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{{Infobox project|name=BackroomsMMO|type=Online multiplayer game and web platform|status=Pre-public-release development|website=https://backroomsmmo.com/|platform=Windows game client, dedicated server, PHP web portal|technology=PHP 8.3, C++20, CMake, vcpkg|related=[[BackroomsEngine]], [[BackroomsHost]], [[BackroomsVideo]], [[BackroomsAtlas]]}}
'''BackroomsMMO''' is a pre-public-release online multiplayer game project and account platform built around the Backrooms setting. The project combines a native game client, dedicated server runtime, website-backed authentication, character management, private servers, replays, social systems, moderation tools, and deployment workflows. The public-facing website is normally referred to as '''BackroomsMMO.com''', while the native game and server code is provided by [[BackroomsEngine]].
The project is designed as more than a simple download page. Its web layer acts as the identity system, account portal, game access gate, server browser, launcher service, replay library, private server manager, live operations panel, and control plane for dedicated shards. Its native layer provides the rendered game client, server authority, online protocol, procedural world streaming, gameplay state, voice, replay capture, and tools used to package or test the runtime.
BackroomsMMO is part of a wider Backrooms software ecosystem. It is connected to projects such as [[BackroomsEngine]], [[BackroomsHost]], [[BackroomsVideo]], [[BackroomsAtlas]], and related community or media sites. In that ecosystem, BackroomsMMO is the playable online product. It is the place where user accounts, characters, servers, multiplayer sessions, and game-facing services meet.
== Overview ==
BackroomsMMO is structured around a website and a native runtime. The website manages user identity, permissions, server listings, private server ownership, replay processing, social data, challenge lobbies, runtime manifests, and administrative control. The native runtime provides the actual game client and dedicated server that players connect to.
The website is a PHP 8.3 application with a lightweight custom MVC structure. Its source tree contains controllers, models, services, views, database migrations, command-line scripts, and smoke tests. The application uses models for users, tokens, shards, private servers, game servers, replays, characters, host nodes, bans, announcements, control deployments, and game server commands. Services handle account access, game authentication, runtime authority, social systems, private server provisioning, replay libraries, control-plane packages, remote deployment, support, QA, MFA, session management, and BackroomsHost integration.
The project started as a fuller first deploy rather than a bare scaffold. It includes account registration, login, logout, remember-me sessions, email verification, dashboard and account settings, character slot scaffolding, server browser and shard list, announcements, admin controls, permissions, bans, shard creation, website-backed game auth token issuance, dedicated server token verification, and bootstrap endpoints for the launcher or game menu.
== Relationship to BackroomsEngine ==
BackroomsMMO relies on [[BackroomsEngine]] for the native game runtime. The engine builds the main game executable, the dedicated server, launcher tools, replay player, model tools, mods tool, load bot, admin utilities, and regression tests. BackroomsMMO.com supplies the online services around that runtime.
The relationship is deliberately split. BackroomsEngine handles frame-time game work: rendering, input, movement, world generation, chunk streaming, audio, voice, replay capture, networking, authoritative server state, and local tools. BackroomsMMO.com handles identity, persistence, permissions, server discovery, private server ownership, runtime configuration, deployment state, web dashboards, and game-facing HTTP APIs.
This split lets the game client authenticate through the website, request a join ticket, pick a character, find a shard, download launcher or runtime manifests, and connect to a dedicated server. The dedicated server then verifies the player with the website, reports live status through heartbeats, receives queued control commands, and can persist or request authority data through website endpoints.
== Website and Account Platform ==
BackroomsMMO.com is the account portal for the game. It supports registration, login, logout, email verification, account settings, MFA, remembered client sessions, account status pages, warnings, support tickets, and user-facing dashboard views.
The account system is not only for the website. It is part of the game security model. The native client can authenticate against the website, and the dedicated server can verify a player's session before allowing access. The site can also decide whether a user has game access, whether official shard access is allowed, whether a user is blocked, and which permissions or admin flags apply.
The account portal includes user preferences, preferred characters, preferred shards, social privacy, voice consent, active sessions, and support flows. It also includes staff application and moderation support in later migrations. These pieces make the account system usable for both players and operators.
== Characters and Progression ==
BackroomsMMO includes character slots and game-facing character APIs. Players can create, rename, delete, and select characters. Character records include user ownership, slot data, display names, status, shard preferences, and progression-related fields.
{{Infobox project|name=BackroomsMMO|type=Online multiplayer game project|status=In development|website=https://backroomsmmo.com/|platform=Windows game client and dedicated server|technology=[[BackroomsEngine]], PHP web platform, C++20 runtime|related=[[BackroomsEngine]]}}
'''BackroomsMMO''' is an online multiplayer game project based on the Backrooms setting. It combines a native game client, dedicated server runtime, account-backed online play, persistent characters, replay support, social systems, and server browsing into a single multiplayer platform.
