
BLOODLETTER: a barber-surgeon deckbuilder that leaves early access today, and knows exactly what it is
Four entities to cleanse, a queue of villagers, cards that merge. A superb art direction serving a rigorous deckbuilder.

Since the $331M A24 film, everyone wants their Backrooms game. This one bets on Unreal Engine 5 hyper-realism. Bad call: the blur was the fear.
Alexandrosse
InsertCoins.press Score
5/10
Verdict
Mixed
A month ago, a twenty-year-old turned a forum legend into a $331 million film, and ever since, all of Steam wants its slice of the yellow hallway. Backrooms: Collision Not Found arrives amid the liminal gold rush with a knockout argument: it'll be the most beautiful. The most realistic. The sharpest. That's exactly where it picks the wrong fear.

Backrooms: Collision Not Found is a 1-to-4-player co-op horror experience, developed by solo studio Lz Games with Unreal Engine 5, available in early access on PC since 1 July 2026. You roam photorealistic Backrooms levels, survive entities whose behaviors you have to study, and try to pierce the mystery behind these spaces. The pitch fits in two words: extreme visual fidelity. And you have to place it in its moment, because that moment explains everything.
Because the Backrooms are no longer a niche curiosity. Kane Parsons' film, released by A24 in late May, blew up the box office, brought the fear of liminal spaces back to the mainstream and made the concept suddenly bankable. The result: an avalanche of games fighting over the same hallway. Escape the Backrooms, Inside the Backrooms, The Backrooms 1998 and a dozen others have been plowing this ground for years. Arriving today in that scrum imposes a single question, and it's the one the player asks out loud: what do you bring that the others don't?
Collision Not Found's answer is the graphics. The game bets absolutely everything on its hyper-realistic Unreal Engine 5 render, its photorealistic environments and its promise of a breathtaking visual spectacle while holding a high framerate. Technically, it holds: the hallways are clinically sharp, the fluorescent lighting bleeds onto the carpet with archviz care, and on a good machine, it runs well. If you're after the market's most beautiful yellow-hallway generator, you've found it.
Except beauty was never the point of the Backrooms, and that's the project's founding error. What birthed the myth were the Kane Pixels videos: a rotten, grainy, underexposed camcorder image, a degraded VHS where the brain fills the blanks and invents the threat in the blur. Liminal terror comes from imperfection, from the off-screen, from the feeling of having found a tape you shouldn't have seen. By pushing all that to flawless 4K, Collision Not Found doesn't sublimate the Backrooms, it defuses them. A perfectly lit, perfectly modeled hallway is a set. A smeary hallway you can barely make out is a nightmare. The game confused the two.

Once the visual slap has landed, you look for the game, and you fall back on the standard co-op Backrooms recipe. You explore in first person, alone or in four, you progress level by level, you study the entities' behavior to avoid them, you gather what you need to survive and try to solve the mystery of the place. It's exactly the loop of Escape the Backrooms and its cousins, to the comma. There's no signature mechanic here, no idea you wouldn't have seen elsewhere, no system that makes you say "that's the game where you do such-and-such."
In co-op, the experience gains what it always gains in the genre: shared fear, screams in the mic, collective panic when an entity corners the group. It's effective, but it's a merit of co-op horror in general, not of Collision Not Found in particular. Any game of this type produces the same nervous laughter among friends. The title does nothing to turn that dynamic into something of its own, and that's where the shoe pinches: when your only real proposition is graphical, you're not offering a game, you're offering an engine.
We have to be fair about the game's status. Collision Not Found launches in early access, carried by a solo developer who owns wanting to build his experience with his community, and who promises to significantly flesh out the levels, the entities and the player count over the updates. So we're not judging a finished product, and it would be dishonest to condemn it as one. At this stage, the content is thin: a few levels, a few entities, a loop that goes around itself in a handful of sessions.
But early access doesn't excuse the identity deficit, and that's an important distinction. You can forgive the lack of content, which fills in with time. You forgive much harder the absence of a guiding idea, because that one doesn't get added in a patch. A game that, from its very store page, only sells its visual fidelity in a saturated genre starts with a conceptual handicap that neither time nor the community will fill in its place. The studio will have to find its angle, and fast, or be swallowed by the wave it wanted to ride.

Backrooms: Collision Not Found is the perfect symptom of its era. A film hits, a meme goes mainstream, and a swarm of games rushes to capitalize on the moment before it passes. This one chose to stand out with the one thing a talented solo dev can ship fast in Unreal Engine 5: very beautiful hallways. The technical work is real, the performance is there, and for a one-person production, the feat deserves a salute. On that specific ground, it's clean.
But a Backrooms game isn't judged on polygon count, it's judged on the dread it installs, and there, the over-definition works against it. By making the Backrooms too beautiful, too sharp, too real, Collision Not Found evacuates the unease of the blur that made all the concept's power, and delivers a co-op loop we've played ten times without adding the slightest idea to it. It's a beautiful shop window awaiting a game. We keep an eye on it to see whether early access finds it a soul, but as it stands, it's one more hallway in an already far too crowded building.
The market's most beautiful Backrooms game, and one of the least scary: by rendering everything in flawless 4K, it polished away the grain that made the fear, without inventing anything to replace it.
Strengths:
Weaknesses:
Tested on PC, in early access.
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