
Discount Dan’s Backroom Bargains · The world
The Backrooms
Floors numbered down to a rumoured thousand, monsters with catalogue numbers, a game system with a sense of humour, warlords, a safe harbor of furries, a stranded alien ship and one discount store: James Hunter’s Backrooms, and the internet legend he took them from.
Discount Dan’s Backroom Bargains is set in the Backrooms, the internet’s endless maze of yellow wallpaper and humming lights, and across three books (2025–2026) James Hunter turns that empty maze into a world: numbered floors with a theme apiece, monsters with catalogue numbers, a game system run by an absent scientist, warlords, settlements and a discount store. This page walks that world as the books reveal it, through the end of Kiosk Kingdom.
No film or series has adapted the books, so this page stands where the screen pages stand on other walks. The A24 film Backrooms (2026), Kane Parsons’ web series and the Backrooms games all adapt the legend, not Hunter; the last movement sets the books beside it and says what he keeps and what he changes.
Noclipped
Nobody chooses the Backrooms. Dan Woodridge wakes there hungover from a bachelor party, and a floating yellow window signed by the Researcher informs him, in the voice of a human-resources memo, that he has suffered a Temporal Displacement Event, “sometimes referred to as ‘Noclipping’”. He is lucky: he has not been absorbed into the Progenitor Engine or reduced to “Meat Slurry”.
Most newcomers land, as he does, in the Lobby, floor 0: short gray carpet, stained and peeling yellow wallpaper, white columns, flickering ceiling panels, empty conference rooms, red exit signs over dead ends and double doors that open onto wall. It is a contractor’s nightmare, and it is alive: the sheetrock is wet and fibrous like a slab of beef and heals itself, and the wallpaper eats ink. Some arrive elsewhere, a Korean War captain straight onto floor 99, and whole crowds sometimes fall together in a Mass Displacement Event; legend counts Roanoke’s colonists among them.
Leaving the Lobby is the first test. Until a newcomer lays a bare hand on a Progenitor Monolith, an ATM-like gray console on a lower floor, and lets it electrocute him into the System, he has no usable levels, no storage and no way to spend what he earns. Nor is the way down simple. The Backrooms sits in its own reality, Superspace, and is not a neat stack, Croc warns, but “a jumble”: a stairwell can skip a floor or two dozen.
1 Palming the Monolith Book I, chapter 12. A newcomer’s levels, loot and storage stay locked until he leaves the Lobby and lays a bare hand on a Progenitor Monolith, an ATM-like gray console with a green handprint on a blue pad. It warns of side effects up to “brain implosion”, then electrocutes Dan into the VIRUS: a Biotag, a Bio-Report, two thousand pounds of Subspace Storage and the Researcher’s Job Board. Most floors have a Monolith in every quadrant; deep down, older ones of standing stone are said to survive.
A Thousand Floors, Give or Take
The floors are numbered as if stacked, down to a rumoured thousand, and each runs one theme into the ground. Book I walks seven of the top eight: the Lobby; floor 1, a parking garage on concrete pillars the size of skyscrapers; floor 2, sweltering red-brick service tunnels; floor 3, the Neon Junction Shopping Center, an ‘80s mall; floor 5, a 1920s luxury hotel; floor 6, a darkness that eats flashlight beams; and floor 7, the School Zone, all ruined classrooms and trapped lockers. Book II goes deeper into the hotel, then rides the kiosk network down to floor 24, Eternal Suburbia, a cookie-cutter subdivision ruled by a homeowners association, flesh under the paint. Book III opens in Concourse Null, an endless airport on floor 4, then drops through a cursed snow globe on 49, a white research floor on 75 and a theme-park forest on 99.
Why is the loot pogs, Zima and VHS? Wraith of Howlers Hold has a rule of thumb: the Backrooms runs a few decades behind Earth, the ‘80s and ‘90s near the top, the ‘60s and ‘70s twenty or thirty floors down.
“The deeper down you go, the older things get.”
Nothing holds still. Each floor is cut into thirty-six quadrants of twenty-five sectors, and a Floor Shift rotates the quadrants without warning. Ed Myrl, a Vietnam veteran who noclipped in the late ‘70s, says the place grows about a floor a decade, that floor 24 was floor 19 when he arrived, and that floor 0 was a VFW reception hall. And depth means power: the Backrooms is “more like a planet” than a layer cake, Croc explains, with the God Box at its core pushing Mana outward, so the deeper a Dweller lives, the stronger it grows.
