in the way you likely intend for them to. That's why we don't give jobs to infants, even though we know how to do them.
Wandering aimlessly through endless identical passageways is a staple of the backrooms -- it's that exact hopelessness that makes the backrooms' particular flavor of dread so potent -- but when you're a person playing a game where that is all you do, it becomes easy for your mind to wander to all of the things you need to do around the house and that one person you were going to email but totally forgot to. My point is that while emptiness is a fascinating abstraction that is well employed in backrooms lore, in this context, it serves as more of a bore than a source of dread. Even the fear you feel from the knowledge that there may be monsters around the corner is substantially diminished by the sheer amount of corners you have to go around. Add landmarks, arrows drawn in blood or ichor, something to let the player know that they're not wasting their time wandering in circles.
Wandering in circles wouldn't even be all that bad, except the movement of the character is somehow simultaneously too jerky and too slow? The game employs a "realistic" walking effect that is exaggerated to the point of disorientation. I went to the menu to see if it could be turned off -- it could! Except it couldn't. When I turned it off and returned to the game, I was still bobbing and weaving like a concussed Mike Tyson, making it needlessly difficult to place my cursor over the scraps of wallpaper that, honestly, I don't even know why I bothered picking up in the first place?
The inclusion of a distinct story element was a good choice, but -- and I really don't want to be harsh here -- the voice acting could use... work. The protagonist is aware of backrooms lore before noclipping into them, and I love that, but it becomes harder to identify with the character as the game progresses. Especially because he's somehow able to... psychically see through walls? A confusing choice, but with the rest of the game's tedium, I'm glad it was included.
I know I've been rather harsh in this review, but I'd still definitely recommend this game. Not for what it is now, but for what it might become. If a more concrete indication of progress is implemented, the finer details are comprehensively laid out in a tutorial, and the actual experience of walking around and interacting with things is heavily refined, I could see myself playing this game through to the end. For now though, I need a nap real bad
Steam User 6
Very unique Backrooms game!
What makes this game unique is you can actually craft items using materials you collect, and being able to use the tools you make to further gather even more materials for more things. Some examples of ways to gather loot include opening lockers, chopping wood piles, prying boxes, mining ores, etc.
There are entities that you will have to avoid in early game, and as you upgrade your gear more and more, you're able to fight back against them.
You can also create little farms for food and almond water, and build bases to protect yourself and rest using campfires and fences.
It's an actual Backrooms survival game, which is really cool!
Steam User 5
who ever made the music i have i message for you I LOVE YOU
Steam User 4
Even though it isn't being updated, it's probably the best backrooms game I've ever played.
Steam User 2
If you would like to see the game in action and my live reactions/opinions you can watch my YouTube Video Right Here.
No clipped is an open world survival game set in the backrooms! Scavenge for supplies and craft tools & weapons to help you survive the endless hallways and offices.
So far, this game is beyond promising, with a decent amount of bugs as expected with early release/day 1 launches, there is plenty of potential and I am excited to see the game grow and hopefully become an addicting survival game, set in the backrooms!
Steam User 1
The blackout begins.
don't play if you are a pussy
Steam User 1
Best Backrooms game of the year
too bad it don't get enough attention, (Escape the backrooms) is shit compared to this game