The website stores and serialises character data so the client can present a character picker and pass a selected character into the online session. The game auth service can issue join tickets tied to a user, character, and shard. The server can consume the ticket and load persistent state rather than trusting the client to invent identity or progression.
The project is closely tied to [[BackroomsEngine]], the native C++ runtime used for the game client, server, renderer, world generation, audio, networking, replay capture, and development tools. BackroomsMMO is the player-facing online game and service layer, while BackroomsEngine is the lower-level technology that runs the game.
Database migrations show support for runtime character states, account progression, character wallets, currency transactions, party and clan systems, trade offers, storage, missions, factions, world interaction states, world drops, enemy authority, and transaction audits. These structures point towards an MMO model where important state is held by server and website systems rather than being purely local.
BackroomsMMO is in active development. Its design is aimed at a survival and exploration experience where players move through procedural and authored Backrooms spaces, join online shards, maintain characters, interact with other players, record moments, and take part in a wider connected Backrooms ecosystem.
== Shards and Server Browser ==
BackroomsMMO uses the term '''shard''' for game server instances that players can join. The website stores game shards, game servers, host nodes, shard templates, control deployments, server commands, runtime metrics, and player sessions. The server browser API provides public or permitted shard data to the game client.
== Concept ==
BackroomsMMO takes the Backrooms idea and treats it as a multiplayer world rather than a single static location. The project is built around exploration, unease, survival pressure, group play, and the feeling of moving through spaces that are familiar enough to recognise but unstable enough to be dangerous.
Shard records include server identity, status, region, host information, player counts, access rules, build version, world profile, asset library information, and other data needed by clients. The client can request bootstrap data and server lists from the website, then connect to a chosen shard with a join ticket.
The MMO part of the name reflects the project's online direction. It is not only a standalone Backrooms level viewer or a small co-op test. It is being built as a wider online game with accounts, characters, public server discovery, persistent state, social features, replay tools, and server-side authority.
Region selection is handled by a shard placement service. The web layer can choose nodes, expose public region options, rank shards for a preferred region, and support private hosting location options. This allows the platform to present different official and private server locations while keeping placement logic centralised.
The project uses the Backrooms setting as a foundation for several kinds of play:
== Game Authentication and Join Tickets ==
BackroomsMMO's auth path is website-backed. The client logs in to the website, receives a session token, chooses or receives a character, requests a join ticket, and uses that ticket when connecting to the dedicated server. The dedicated server verifies the token or consumes the join ticket through the website before accepting the player.
* exploration of large procedural spaces
* survival against environmental pressure and hostile encounters
* team-based support and recovery
* persistent characters and progression
* server-based online sessions
* social and group play
* recorded replays and shareable moments
* moderation and safety systems suitable for an online community
This design keeps the server from trusting a username or local account id sent by the client. Admin status, permissions, and access are derived from website responses. That matters for moderation, staff tooling, private server membership, official shard access, and future in-game command paths.
== Relationship to BackroomsEngine ==
BackroomsMMO and [[BackroomsEngine]] are separate but closely connected parts of the same project. BackroomsEngine provides the native game technology. BackroomsMMO uses that technology to present the online game, account flow, website, server list, character flow, and player-facing services.
The website exposes game APIs for login, resume, verification, current user data, characters, preferences, private server operations, join requests, bootstrap data, server browser data, asset manifests, server runtime manifests, replay upload and conversion, social features, clan data, challenge lobbies, and live map data. The article does not list sensitive deployment values because those belong in private configuration, not in public documentation.
The engine builds the BackroomsMMO executable and the dedicated server runtime. It handles rendering, world streaming, input, audio, networking, replay capture, server authority, gameplay state, and tools. The web platform handles account-facing tasks such as login, character selection, server discovery, replay library pages, player settings, and online session support.
== Runtime Authority ==
A major design goal of BackroomsMMO is to move important online state away from purely local client decisions. The source contains runtime authority services and server endpoints for consuming join tickets, loading state, persisting state, applying state patches, resolving loot rolls, handling combat actions, processing social commands, updating clan bases, and refreshing voice consent.
This split keeps the realtime game work in the native engine while keeping identity, account access, and player-facing online services in the web platform. The result is a project that behaves more like a live online game than a purely local executable.
The authority model covers movement, vitals, inventory, persistence, chat, loot, combat, currency, party systems, clan chat, world state, enemy state, and trade or crafting flows. The dedicated server and website exchange state through controlled APIs so that gameplay records can be checked, persisted, and moderated.
== Gameplay Direction ==
The gameplay direction is based on exploration, survival, and support-oriented multiplayer. Players are expected to move through Backrooms spaces, manage risk, recover from dangerous situations, and work with other players rather than simply run through a set of linear levels.
