BrVR: Backrooms Virtual Reality cover
BrVR: Backrooms Virtual Reality screenshot
Genre: Adventure, Indie

BrVR: Backrooms Virtual Reality

V. 2.51

Hello BrVR Family! Today we have a new rifle, some grenade-related adjustments, and more!

Added a New weapon: M1 Garand

This new rifle, the M1 Garand, has a special grenade launcher to go along with it. You can attach it to the muzzle, attach a grenade and pull the pin. However, remember to pull the bolt afterward.

Added firesalt crystals, a new mineable crafting material

You can drill into the walls of level 5's boiler room as they contain these new firesalt crystals, used to make explosives. They also glow a bit, providing a much-needed light source down there.

Added two new grenades, mk2 and flashbang

The Mk2 is a frag grenade with a large radius and a loud noise. The flashbang allows you to stun entities, but can also blind you for a couple of seconds.

Added a "Boom Box"

In arena mode, there was no way to get grenades. Now there is, with the boom box. Once the game is started, press the button to get grenades. This isn't spammable though.

Added some new crafting recipes

Ever wanted to craft up some high explosives? Well now you can, with the crafting table! You can craft firesalt grenades, flashbangs, and the Mk2 frag grenades now.

Added crafting and mining equipment to the level 5 boiler room

You can craft back there to your heart's content. Mine with new firesalt and steel deposits, plus a drill to mine with.

The headphones now play a custom song

Just replace the mp4 in your game's local files with an mp4 of your song. It will play inside of the headphones in the frontrooms.

Adjusted the arena mode graphics

Color correction, need I say more?

Boards now despawn faster (from 20 to 2.5 seconds)

This should make navigating some levels like RUN much easier, as the pesky boards won't be getting in your way the entire time.

Did some significant optimization to level RUN, including fixing several moveable light issues and installing more traps

Lag while speedrunning is NO FUN, so I've gone ahead and made several notable changes. There are more traps to reduce the count of unneeded entities, and the lamps are less taxing on your GPU

Did some other optimizations

Pretty minor stuff, mainly to level 5 and its many areas. Also reduced the cost of lamps here.

Fixed a visual issue with the crafting table

the texture would display incorrectly on the output pad, this is fixed now.

Fixed a crash with level 9 old 2

This level should be free to travel to, without any travel restrictions by the MEG government

Fixed lots of bugs

Skin cube subtitles are gone, fixed a strange building in level 1020 and more. Also, jittering and stalling of the hands and body should be mostly fixed.

Made several adjustments to the level 7 beta

Added physical swimming, like in other water levels, and the scuba thrusters work again!

V. 2.50

Hello BrVRers! Today is the 50th major update of BrVR since launch, hooray.

Added Level 7 as a beta preview

Level 7 has been a favorite level of many since we first added it, however, it's time for a change! If you want to experience the new level 7, head to the gallery. It's way in the back, past level 5 classic. This new version features a not-so-friendly fish named tiny. There are several layers to the level, and even a couple of secrets. It's still a work in progress, so we put it in the gallery. The tiny jumpscare is still on, even if you have entities off. This will be patched soon

Replaced the Frontrooms Apartment with a much more modern one

We love our old frontrooms apartment, it's quite nice, and it's served us well. However, like level 7, it's time for a change. So, we changed it to a modern apartment. We still have the same TV, gallery, glove skins, and vault area. However, some things have been massively improved, like the vault being in a basement, the avatars being in the closet, and there being a grabbable camera.

New spider entity

So, you think we already have spiders, having the level 8 jumpers, mama spider, yellow spiders, papa spider, and crawlers? Well, we have a new addition to the spider family of products arachnids. These ones jump high, and attack big. Imagine the level 8 jumpers except they don't attach to you, jump higher, deal more damage, and move faster. Not to mention, they have more health and look exactly like the yellow spiders from afar. Only in level 2!

