Survival dossiers

Escape the Backrooms Entities

Recognize the threat before it recognizes you.

Current field guide

These dossiers focus on the encounter signals, practical escape options, and co-op calls that matter while playing.

19documented entities1–2 survivor / low threat3 pursuit risk4–5 lethal pressure
chaser

Pursuit threats

Entities that force an escape, stealth, or line-of-sight decision.

12
Current Bacteria entity modelModerate

Bacteria

A wire-framed humanoid that announces a chase with a loud howl and punishes long, exposed routes.

First encounter: Level 0Open dossier →
Current unmasked Skin-Stealer entity modelDeadly

Skin-Stealer

A gray humanoid that can wear a dead Wanderer's skin, imitate speech, and pass for a distant teammate.

First encounter: Level 1Open dossier →
Current floating-face Smiler entity modelModerate

Smiler

A floating grin wrapped in dark fog. Scripted chases demand speed; roaming Smilers can be held back with direct light.

First encounter: Level 1Open dossier →
Current Hound entity modelModerate

Hound

A fast humanoid canine that outruns the player but can be blinded by a flashlight and stopped by a closed door.

First encounter: Level 3Open dossier →
Current Female Deathmoth entity model with skull-like wing markingDangerous

Female Deathmoth

A giant hostile moth found in the Level 5 Boiler Room and Level 8 caves, detected by heat and attracted by careless movement or light.

First encounter: Level 5Open dossier →
Current gray quadrupedal Scratcher entity modelModerate

Scratcher

A blind, sound-sensitive quadrupedal humanoid encountered in The End and Level 421.

First encounter: The EndOpen dossier →
Current skinless Wretch entity modelModerate

Wretch

A skinless former Wanderer. The Level 6 specimen hunts by sound in darkness, while Level 9 Wretches can see and open doors.

First encounter: Level 6Open dossier →
Current Clump entity model in the Dark PoolroomsDangerous

Clump

A fused mass of arms and torsos that wins open-water chases. In Dark Poolrooms, going under briefly breaks its pursuit instead of outrunning it.

First encounter: Level 37.2Open dossier →
Current Animation wooden puppet entity modelDangerous

Animation

A small wooden puppet that floods Level 94 after curfew. A house is only the first step—use a bed or closet until the night pressure passes.

First encounter: Level 94Open dossier →
Current Aranea Membri entity model with a skull-like headDeadly

Aranea Membri

A spider-like corridor hunter in Level 188. It turns TV hauling into a hide-and-move problem, so every room door needs to become part of the plan.

First encounter: Level 188Open dossier →
Current Neighborhood Watch entity model with a giant eye and four legsDeadly

Neighborhood Watch

A huge walking eye that owns Level 9’s streets. Its heavy footsteps are your cue to stop treating the road as a safe shortcut and get indoors.

First encounter: Level 9Open dossier →
Current Stalker Faceling in the Level 10 wheat fieldDangerous

Faceling

A faceless human-shaped threat in Level 10. The Stalker punishes players who never look back, while the Farmer turns the windmill route into a chainsaw chase.

First encounter: Level 10Open dossier →
interactive

Mechanic-driven threats

Entities whose rules change through puzzles, equipment, or direct interaction.

5
ambient

Survivor profiles

Player-facing dossiers about coordination and route ownership.

2