This does not mean every piece is final or finished. The source describes the runtime as pre-public-release and still being hardened. The direction is clear: the MMO path is moving towards server and website authority, with the client acting as a presentation and input layer rather than the owner of every important decision.
The source code and project structure show support for player vitals, progression, missions, safe rooms, stashes, challenges, reputation, clans, investigation traces, map discovery, waypoints, loot spots, and persistent world interactions. These systems suggest a game built around repeated play and long-term identity rather than one-off sessions.
== Private Servers ==
Private servers are a major BackroomsMMO feature. The website includes private server plans, private server membership, ownership roles, server actions, settings updates, funding pools, billing portal support, coin rental, card-payment gating, hosting location options, live shard heartbeat sync, runtime metadata, private profiles, server migration, retained server state, export bundles, and admin tools.
Support play is a natural fit for the project. BackroomsMMO includes systems that can support revives, team recovery, healing, protection, party play, group challenges, and social coordination. The Backrooms setting also gives support mechanics a stronger role because isolation, injury, fear, and getting lost can become part of the actual game loop.
The code defines private server plan sizes for 2, 4, 8, 16, and 32 player servers. The service layer can expose plans, calculate coin or monthly amounts, decide hosting locations, list servers available to a user, check membership roles, update settings, request runtime actions, migrate servers, and export private server bundles.
== World and Exploration ==
BackroomsMMO's world is driven by BackroomsEngine's world generation and streaming systems. The engine supports deterministic chunk generation, world seeds, multiple floors, procedural corridors, doors, instance entrances, loot markers, props, biome-style variation, and streamed chunk loading around the player.
Private server settings are also connected to the game runtime. Updates can queue runtime commands so live server settings can change without relying only on static files. The website can inspect and create export bundles, including manifests and replay references, and it contains smoke tests to ensure private server exports and seed handling stay intact.
The world is not limited to one room type. The engine source contains support for themed generation, dungeon and instance spaces, poolrooms and other themed tests, safe rooms, door travel, and level-aware map discovery. This gives BackroomsMMO room to grow beyond a single Level 0 interpretation.
The private server system is also where mod policy becomes important. BackroomsEngine supports mods for singleplayer and private servers that explicitly allow them, while official MMO servers block mods. This allows private environments to be more flexible without weakening official shard integrity.
Exploration systems include discovered chunks, discovered doors, level-aware map data, room transitions, instance paths, safe-room waypoints, and persistent marks such as chalk or investigation evidence. These details help make exploration meaningful. A player is not only moving through scenery; they are building knowledge of the spaces they have survived.
== Challenges, Social Systems, and Clans ==
BackroomsMMO includes several multiplayer and community systems beyond basic login. The web API includes social overview, friend requests, friend responses, friend join tickets, privacy updates, message rooms, direct messages, clans, challenge lobbies, and official challenge start or completion endpoints.
== Online Servers ==
BackroomsMMO uses dedicated servers for online play. Players discover servers through the game and connect through a session flow that verifies identity and character selection. The server runtime is designed to own important parts of online state instead of trusting the client with everything.
Database migrations add friend requests, friendships, message rooms, message room members, messages, clans, clan members, clan invites, parties, party members, party invites, trade offers, challenge lobbies, challenge members, challenge rules, difficulty, objectives, rewards, and shard lifecycle support. Later migrations include scoped clan bases so clan data can be separated by public or private context.
Server authority is important for an MMO because players share the same world state. Movement, vitals, chat, combat, loot, inventory, currency, party systems, and other gameplay features can be checked or corrected by server-side systems. This is meant to make online sessions more consistent and harder to abuse.
These systems make the project closer to an MMO service than a standalone game launcher. Players can have persistent identities, relationships, groups, private spaces, challenge sessions, messages, and social privacy settings that exist outside a single game process.
The server also reports live player and world information back to the web layer so that server status, player counts, and online session data can be shown outside the game client. This supports a server browser and gives operators a clearer view of what is happening in the online world.
== Replays and BackroomsVideo ==
BackroomsMMO includes a replay library. Players or clients can upload replay files, check replay status, convert replays, export videos, download replay files, preview MP4 files, and set replay visibility. The website has a replay controller for browser-facing replay management and API endpoints for game-facing replay upload and processing.
== Characters and Identity ==
BackroomsMMO includes character-based play. Players can use account-backed character slots, choose a character for a session, and carry character data through online play. Character identity is part of the game's longer-term structure because an MMO needs continuity between sessions.
The replay service can store uploaded replays, decorate replay records for display, stream downloads, convert replay files to MP4 profiles, export replay media to BackroomsVideo, and report exporter health. The system supports public replay listing through later migrations and links private server replays with server export flows.