Added a grab point to the mk3 rifle

Ever wanted to hold it by the magazine? Well, now you can!

Added a grab point to the mac-11

Ever wanted to hold it by the magazine? Well, now you can! coughs

Added a new item, headphones

Found in the new frontrooms apartment, the headphones play a sped-up version of the BrVR trailer music. It kind of sounds like d&b music, very unusual.

Added walls to the arena level 10 map

Just short walls, nothing big. The map itself is still very open and easy to navigate, and more fun than the original.

Added a halo effect to level 24 and changed the cliff color

The sun casts rays down onto the level, and it looks quite nice. The individual rays are separate as well. This effect has been applied to levels 11 and 1020 as well.

Added a few new sections to level RUN

The speedrun wars on our discord server are back on! Many new sections have been added like a sideways area and a rock-falling section. In one section, there are bumps in the ground, adding verticality.

Added a version of the gatekeeper shotgun with a foregrip

This feels great to handle for sure. Truly a gangsta gun, and probably the final version of the gatekeeper we'll be adding.

Improved optimization on levels 201, The END, and 20

We have hopefully cleared up all lag on levels 201 and The END. 20 is much better, but can still get jittery at times. We hope to have 20 cleared of lag soon.

Redid level 2.1

More props, better lighting, and a more defined exit are all features of the new level 2.1. It's still in the same spot though as the last update.

Redid the subscriber/booster/Patreon wall

The subs wall has grown so much, that now it's too big and unorganized to understand. So, we added headings, and we separated the text into chunks,

Reduced the density of level 10's wheat and fog

This level not only looks better but is less laggy in some spots! Now you can see the sun beating down on you while you play a game of checkers with the gluff (I wish that was a thing)

The mac-11 is now an open bolt weapon

I'll just put it plain and simple, this one is embarrassing. Somehow, we hadn't recognized that it is an open bolt weapon this entire time. The Mac-11 was the first weapon in the game, released in 1.0. Not sure how this slipped by us for over a year.

Changed the bullets inside of the 1911 magazine to look better

Paul and I were getting tired of literal cylinders, so now they're replaced with actual 45 ACP bullets in the magazine.

New grenade sounds

The sounds for pulling the pin and the boom have been improved, as well as it now plays a blood sound effect for each entity it kills.

That's it for this week, we'll be back next week with some more craziness. Explosive craziness!

evil laugh hahahahaha

V. 2.49

V. 2.49 is here! After some hard drive issues, we're back. So, here are the patch notes!

Combined the flashlight and laser into one attachment

A better model, made by david7s on cgtrader.com, plus double the power! You can press on the attachment with your index finger when it's on a weapon to cycle modes. You can have the flashlight on, the laser on, or both.

Expanded and improved level 26

Still a work in progress, but level 26 has many more lights now. Also, the concrete rooms have been expanded and there are more entities in the level overall to fit the "entity infestation" classification on the wikidot.

New gun sounds

The revolver now has a new firing sound, and the 870 has a new pump + firing sound! This makes them much more satisfying to shoot.

Tech tree tutorial

Self-explanatory, tech tree arena mode now has a tutorial. Also, the buttons highlight themselves when they are buyable.

Level 17 new area

Start looking around and you'll eventually find a new area, a warehouse-like area. There's also a rare firearm in there, all the more reason to explore it. Some interesting and suspicious boxes in there too...

Level 19 new areas

Level 19 has gotten an upgrade. Instead of it being a straight shot to the exit, it now has many ways to the exit, including a reviook "minefield". Level 19 also has gotten a few new large rooms with many hanging lights.

New no-clip-a-matic doors

New door pictures for levels 27, 28, 31, 41, 201, 233. 297, 571, 1020, arena, and fanrooms

New decals

Thanks to Bidofut, we have a new decal for level fun. Beedo is the cute lil guy depicted in the decal. This has also been added to the fanrooms.

