No monsters chasing you or jumping at your screen, but can feel oppressive at times by invoking fears of getting lost, the dark, tight spaces and liminal space architecture. Inspired by the backrooms.
Featuring:
A walking simulator sure to muddle your brain
A PSVR2-compatible experience for greater immersion
No monsters, no jump scares; the only source of fear is you
One could say POOLS is like an art gallery where you look around and listen to the sounds. Very few things to accomplish or solve, practically a few mazes. Sometimes POOLS can challenge your navigation skills. But mostly you're just... there.
There's no typical story, no characters to meet, and you won't find any notes in-game. But as you explore and advance further, you start to notice that the game's world changes around you. Rooms look and feel different. Each chapter has something unique. Constantly you're exploring new places, each with its own kind of mystery.
The base game has six unique chapters, each taking 10 to 30 minutes to play.
Note: There are no monsters chasing you or jumping suddenly towards you, but the game can feel oppressive. POOLS plays on fears of getting lost, the dark, and tight spaces.
The game has no user-interface and no dialogue. No background music. Instead, the game uses sounds to make you feel like you're really there. The sounds and echoes change depending on the room you're in. Walking in water is slower. All of these things make the game feel more real and create a tense atmosphere.
POOLS is inspired by internet phenomena "Liminal spaces", "Found footage", and "Backrooms" - specifically "Backrooms Pools" or "Poolrooms".
One of the original artists behind the Poolrooms concept is Jared Pike.Other inspirations include Matt Studios Poolrooms videos from 2022, Mortain Colors, Anemoiapolis by Andrew Quist, and Kane Pixels: The Backrooms.
You can also find the standard Edition on our Amazon Store