2 Floor 1 Book I, chapter 31. Floor 1 is “an enormous dystopian parking garage from hell”: stacked quadrants on concrete pillars the size of skyscrapers, tens of thousands of rusting vintage cars, oil slicks that burn, and the Faceless, ordinary-looking people with no faces at all. Dan judges it safer than the Lobby or the mall, though not safe. Here he digs up an orange 1972 Pinto that runs on Relic Shards, a summonable car that will end its days in Funtime Frank’s mouth.
3 Eternal Suburbia Book II, chapters 29–30. The kiosk route lets Dan’s crew out on the 24th floor inside a rotting ice cream truck, under a sky “the color of a fresh nosebleed”. The houses keep blurring between fleshy growths and tidy homes: Eternal Suburbia is a Cognition Hazard, and its bicycle bells pull Dan’s own Ohio boyhood out of his head. A silent gang of children on bikes, every boy a Timmy, every girl a Tammy, would like to buy some ice cream. Their homeowners association rules the floor.
4 The Snow Globe Book III, chapter 15. Floor 49 is a giant snow globe: a glass dome over pine forest strung with lights and cracked ornaments, snow falling from a cloudless sky, a star-shaped moon. Croc, who has just grown a red gnome cap, turns himself into a rubber sleigh, and Dan flies it by telekinesis with Harper on her dragonfly wings alongside. Then the aurora moves. It is a Dweller miles across, and it is hunting them.
Dwellers, Delvers and Transmogs
The monsters are Dwellers, and a tag floats over each with a decimal catalogue number, a name and a level: Dweller 0.052C, Lobby Greeter, level 2. Croc says they were “thought into existence” by the God Box on floor 1,000 to be Helpmates, and that most lost their way, perhaps to the Blight, a cancer-like corruption that swells Dwellers with raw Mana and tumours and leaves whole places “Blighted”. Many are mindless; some, like Croc, an Outcast mimic who passes for a dog, are people. Mimics pass for anything: an ATM, a wingback chair, a spa pool.
The people who fall in are Delvers, tagged with a Biotag and a race; Dan’s reads “Human, Archetypal”. Some stop being human. In the Variant Helix Splicers of the old research labs on floor 25 a Delver can become a Transmog: Jakob is a white-scaled, horned Cendral, Wraith a bull-headed Ecliputaur, the healer Harper a dragonfly-winged Iride. In book III, on floor 75, Dan finds a bay of canisters labelled by species, Cendral, Iride and Ecliputaur among names he has never heard, and carts its Helix Splicers home to the store.
5 Lobby Greeters Book I, chapter 5. When Dan tears at the wallpaper, the Lobby shakes and the lights die, and in the dark wait his first Dwellers: Lobby Greeters, potbellied figures of inky shadow with bulbous white eyes, too-wide needle-toothed grins and tattered blue vests with smiley-face pins. A tag floats over the first, “Dweller 0.052C”, like a museum label, and it waves hello. They shrink from his flashlight. Dan wonders if the building sent them, like white blood cells.
Shards, Relics, Emblems
The System is the VIRUS, the Variant Individual Registry Upgrade System, “brought to you by the Variant Research Division”. It runs a Delver’s life like a game: six stats from Grit to Preservation, levels, experience paid by the Researcher rather than by the kill, and Research Achievements written by a snarky Localized Administrator, which hand out titles and Loot Tokens.
Power grows inside Dwellers as Shards, which ripen into Relics as the Dweller advances; ten Shards laid in two rings can also be fused into a new Relic, more or less at random. Relics run Common, Uncommon, Rare, Fabled and Mythic. They sink into a Delver’s chest, ten to a Spatial Core, level up by eating other Relics and forge together into stronger ones, and five or more Fully Tempered Relics of one theme make an Emblem, a whole class in one slot, like the Compass of the Catacomber that rolls out of the Flayed Monarch’s chest on Dan’s first day. Book II finds that a Relic is code, runes that shape Mana; in book III the smith Nikoli teaches that the rune pattern, not the object, is the Relic, and that a Backrooms-made object becomes an Artifact if you feed a crystal table a memory, which is then gone for good. Dan pays for Croc’s collar with the last day of his childhood dog.
Magic looks like strip-mall junk: a bleach spray bottle, a lava lamp, a paper crown, a diner menu. Loot Tokens, arcade tokens in copper, silver, gold and gemstones, are spent at Loot Arcades, one to a quadrant on most floors, whose capsule machines drop gear graded by the token; the great arcades add ticket games and prize booths that sell Relics outright.
6 The Loot Arcade Book I, chapters 15–17. The tokens that Research Achievements pay out are spent at Loot Arcades, one to a quadrant on most floors. Dan’s first is all neon and hypnotic game cabinets, and its capsule machines drop gear graded by the token: copper for plain kit, silver for Common Artifacts, gold for better Artifacts or Sigils. Here his hammer handle turns light-eating black and its head burning silver. Bigger arcades add ticket games and prize booths that sell Relics outright.