AND MANY SMALL CHANGES

What's to come? You can check that out here: https://docs.google.com/document/d/1yVW6j8u5Ws4UVWdEbNKovr_JMEm9M8J3MmiOKmpoav4/edit
We also take suggestions on our discord here: https://discord.gg/qm2mx2cdHh
Over there we like to have FUN =), you can even get a shop in-game like the ones mentioned today (no real money)

Sorry for the limited scope of the update. Our hard drives would not work, and the PC containing our game and derived data wouldn't boot for 3 days. We're back now though; hopefully, that was the last of our issues. See you in a few days!!

Version 2.48

Hello BrVRers! Since we're gearing up for release I will start doing more detailed changelogs for each update. A ton of excellent features today!

Redid level 9 to be an upgraded and optimized version of the old one.

Level 9 is back to its former glory. I've redone the old level 9, adding better sidewalks, highways, Newton's Realtor company, and a silly easter egg! In addition to this, it's optimized much better than the old one.

Added more areas to level FUN

A couple of new rooms to spice level FUN up. The entity count has also increased by 3, adding to the danger of the level. The largest change is that the door to the level FUN minigames has been moved back further, meaning it isn't a straight shot there any longer.

Added a "Remap Jump" option that swaps the jump and short hop button

Do you feel like you'd rather have the short hop as your primary jump and get rid of the crouch jump? Well, now that's a menu option! This can help in tense situations like Level RUN where you have to time your jumps.

Gun sounds revamp

The Double barrel shotgun, gatekeeper, aks74u, and 1911 have better sounds. They make these weapons feel better to use. Not only this but there is some improved haptics for some weapons.

Added a new arena mode that uses a tech tree

This is major! In this mode you start with two revolvers, upgrading your equipment each wave while increasingly varied and difficult-to-defeat hordes of entities try to stop your roll. You can buy guns, grenades, and powerups VIA a tech tree screen. Try to survive for as long as you can! Do note that this will receive updates in the future, adding even more variety and also some different music.

Added the skin cube, a tasty consumable

We were installing bots to our discord server, and one of them had a customizable shop. So, I made a "skin cube" item. Then I put it in the game. This tasty consumable can be cooked on a hibachi grill or eaten raw. It also comes in tubs like Royal Rations, even tastier! Stop by the old skin-stealer's home on level 3 to get some.

Revamped the Menu UI

It looks flatter now, and more streamlined. Plus, it uses a newer font! Don't worry, the functionality has been kept the same.

Revamped the survival difficulty signs

The hub is one of the places that people visit most. So, I prettied up the survival difficulty signs. They now look like a TV with info instead of a glowy plaque. Also, there's a dead-zone class for some levels which are inhospitable.

Skin stealers and false facelings can now have their heads dismembered if you do enough damage to their head

GORE! Of course, this is disabled if you don't have blood on. But still, if you're accurate you can explode their heads off! It does require a precise shot and some practice. Also, it doesn't do any more damage.

Updated the 1911 slide to be less annoying to pull

A WIP for sure, but it's better now. I'm currently trying to port over the Deagle script to the 1911 slide, and I can't get the grab points right which results in the weirdness. Should be completely fixed soon.

Reduced bounciness of the avatar

Less bouncy = Less janky. It still isn't completely de-bounced, but we're on our way to removing any jank with the locomotion.

Improved Hound's breath

Hound's breath will now create actual fire effects upon impact with a wall or entity. This can make traveling through tight corridors tough though, as you can set fire to a hallway that you'd need to pass through. This makes hound's breath a tradeoff.

Added more recoil to the M4 Shotgun, and decreased the fire rate

It was too OP, so we had to nerf it. It may seem less snappy now, but it's still a good choice for your arena mode loadout. This shotgun also feels great with hound's breath, especially so when you take into account the changes above.

Added another Chaz'z Gunz N Suppliez location to level 11

Glory to CGNS, says the owner, Chaze, on our discord server. This location doesn't sell as much as the one on level 4, but it does sell torches which no other store sells.

