
James Hunter · three books, 2025–2026 · an illustrated series walk
Discount Dan’s Backroom Bargains
A hungover contractor wakes in the Backrooms in a knock-off bathrobe, befriends a mimic doing his best impression of a dog, and opens a discount store in hell.
Discount Dan’s Backroom Bargains is James Hunter’s LitRPG horror-comedy, three books so far: Discount Dan and Cul-de-sac Carnage in 2025, Kiosk Kingdom in 2026. It is set in the Backrooms, the internet’s endless maze of yellow wallpaper and humming lights, rebuilt as a jumble of numbered floors under a game system with a mean sense of humour. Its hero and narrator is Dan Woodridge, a Cincinnati contractor and ex-Marine who wakes there hungover in a knock-off bathrobe and decides that the way to survive hell is to open a store in it.
This is an unofficial reader’s companion: each book summarized movement by movement and walked in frames painted in the manner of a 1950s horror comic, with the cast, the reading order and how the three books join up. It spoils everything, endings included.
No film or television series has adapted the books, so in place of screen pages the world page walks Hunter’s Backrooms and sets the books beside the internet legend they borrow from.
A Store in Hell
Dan Woodridge is thirty-six, a general contractor from Cincinnati who spent eight years in the Marines driving trucks. After a bachelor party he comes to on short gray carpet under flickering lights in the Lobby, the yellow-wallpapered ground floor of the Backrooms, dressed in whatever drunk Dan picked: a red-and-gold baroque bathrobe, very short jorts, unlaced work boots and his tool belt. A floating yellow window signed by the Researcher informs him that he has been Noclipped, and that his odds of survival are vanishingly slim.
Hunter’s Backrooms is a jumble of numbered floors (not a neat stack, Croc insists) reaching down to the God Box on the thousandth, each floor running one theme into the ground: a parking garage, an ‘80s mall, a haunted hotel, a suburb, a snow globe. Its monsters are Dwellers and its lost humans Delvers. A System called the VIRUS runs the place like a game, with levels, stats, loot and sarcastic achievements, and power comes as Relics, cut from the monsters you kill. A dead Delver’s Relics keep their levels, so people hunt people too.
Within twenty minutes Dan has blundered into a duel between a gunslinger and the Flayed Monarch, ruler of the 999th floor, and when he comes to, hours later, what fell out of the monster’s chest is waiting under the rubble: a compass that is a whole class of utility magic, down to the power to carve a piece of the Backrooms off as his own. The Monarch’s Skinless Court marks him for death. Dan’s answer is a contractor’s, and his father’s one good business lesson: if enough people have the same problem and you can fix it, you have a business. He will build a store and a refuge, with doors on nearly every floor. “Teamwork and a splash of capitalism.”
His first friend down here is Croc, a mimic passing himself off as a dog made of glossy blue clog-rubber, who grows a pair of googly eyes because Dan asks him to. Croc is sweet, anxious, devoted to Twilight and perfectly happy to eat anyone who threatens his friend; cast out by his own kind as defective, he has spent decades trying to keep newcomers alive. His first rule could stand for the series:
“everything, everywhere, all the time is both lying to you and trying to murder you.”
1 Marked for Death Twenty minutes into the Backrooms, having already bought a wounded gunslinger seconds to heal, Dan hurls his claw hammer at the Flayed Monarch’s mask (book I, chapter 3). The demon crushes him under its will; the gunslinger runs it through from behind, and both vanish in a flash. The battered compass that tumbled out of its chest is left for Dan, and with it a mark: every Aspirant of the Skinless Court will now try to kill him on sight.
I · Discount Dan (2025)
The first book takes Dan from level 0 to 22 in about a month. A Monolith shaped like an old ATM wires him into the VIRUS, the compass wakes, and he picks a target from the Researcher’s job board: a Blighted MediocreMart on the mall floor, run by the Harmacist, a plague-doctor store manager with a revolver that fires syringes. Dan beats it with a riot shield cut from photo-booth plexiglass and a trap he marked earlier, casts the compass’s Mythic power over the building, and cuts 14,200 square feet out of floor 3 into a pocket of the Backrooms that is his. With a nod to the flea market of his boyhood, he names it Discount Dan’s Backroom Bargains.
Customers follow rings of red yarn he hangs across the Lobby. Taylor, a college student from Oklahoma, is the first; the first who can pay is Jakob, a horned, white-scaled Cendral who was human once. On floor 7, the School Zone, Dan and Croc throw themselves at five of the Monarch’s Aspirants to save Temperance, a Salem exile in a pink bunny suit with a meat cleaver, and Jakob, who has been shadowing them, arrives to finish it. Dan kills a person for the first time. The System awards him a title, Cold-Blooded Murderer, and he feels sick.
