Backroom Company casts players as test subjects for Axiom Corp, sent into the Backrooms to document what lies beyond the Noclip phenomenon. Its central premise ties investigation directly to survival: strange objects and unidentified entities become evidence when recorded, and the captured data contributes to a survival score and a way out. Rather than treating the camera as a passive tool, the game makes gathering proof part of the danger.
Staying alive also demands attention to threats and noise. One relentless entity pursues the player, while another can detect even faint breathing, making silence and muffled footsteps important. The locker room is described as the only safe haven. Co-op adds a social complication to this tense routine: companions can work together, but panic may make teammates another source of trouble. The design pairs evidence collection with stealth and the unpredictability of a group under pressure.
Two modes shape how these expeditions unfold. Exploration Mode places players in environments that change as they navigate, emphasizing the risk of getting lost; Story Mode uses a fixed map to reveal a larger conspiracy.