Added Holden's Anxiety relief to level 94's indoor playground

Level 94 is a relaxing level, and what could be better than getting your sanity restored with concentrated almond water, or wearing a special blue headache-reducing headband? You can buy those for backrooms bucks at Holden's Anxiety relief.

Added smokestacks to level 24's factory buildings

Purple guy's plastics are producing smoke, and it needs somewhere to go. Pretty self-explanatory.

Added physical asparagus to Smiley's Asparagus Shop

More produce to liven your day up! Although where the asparagus comes from is unknown, it is speculated to be grown by Grimnee's Electronics and Tech in the frontrooms. It is rumored that half comes from farms in the baltic, whereas half comes from the beautiful African Sahel. Just a theory, an asparatheory.

Improved the Short Hop

It's now one impulse applied instead of two, so it feels more fluid. Also, it's less overpowered as using an energy drink won't give you as much of an advantage while using a short hop.

Improved lighting on level 5

Just some slight touchups and adjustments, nothing major. It may look a bit better in some areas. Some color adjustments as well

Moved the VHS filter to the graphics settings

Pretty self-explanatory, why it was in gameplay this whole time I'm not sure. The highlight color is now Yellow instead of Red

Fixed some hand-hold issues with the BAR

It won't pull the charging handle immediately after you put in the mag! This makes reloading with the BAR much more fluid. Now only if I had a bipod that did something...

AND MANY SMALL CHANGES

What's to come? You can check that out here: https://docs.google.com/document/d/1yVW6j8u5Ws4UVWdEbNKovr_JMEm9M8J3MmiOKmpoav4/edit
We also take suggestions on our discord here: https://discord.gg/qm2mx2cdHh
Over there we like to have FUN =), you can even get a shop in-game like the ones mentioned today (no real money)
Alright, see you guys in a few days! Bye.

V. 2.47

Sorry for the long wait, we had some hard drive issues but we're back!

-Added 3 more sublevels to level REDACTED
-Added more walls to the fake reality
-Added level 31: Roller Rink
-Added some ambient noise to level 6
-Added the Buzti enterprises secret base to the Terror Hotel Casino
-Added a mount to the top of the Desert Eagle
-Revamped many of level REDACTED's Sublevels
-Edited cloud textures to be more calm
-Made the border walls of level 16 invisible
-Seal flex expands faster
-Fixed an issue with the 1911 top color
-Fixed some minor specularity issues with text
-Reduced the distance that the wrist communicator has to be to the face to activate
-Improved the Laser Gun
-Improved some terrain on level 24
-Improved the lighting on level 18
-Improved haptics on the Gatekeeper
-Removed remaining winter decor from level 11
-Made keycards pullable

V. 2.46

-Added more props to the neon city in level 201
-Added more particles to level 27
-Added some more props and background scenery to level 94
-Added the Desert Eagle, a powerful pistol
-Added many new small areas to level 0
-Added a new entity: The beast of Level 5
-Added the MK3, a WW1-era Bolt-action rifle
-Added a new menu option to help with pulling the bolt back on the new rifle
-Added a floaty easter egg to level 11
-Added more products to chaz'z gunz n suppliez on level 4
-Added an advertisement inside Guns n Optics n Ammo
-Level 7 fishes now have an airhorn reaction
-Improved the general feel of level 8 and added some new areas
-Improved the collision of kelp
-Improved LOD's on bottled lightning
-Air horns now have an adapter that allows them to work underwater, otherwise they don't make any noise and produce bubbles.
-Scuba thrusters are now slower but produce bubbles
-You can now short hop on index
-You can now fast forward the radio by holding the button
-Fixed LODS for level keys
-Fixed some floating grass on level 10
-Fixed a culling issue with partygoers
-Fixed an issue with grab points on the M4 Shotgun
-When hallucinations are off, watcher entities will now delete themselves