The Researcher’s Ship
For two books the Variant Research Division is a voice in yellow windows. Its Standing Chair, the Researcher, congratulates Dan on surviving the Monarch:
“Even after ten thousand years, you humans still manage to surprise me”
The hints pile up. Temperance remembers Monoliths that were standing stones carved with glyphs; Jakob guesses that the Researcher’s resources are finite, so the first twenty-five floors are a gauntlet to show which newcomers are worth the investment; a Codex report dated 3019 BCE names a “Variant Exploration Surveyor Ship”.
Book III walks inside. On floor 75, a white research floor of catwalks and terminals, Dan reads the VRD’s study of humans: Earth is a “Null World” without Mana, the floors are habitat reconstructions capped at about 2000 CE, conflicts are staged on purpose and the dead go to dissection. Its verdict:
“They are dangerous. They are innovative. They are unfinished.”
Beyond a door of security golems a looping recording at last shows the Researcher: a tentacled being in a white smock with one vast, lidless, gold-ringed eye, Head Researcher of the Progenitor Ship, KAIROS Carrier NIC-001V. The Blight, brought aboard by the Drekhnaar, a hive species, has broken quarantine and corrupted the ship’s core, which now builds worlds from what it remembers. His colleagues are dead or changed. The ship stays moored on Earth, and no Delver or Dweller may leave until it is purged, or the Blight may end the world. What the series sold as “Noclip In, No Way Out...” becomes an order.
7 The Researcher Book III, chapter 44. After two books as a voice in yellow windows, the Researcher appears on a looping recording: a tentacled being in a white smock with one vast, lidless, gold-ringed eye, Head Researcher of the Progenitor Ship, KAIROS Carrier NIC-001V. The Blight has broken quarantine and corrupted the ship’s core; his colleagues are dead or changed. He apologises to the people of Earth, and warns that until the ship is purged no Delver or Dweller may leave.
Sovereigns and Safe Harbors
Eight Sovereigns rule the lower floors, “each with the powers of a small-g god”: the Lord of Coin, Father Faceless, the Iron Tyrant, Doctor Rictus the Surgeon General, the Sorority Queen of Kappa Nu Theta, Riot Roy of floor 713, the Boundless Wanderer, the only one without a kingdom, and the Flayed Monarch of the Pit on the 999th floor. The Monarch’s Skinless Court, its servants called Aspirants, hunts Dan from his first day, when he helps the Wanderer wound its master and walks off Marked for Death with the Monarch’s compass. Losing it cut the Court’s web of doors, so the Monarch moves his armies through the kiosks instead.
The Variant Kiosk Network belongs to the Franchisor on floor 99: some three thousand mall kiosks on more than three hundred floors, down to floor 355, each a terminal to one vast auction house and warehouse, each sale paying an 85% Franchisor Fee to Steamboat Studios. The Franchisor is allied with the Monarch, and the Network has made the Lord of Coin very rich; the Lord of Coin also heads the Black Harbor Syndicate, which controls the elixir trade in almost every Safe Harbor, sells kiosk passes and traffics in organs and Helix samples.
Between them live the Safe Harbors. Howlers Hold on floor 7 began when 317 people, most of them furries, noclipped together from a convention party in July 1998; it is ruled by a Tribunal of three. Kringlegard on 49 is a stockade of gingerbread longhouses. And through the Hold runs a faith: the Roomkeepers see the Backrooms as
“a purifying crucible for the mind, body, and soul”
and believe the chosen who reach the thousandth floor will be rewarded by the Researcher. His recording breaks that faith in Temperance, their fiercest believer.
8 The Flayed Monarch Book I, chapters 1–3. The Flayed Monarch rules the Pit on the 999th floor and leads the Skinless Court, whose Aspirants hunt Dan from his first day. One of eight Sovereigns, he appears in person only once, in Dan’s first hour, when Dan helps the Boundless Wanderer wound him and, waking hours later, pockets a Mythic compass that fell from his chest. By book III he is, the jarl Nikoli hears, diminished, leaning on the Lord of Coin and fighting a war on three fronts, one of them Dan.
9 Howlers Hold Book II, chapter 5. Howlers Hold, a Safe Harbor on floor 7, began when 317 people, most of them furries, noclipped together from a party at Westercon 52 in July 1998. Under the dome of a sports complex they built flats from shipping containers, gardens under grow lights and a tavern in a beached pirate ship. Wraith, one of its three Tribunes, saves the point of the tour for last: a park where children born in the Backrooms play.
