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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.

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.
That's been done as "The Store is Closed."[1]

IKEA threatened to sue.

[1] https://www.youtube.com/embed/sK5wPE-aQwc?autoplay=1&enablej...

The Stanley Parable definitely plays with non-euclidean and liminal spaces - the room in the screenshot being one such example.
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.

> 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

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.

I'm not an SCP expert, but for a long time I have really liked SCP-087. It really nails the sleep paralysis and liminal space vibes.
I really want to play that game but I am bad at the genre and I got whacked by the first boss. I really like that creepy aesthetic.
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.

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.

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.

> 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.

> 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.

> 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).

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.

> 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.

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.

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.
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.
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.
"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.

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.

I absolutely grew up in the correct time period, and I've been in a ton of abandoned or not-currently-occupied 1970s decor structures, both day and night in my life. Malls, factories, office buildings, schools, churches, workshops, houses, barns, alleyways, warehouses, storage areas, the list goes on.

I have never been creeped out by these kinds of areas or vibes, instead finding them endlessly comforting and wicked fun to explore :D

I think one possible difference about how I view such an area vs the youth of today, is I think they view walls as "the boundaries of a video game map, so sturdy that gunfire and C4 can't even dent them, thus ineffable". But I had seen enough damaged and unfinished drywall and poorly constructed buildings in my youth to instead view the wall as another piece of furniture. Beyond it is something else, possibly "outside". I don't have to bust it down, but I built faith that if you walk around it you will arrive there all the same.

And as far as an environment constructed for humans: chairs, tables, doorways, but no humans present to occupy said environment, I just wind up personifying the furniture or imagining ways to use a space for which it might not have been originally intended. After all I explored these spaces since I was a child, you damn well know my first instinct is "climb up and over all of the things" and "establish a fort" and things like that! :D

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.
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.

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

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.

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.

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/

>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.

Arma Reforger military simulation game modders implemented backrooms with all of their psychological horror perfectly https://www.youtube.com/watch?v=BLaq-5QqIYk
Maybe relevant -- Kane Parsons' movie "The Backrooms" just released a trailer: https://www.youtube.com/watch?v=wek9dIw2uVM
> 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”?
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

Those offices themselves were liminal (in sense of ritual) in a way, providing the threshold for the information age to take root.
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
Surprising no one in the article or the comments has referenced The Amazing Digital Circus. It’s use of backrooms, NPCs and the like dovetail well together.
It reminds me of De Chirico and Pittura Metafisica which was a small art movement in Italy just before WWI.

I think that the backrooms are a kind of reaction to the total corporatization of american life. Just like how Pittura Metafisica was a reaction to the futurists. The futurists were obsessed with machines and going fast, their art was full of movement and metallic forms and so on. De Chirico's was the exact opposite, these ancient Greek statues and buildings standing totally still in a weird autumn light, with meaningful things (statues, grand columns, and so on) placed into meaningless landscapes often with perspective or lighting that was purposefully not correct.

I don't really know too much about De Chirico's rationale for making paintings like this but I suspect it had to do with the industrialization and loss of the old ways of life that he experienced and the rapidly changing social attitude of the time. He took these grand imperial symbols and symbols of modernity and made them feel alienating and unsettling. Of course we know what happened historically as a result of the futurists.

So I think this could be what the backrooms are, a purposeful choice to see this totalizing corporatization of everything as opposite of what it is typically portrayed: it is lifeless, dead, meaningless, non-unique. It's taking a form that is treated a certain way in society (the artifacts of corporate america) and totally inverting it.

Has a lot in common with Vaporwave, I really like it. Not a huge fan of the horror part of it although I guess that's artistically relevant, but moreso this feeling of alienation, sadness, disconnection. It's lurking beneath the surface of our daily life. Think of what working at the Meta campus might look like (bright, cheerful, sunny, aesthetically pleasing) and then think of how the app which is created by that work actually makes people feel (alienated, disconnected, sad, enraged). That's the metaphor, it's the contradiction.

The custom AssaultCube maps are very liminal
I think I used to work there !