To win Temperance her way back into Howlers Hold, the four of them clear Funtime Frank’s Jungle Gym Jamboree, a Blighted fun zone the size of a city, all neon games and booby-trapped play tubes, whose boss is a giant gorilla with a band of taxidermy-and-machinery horrors. Dan kills him by summoning a 1972 Pinto inside his mouth. Back at the store Baby Hands is mopping and Princess Ponypuff is squealing like a goat, and Dan, who woke a month ago wanting only to go home, finds that has changed:
“Now I wasn’t sure I ever wanted to leave.”
He climbs onto the checkout counter, tells the frightened Delvers in his aisles that they are a community, and raises a beer. The book’s price is his first kill and a price on his head; its prize is a crew.
2 A Normal Human Dog In a neon ‘80s mall on the third floor, Dan asks the eyeless rubber dog who has been guiding him to grow some eyes, since it is hard to tell what he is thinking, and Croc happily obliges with an oversized pair of plastic googly eyes (book I, chapter 11). Croc is a mimic who has watched north of three hundred newcomers die; Dan, he says, is the first who ever listened. The friendship is the series’ heart.
3 Into the Jamboree Dan, Croc, Jakob and Temperance step onto the sticky purple carpet of Funtime Frank’s Jungle Gym Jamboree, a Blighted fun zone the size of a city near Howlers Hold (book I, chapter 45). Some of its slides hide saw blades and its boss waits in the big top. Clearing it is Temperance’s way back into the Hold and the first job for the crew the series follows to the end, and Croc’s chief grief is that someone has ruined the slides.
II · Cul-de-sac Carnage (2025)
The second book widens the map. Frank’s prize, a Kiosk Franchise Opportunity, lets Dan kill a giant hermit crab wearing a mall kiosk for a shell and join a franchise network run from the 99th floor. Howlers Hold, a safe harbor on floor 7 founded by 317 people, most of them furries, who noclipped together from a 1998 convention party, offers an alliance if Dan can carry its three-person Tribunal: Wraith, the security chief whose bull mask hides a real bull’s head; Ajax, the fox-suited quartermaster, who wants his laundry done; and Jackson, Wraith’s brother, who wants Dan handed to the highest bidder. So Dan, Jakob and Croc fetch a sacred laundromat out of Hotel Hell, the fifth floor, from a cult of tiny bearded Laundry Brownies; a third golem, Camo Joe, takes over security; and Jackson, trying to bully Dan into a discount, is frozen by the store and banished by its Ban Hammer.
Then the Director, a woman in a Shakespearean gown who serves a power she will not name, tells Dan that his compass cut the Monarch’s own doors, so the Skinless Court now moves its armies through the kiosk network of the Franchisor of the 99th floor. Kill him, she says; and if they do, Dan works out, three thousand kiosks become his. Croc is afraid of going deeper and of losing Dan; Dan tells him friendship isn’t a transaction, and the four of them vote to go down.
The first stop is the 24th floor, Eternal Suburbia: a subdivision called Sunnyside where the dads mow in unison, the children ride in silent packs and hunt the grown-ups after dark, and a broadcast illusion keeps every lawn in order. There Dan finds Ed Myrl, a Vietnam veteran who has held out against the signal for decades with his parrot, Woodstock, and learns that the radio station is the Homeowners Association itself, a kaiju patched together from the neighbourhood’s houses. Dan meets it in a twenty-foot mech built from his own reanimated Horrors and an ice cream truck, while Jakob and Temperance, trapped inside the monster, arm Myrl’s bomb.
It costs most of his army: the mech burns out the Relics in his Horrors and in five of his door guardians, and they stay down until he rebuilds them. Dan reaches level 42, and decides that the HOA’s illusion engine, which could bend every mind on a floor, is power no one should hold, himself included. The book ends with Twilight on the DVD player and Croc’s head on his thigh: for one night Dan is “just a guy, drinking a beer, watching a terrible movie with his best friend”.
4 The Homeowners Association The Sunnyside radio station rears up as the Homeowners Association itself, a kaiju patched together from the neighbourhood’s houses with the signal tower for a crown (book II, chapter 49). Thrown clear with Croc, Dan raises his golden Pog shield on the street and pours a healing Zima into the dog, whose legs are broken, while Jakob and Temperance are still inside the monster with Myrl’s bomb. What follows is the book’s finale: an ice cream truck, a swarm of exploding clones, and a mech.
III · Kiosk Kingdom (2026)
The third book, the longest by some way, is the road down to the Franchisor, one themed floor at a time, with the store as base camp between them. Hunting a lost Howler raiding party through an endless airport on floor 4, Dan cuts Harper out of a mimic’s cocoon: a former pediatric nurse with dragonfly wings, who joins the team as its healer. Ed Myrl stays behind on floor 24 to help the Howlers settle the suburb.