10 The Franchisor Book III, chapter 57. The owner of the Kiosk Network turns out to be a giant metal face on a throne-room wall: Oz the Terrible, ally of the Monarch, invulnerable while his phylacteries, the sponsors’ stained-glass windows, survive. He is also Captain James Graham, a Korean War soldier who noclipped straight into the 10,000 Acre Wood and whose diary ends in 1956 with a way into the castle. His warning sounds like Dan’s future: “It just... keeps asking what you’re willing to trade away.”
Discount Dan’s Backroom Bargains
The store begins as a Relic inside the stolen compass: Corvo’s Blanket Fort, which claims a cleared piece of the Backrooms as a pocket of Superspace, 2,500 more square feet for every level and a Doorway Anchor every two. Remembering his father’s one good business lesson, Dan decides that the way to survive hell is to sell people what they need in it. In book I he cuts a dead MediocreMart of 14,200 square feet out of floor 3. It heals itself, restocks from a pool of Mana and throws out anyone who breaks the rules, and it bars the Blighted, the Skinless Court and anyone over level 30. Golems built from junk run it, newcomers get a free kit and a free night, and by the epilogue ten doors lead home to it.
Book II adds a hotel suite, a corpse freezer, a security office, a laundromat with a city of tiny bearded Brownies who worship Dan, a security golem called Camo Joe, walking door-Sentinels and an anchor in Howlers Hold’s tavern that brings 123 Howlers shopping on reopening day. Book III annexes an airport lounge and spa, a floor of hotel rooms, a Christmas forge, a bar and grill in the old arcade and a door to Kringlegard. When the Franchisor dies, the Kiosk Network becomes “a subsidiary of Discount Dan’s Backroom Bargains”, with 160,717 square feet still free to fill. The next book, named in Kiosk Kingdom’s back matter, is Disco Inferno.
11 Attention, Shoppers Book I, chapter 28 onward. Corvo’s Blanket Fort turns a dead MediocreMart on floor 3 into 14,200 square feet of pocket dimension that repairs itself, restocks its original goods from a pool of Mana and throws out anyone who breaks the house rules. Golems built from junk staff it: Princess Ponypuff, a glittering robot of toy parts with a pink pony’s head, at the till, and Baby Hands, nine feet of cereal boxes and melted doll arms, on the mop. Newcomers get a free kit and a free night.
The Books Beside the Legend
The Backrooms began on 12 May 2019, when an anonymous poster on 4chan’s paranormal board asked for images that just feel “off” and shared a photo of an empty, yellow-walled, carpeted room. Another anonymous reply named it: if you “noclip out of reality” you end up there, among old moist carpet, buzzing fluorescent lights and “the madness of mono-yellow”, in some six hundred million square miles of empty rooms. “Noclip” is the old video-game cheat for walking through walls. The photo itself was traced in 2024 to the half-renovated upper floor of a former furniture store in Oshkosh, Wisconsin, shot in 2002.
Fans built collaborative wikis on Fandom and Wikidot, run like the SCP Foundation’s, numbering “levels” and cataloguing “entities”: Level 0, the Lobby; the grinning Smiler in the dark; the faceless Facelings; the Partygoers; almond water, the place’s drink and, at times, its currency. In January 2022 Kane Parsons, sixteen, posted “The Backrooms (Found Footage)”; it grew into a web series with its own lore, including Async, an organisation that opened a way in during the 1980s, and then into his feature Backrooms, released by A24 on 29 May 2026, about a failing furniture-store owner who finds a glowing slit in the wall by his breaker box. It became A24’s highest-grossing film. Games such as Escape the Backrooms and The Backrooms 1998 (both 2022) adapt the legend too.
None of that adapts Hunter; Discount Dan came out fourteen months before the film. What he keeps: noclipping, in bureaucratic dress; the Lobby’s name and look, though his carpet is gray; floors close to Wikidot’s, even at the same numbers (1, a garage of concrete pillars; 2, utility tunnels; 5, an old hotel; 6, total darkness); the cataloguing habit; a chalkboard warning against Partygoers by name; and almond water, named just once, as Jakob’s “Super-strength Almond water”, while Zima and Jolt Cola do the real work. On this page’s reading, Smilers become Lobby Greeters who flinch from the light and Facelings the Faceless. His nostalgia rule and his Variant Research Division run parallel to Parsons’ half-remembered late ‘90s and early 2000s and his Async; no borrowing is claimed either way.