V. 2.45

-Added level 27: Bunker springs
-Changed the lighting and post-processing in the hub
-Added more signs to the hub
-Added bolt animations to the AK weapons
-Added a siren pole to level 94
-Added a new room to level 233
-Added a new potion that befriends entities, but they don't fight for you. It can be brewed using a magic block
-Added hallucinations to level 41
-Added chaz'z gunz n suppliez to level 4
-Added the lighter entity to levels 2 and 9
-Made a new mesh for the level negative 5 bomber's bombs
-Made better lighting in the bntg storage room on level 3
-Made some changes to the layout of the hive
-Increased the damage of the revolver
-Vastly reduced stretching on the female avatar
-Improved level run dash run's visuals
-Improved bullet impact VFX
-Improved the bow by increasing the flexibility of the arrow in the bow
-Improved grenade launcher explosion VFX
-Improved the gatekeeper shotgun to be more like the 870
-Changed the skin-stealer's stolen skin texture
-Changed the game icon
-Changed level !-! to have much better lighting
-Fixed a minor visual glitch in level !
-Fixed a generation bug on level 297
-Adjusted climbing to be smoother
-Adjusted lighting on level 0
-There's now a particle near dullers
-Decreased the health of crates
-Changed the game icon
-Level 0's lights now have more attenuation
-Redid the partyroom signage on level FUN
-Removed the red button from the flashlight
-Varied level 71's generation
-Resized the trading kiosks to be more compact

V. 2.43.1

-Many bug fixes, that's why there's a patch
-You can now flip the wheel on the revolver when there are shells in it
-You can flip the sawn-off double barrel shotgun when there are two shells in it to close the gun
-Added a new room to infinite arena, the workshop
-Randomized the start room of level 0

V. 2.43

-Completely Revamped level 94
-Added the China Lake grenade launcher
-Added a new entity: elusive windows. They drain more sanity, have a black figure behind them, and will teleport when shot
-Added paths to level 14 and upgraded the graphics
-Added rice crispy treats, a tasty food item only found in the frontrooms sadly
-Added more props to level 571's entrance in level 17
-Added an infinitely generated arena map
-You can now grab mags out of all 3 ak guns
-Fixed a wrongly displayed bottle in level 13's bartending minigame
-Redid level 0 dark
-Redid the snow particles
-Made seal flex grabbable
-Made skee ball easier
-Scuba thrusters now only work on level 7
-Shooting the window entities will make their lights go out
-Improved the stair collision on Newton's Realtor building
-Improved the general lighting on level 1020
-Aligned the lights in Level 0 Sandbox
-Changed the 1911 firing noise
-Removed the bipod from the BAR
-The gatekeeper's capacity is now 4 + one in the chamber
-The correct sized shells come out of the BAR
-Heavily optimized the poolrooms and devrooms
-You now hold shotgun shells differently
-Adjusted the 1911's slide
-The m10's material is now more beat-up
-The G28's fire rate has been increased slightly

V. 2.42

-Added level 571: A twisted hospital with 5 parts (Requested by SherlockBuzti)
-Added the 870: a new shotgun
-Added the 870 short: the 870 but only has a 4 round capacity
-Added the Val: A new Russian assault rifle
-Added the AKS74U: Another new Russian assault rifle
-Added more terrain variation to level negative 5
-Added many new doors to the sandbox hub, like the arena and killhouse doors
-Added all weapons to the killhouse
-Added the wikidot picture room to level 15
-Added an overall score to the arena mode: the formula for calculating it is (kills * time) + (extra score * 2)
-Added a scenic shooting range to level 39
-Added balloon guns to the arena mode
-Skee ball in level 40 now works correctly
-Replaced the sound for knocking on doors in level run
-Made better handholds to magazines
-Updated the Gun Store
-Updated some weapon locations in levels
-Made a better landscape on level 24

Why did we skip a version? I don't know either. I just happened to have a build already called 2.41 and decided to go for 2.42 instead.