Floor 49 is a cursed snow globe. Its gingerbread-walled Viking settlement, Kringlegard, is ruled by Nikoli, a huge Russian smith who wants Dan to kill the Krampus squatting in his forge. Dan loses his left hand to a Hag’s frostbite, gives up the memory of his childhood dog’s last day to make Croc a collar whose tag reads “Dan’s Best Friend”, and kills Krampus. Then he finds the Jarl’s Soul Forge worked by enslaved Delvers, some of them children, and is offered a partnership. For one second he is tempted:
“And all it would cost me was all the human decency I had left.”
He refuses, Nikoli drowns in his own steam-powered armour, and the captives go home.
Floor 75, a white research wing of the Variant Research Division, shows what the Backrooms is for. Croc and Jakob have long called the place a ship; here Dan learns that humans are its specimens and the floors rebuilt habitats, and that the Blight is a plague brought aboard by an alien hive. A laboratory machine grows Dan a new hand and heals Jakob’s arm, but a recording of the Researcher himself, a tentacled being with one lidless eye, says the ship is moored on Earth and no Delver or Dweller may leave until it is purged. No one is coming for them; there is no way home.
Floor 99 is the 10,000 Acre Wood, where a sun-faded Winnie-the-Pooh has spent decades looking for Christopher Robin, and beyond it the castle of Steamboat Studios. The Franchisor, Oz the Terrible, turns out to be James Graham, a Korean War captain who noclipped into the wood, let the lonely bear call him Christopher, and, to keep the bear safe, traded himself away one piece at a time. When the Franchisor’s hydra, a winged serpent with Steamboat Willie’s cartoon head, nearly kills them, Croc throws himself in front of its beam, the bear stands between Croc and the next one, and Oz turns his flying monkeys on it. Dying, he asks Dan to end it, and Dan does. The System rewards the mercy, and the whole Kiosk Network becomes a subsidiary of Discount Dan’s Backroom Bargains. The book ends with Dan taking a rain check on a date with Harper to keep a promise to Croc: Froyo, and the arcade slides.
5 Over the Snow Globe Below the fireworks tent of floor 24 lies a giant snow globe, and Croc, who has just grown a gnome’s pointed red cap, turns himself into a sleigh (book III, chapter 15). Dan tows it through the air by telekinesis with Jakob and a reluctant, height-fearing Temperance roped aboard, while Harper, the team’s new healer, flies alongside on her own wings. The aurora overhead is not weather: it is a Dweller, and it is hunting them.
6 The 10,000 Acre Wood For five days in the 10,000 Acre Wood of floor 99, a sun-faded Winnie-the-Pooh rides high on Croc’s back and guides the team toward Steamboat Studios (book III, chapter 48). He has been looking for Christopher Robin for decades, his memory fraying at the edges, but he knows every trap in the wood. At the castle he will find the man he once called Christopher, and stand between Croc and death.
The Shop Must Grow
The store is the spine of the series, and the measure of Dan. In book I it is 14,200 square feet of dead drugstore with two junk golems and a free kit and a free night for every newcomer; by the end, a hot-dog stand and ten doors. Book II adds a hotel suite, a laundromat with its own religion, a security chief and doors into Howlers Hold; its Grand Reopening brings 123 Howlers through those doors, and the Hold’s children ride Croc like a pony. Book III adds an airport lounge and spa, a dozen more rooms from Hotel Hell, a bar and grill in an old Loot Arcade tended by a four-armed golem with a television for a head, a job board that pays bounties on the Monarch’s Aspirants, the Jarl’s forge, a door to Kringlegard and, last, the whole Kiosk Network, some three thousand kiosks down to the 355th floor. The third book’s blurb puts it in four words: “The shop must grow.”
Dan grows with it, though not in a straight line. The man who wanted only to go home ends book I calling the lost in his aisles a community. In book II he drops the murderer’s title, powerful as it is, because he does not want to become what it rewards, and he turns down the HOA’s power over minds. Book III tests him harder. He equips that title again to hunt the Monarch’s Aspirants for double experience, over Jakob’s protest; he refuses the slaver’s partnership; and in Oz he meets a man who began with good intentions and traded himself away one piece at a time, and he can picture himself in that mask a year from now. The book’s answer is mercy, and a night on the slides with his best friend.
The store is a refuge in a place built to study people, and it is also, more and more, an army’s base and a franchise empire. The books know it, and joke about it, and Dan has to keep deciding what the store is for.
7 Grand Reopening Doors in Howlers Hold bring 123 Howlers to the store’s Grand Reopening, over a third of the Hold, most of them in fursuits (book II, chapter 21). They queue two dozen deep for the laundry, binge at the concession stand and buy every Artifact on hand, while the Hold’s children ride Croc like a pony. Behind the register Dan helps Princess Ponypuff, who hates customers and never haggles. The shop is becoming a town square.