What he changes is nearly everything else. The first post’s horror is emptiness; the books’ is a monster behind every door, played for laughs. The wikis have outposts and explorer groups; Hunter has whole towns, with taverns, children, warlords and a shop. The legend keeps its mystery; the books answer it with a stranded alien research ship. And where the legend is a commons anyone may write in, the books are one writer’s game, with loot.
12 A Corridor with No One in It The legend’s first horror is emptiness: in the 2019 reply, six hundred million square miles of empty rooms and, at most, something heard wandering nearby. Hunter keeps the Lobby’s yellow wallpaper, its buzzing panels and the Fandom wiki’s name for it, then makes the carpet gray, hangs exit signs over dead ends, fits double doors that open onto wall, and puts something with needle teeth in every patch of dark.
13 Concourse Null Book III, chapter 1. The series’ purest liminal space is floor 4, Concourse Null: an endless, nearly empty airport whose gates are spatial gateways and whose layout reshuffles in “Gate Changes”, a favourite first base for new Delvers. Croc browses a copy of Liminal Living Digest, an empty parking garage on its cover: a wink, perhaps, at the online taste for empty, “off” places that the legend grew from.
The floors, by number
| Floor | What it is | Book |
|---|---|---|
| 0 — the Lobby | Yellow wallpaper, gray carpet, living walls; where most Delvers land. Ed Myrl remembers it as a VFW reception hall | I–III |
| 1 | A parking garage on skyscraper-sized pillars; the Faceless | I |
| 2 | Red-brick service tunnels of pipes and sludge, “the Devil’s Asshole” | I–III |
| 3 | The Neon Junction Shopping Center, an ‘80s mall of kiosks and Sales Sirens; MediocreMart becomes the store | I–III |
| 4 | Concourse Null, an endless airport whose gates are gateways | III |
| 5 | A 1920s luxury hotel, Hotel Hell, and its laundry, where Dan found the Spin Cycle | I–III |
| 6 | Total darkness and no Monoliths; many say it is not “a proper floor” | I |
| 7 | The School Zone; Howlers Hold; Funtime Frank’s Jungle Gym Jamboree | I–II |
| 24 | Eternal Suburbia (Sunnyside) and its homeowners association; a Cognition Hazard | II–III |
| 25 | The old VRD labs, with the Helix Splicers that make Transmogs | II–III (named) |
| 49 | A cursed snow globe: Kringlegard, Krampus and the Soul Forge | III |
| 74 | The Black Forest, where the old standing-stone Monoliths are said to stand | I (named) |
| 75 | A white VRD research floor: the Replication Bay, the Researcher’s recording | III |
| 99 | The 10,000 Acre Wood and Steamboat Studios, seat of the Franchisor | II (named), III |
| 355 | The deepest kiosk in the network | II–III (named) |
| 713 | Riot Roy and the Badland Boys | II (named) |
| below 800 | A Roomkeeper Conclave, by rumour | II (named) |
| 999 — the Pit | The Flayed Monarch and the Skinless Court | I–III (named) |
| 1,000 | The God Box, or Progenitor Cube; the Progenitor Engine | I–III (named) |
Still a mystery after book III
- The Progenitor word. “Progenitor” names the ship, its Engine, the Cube on floor 1,000, the Monoliths, the store’s own core and, in one VRD report, the Dwellers themselves (“Sentient Progenitor Entities”), but no Progenitor people ever appear, and the books never say whether the God Box and the ship’s failing core are one thing.
- The VRD’s clock. The Researcher speaks of ten thousand years; Codex reports are dated 3019 BCE and 1159 BCE, the study of humans 13 May 1986. How long the ship has been moored on Earth is never stated.
- What the banks guard. Floor 3’s Monoliths stand outside small banks; the one Croc once entered was kept by a Vault Teller, an eight- or nine-foot guardian in a porcelain smile-mask (level 40, he says). Dan reasons there must be one in every quadrant, and asks what they are guarding; no one answers.
- The Seals. The Boundless Wanderer tells the Monarch he just wants out and needs “one more Seal”; the Monarch answers that they both want to leave. What the Seals are, and what leaving would mean for a Sovereign, stay open.
- A way out. Ed Myrl stays on floor 24 in book III to help Howlers settle there and to chase BEACON, the government outfit that Wraith’s intelligence says might have a way out, a hope that now runs straight into the Researcher’s quarantine.
- The Director’s master. The emissary who sent Dan after the Franchisor serves an employer she won’t name; Dan reckons it is one of the Sovereigns, and the books have not said which.
- A thousand floors? Old-timers say there have always been exactly a thousand; Myrl says the place grows a floor a decade, so some must merge or die off.
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The whole walk: The Series · I · Discount Dan · II · Cul-de-sac Carnage · III · Kiosk Kingdom · The Backrooms