What Kind of Book It Is
A LitRPG first: a novel that runs on a game’s rules, with stat sheets, loot, crafting and level-ups on the page, and a System whose achievement messages heckle Dan at every turn and hand out titles such as Cold-Blooded Murderer and Toddler Terminator. It is also a horror-comedy. The floors are full of things that want to eat you, the books are gory and profane, and Dan, a combat veteran who hates clowns and whose one true fear is furries, narrates it all in the first person as a running joke with a body count.
Much of the joke is pop culture. Hunter’s monsters are nightmare versions of what a child of the ‘80s and ‘90s grew up on: a Pac-Man that eats people, a Donkey Kong gorilla with a band, a homeowners association as a final boss, a Santa who keeps slaves, Krampus, and a lost Winnie-the-Pooh beside a hydra with Steamboat Willie’s head. Pogs raise shields, Zima heals and Jolt Cola restores Mana. Under the jokes the series takes friendship seriously, and readers’ reviews keep coming back to Croc.
Readers reach for one comparison above all: Matt Dinniman’s Dungeon Crawler Carl, another LitRPG of a hero in absurd clothes, a talking-animal companion and a heckling System. Some call Discount Dan a clone, others say it grows into its own story, and one Goodreads reviewer of book II summed up the likeness: “Carl had a cat, Dan has a dog.” The ratings climb book by book, from 4.12 on Goodreads for the first to 4.42 and 4.54 (seen 27 October 2026); the praise goes to Croc, the friendship and the game mechanics, the complaints to crude humour and long lists of loot.
8 The Mobile Murder Muncher In a Loot Arcade on the mall floor, a sedan-sized yellow sphere with shark eyes and anglerfish teeth comes rolling down the aisles chanting “WAKA-WAKA-WAKA”, and Dan, who knows a nightmare Pac-Man when he sees one, runs (book I, chapter 18). He escapes only by kicking one of its ghostly prey into its jaws. It is the series’ comedy in a picture: the games of an ‘80s and ‘90s childhood, grown teeth.
The cast across three books
Dan Woodridge
Croc
Jakob
Temperance
Marcus, the Boundless Wanderer
The Flayed Monarch
The Researcher
Wraith
Ed Myrl and Woodstock
Harper
The golems
Winnie-the-Pooh
Reading order
- Read them in publication order, which is story order; there are no novellas or side stories. Start with Discount Dan.
- I · Discount Dan: A LitRPG Adventure (Shadow Alley Press, Kindle, March 2025): fifty-five chapters and an epilogue.
- II · Cul-de-sac Carnage: A LitRPG Adventure (Kindle, 1 July 2025): fifty-five chapters.
- III · Kiosk Kingdom: A LitRPG Adventure (Kindle, 31 March 2026): sixty-two chapters, the longest.
- Audiobooks: all three from Audible Studios, narrated by Steve Campbell: 15 h 27 min (11 March 2025), 17 h 49 min (1 July 2025) and 22 h 20 min (31 March 2026).
- In print: independently published paperbacks and hardbacks, and Pan Macmillan Australia trade paperbacks for Australia and New Zealand (book I on 27 October 2026, II on 15 December 2026, III on 2 February 2027).
- Next: Kiosk Kingdom’s back matter says that Dan’s adventure continues in Disco Inferno. No release date or store listing for it was found as of October 2026, and the Goodreads series page lists three books.
- The Backrooms maps the floors, the System and the legend; it can be read first or last, but it spoils all three books.
Notes
- How this was checked. The books’ text is not searchable anywhere online, so all three were read in full from the companion owner’s own Kindle copies: the page images were run through OCR for private reference, and every page of this walk was then fact-checked against that text by a separate checker. Public sources (Goodreads, the publisher and audio listings, the Backrooms wikis) are cited where they are used. Quotations are short and exact. The frames were painted by Grok (xAI) from prompts written by Claude. No copy of the text is linked or published here.
- The author. James A. Hunter is a former Marine Corps sergeant and combat veteran, and a founder and the creative director of Shadow Alley Press, which publishes the series; Dan’s Marine years echo his own. His other series include Viridian Gate Online, Vigil Bound and, with eden Hudson, Rogue Dungeon and Wasteland Warlords.
- Names as printed. Croc is “he” here, though the books use “it” as often; Jakob has a k; floors keep the books’ numbers (the Lobby is floor 0); and the books’ parody names (MediocreMart, Steamboat Studios) are kept.
- Content. The books are gory, profane and crude by design. This walk keeps its quotations clean and its violence off-frame.
- A collector’s edition. A Shadow Alley Press Kickstarter for a Mythic-Grade hardback of book I raised $127,672 from 863 backers on a $9,999 goal.
The whole walk: The Series · I · Discount Dan · II · Cul-de-sac Carnage · III · Kiosk Kingdom · The Backrooms