Character systems are tied to progression and persistent state. The engine has structures for account progression, character progression, missions, stashes, reputation, alignment, safe rooms, respawn anchors, and world discovery. The online platform connects these ideas to account identity and server access.
BackroomsEngine supplies the runtime capture side. It has a replay ring that records snapshots, camera state, player vitals, audio events, voice frames, and relevant gameplay state over a configured time window. BackroomsMMO.com supplies the account, library, conversion, and publishing side.
The project also supports player-facing names, preferences, and social privacy. These are important for a multiplayer game because identity does not stop at a character model. It includes how players appear to others, how they join friends, and how much social access they want to allow.
== Voice, Consent, and Mimic Features ==
The project includes voice-related services and consent controls. The website has a voice consent service that stores per-user preferences, serialises consent, updates consent from account pages, handles server clip upload, clip selection, clip usage reporting, server-side consent refresh, and expired clip pruning.
== Social Features ==
BackroomsMMO includes social features intended to support an online player community. These include friends, messages, parties, clans, privacy controls, challenge lobbies, and group play flows. The aim is to make the game feel connected even when players are not currently inside the same corridor.
The engine side contains voice runtime, voice frames, voice playback, voice mimic data, and server modules for voice mimic and related online events. The website-side consent layer is important because voice systems can involve personal data. BackroomsMMO treats voice use as an explicit consent and control problem rather than a purely technical feature.
Group systems are especially relevant to the Backrooms setting. The threat of separation, rescue, support roles, and team survival all become stronger when the game can track who is playing together and how they are connected. Parties and clans can give players a reason to return, organise sessions, and build identity around groups.
== Assets, Launcher, and Runtime Delivery ==
BackroomsMMO.com exposes launcher and runtime delivery endpoints. The site can serve client launcher manifests, launcher files, bootstrap files, game asset manifests, asset files, server runtime manifests, and runtime files. This allows the game client or launcher to discover required files through the web service instead of relying on manual distribution only.
The project also includes challenge-oriented play. Challenge lobbies and challenge state make it possible to run structured sessions with objectives, difficulty, rewards, and completion tracking. This gives the game another layer beyond open exploration.
The BackroomsHost manifest describes BackroomsMMO.com as a website authentication, account portal, and dedicated-server control plane. It marks the app as database-backed, with a public web root, installer support, deployment metadata, preserved paths, and preview points such as accounts, shard diagnostics, node enrolment, and BackroomsHost-ready auto install flow.
== Replays and Media ==
BackroomsMMO includes replay support. BackroomsEngine can capture recent gameplay snapshots, camera state, player state, audio events, and voice frames. The online platform can then store and present replay files for the player.
== Admin and Control Plane ==
The admin area manages users, permissions, bans, announcements, shards, server commands, host nodes, host node commands, shard templates, world profiles, subsystem settings, private server settings, deployment profiles, control-panel package generation, remote control-panel deployment, assets, QA, staff applications, and runtime status.
Replay support fits the Backrooms theme well because unexpected events, near misses, strange encounters, and rescues are central to the appeal of the setting. A replay system lets players keep those moments rather than relying only on live memory or external recording software.
A key design decision is that dedicated servers do not need to expose a public inbound admin port for ordinary control operations. Instead, the dedicated server posts heartbeats to the website, the website returns queued commands for that shard, the server executes them locally, and then the server acknowledges completion. Supported control concepts include kick, ban, unban, freeze, unfreeze, teleport, teleport all, runtime settings, status updates, and moderation actions.
The project also has links to wider media tooling in the Backrooms ecosystem. The important public point is that BackroomsMMO is being built with sharing, recording, and replay review in mind, not just live play.
The website also supports a control-plane mode. In that mode, public routes redirect towards login or admin views, and the app exposes agent enrolment, agent heartbeat, and command acknowledgement routes. Control-plane package builders create deployable bundles for nodes, including bootstrap scripts and generated server configuration. Sensitive deployment values are kept in configuration and generated packages rather than documented publicly.
== Voice and Communication ==
BackroomsMMO includes voice and chat systems. Chat can support different channels such as world, local, party, and clan communication. Voice systems are more sensitive because they involve player audio, so consent and player control are important parts of the design.
== BackroomsHost Integration ==
BackroomsMMO.com is designed for BackroomsHost deployment. Its application manifest describes database requirements, public web root, install hooks, auto deploy support, soft reinstall preservation for environment and storage paths, public entrypoints, admin dashboard entrypoints, and installer token support.
Voice is especially relevant to the Backrooms setting. Local communication, radio-style effects, distance, echo, panic, and misdirection can all become part of the atmosphere. The project also experiments with mimic-style voice features, which makes consent and careful handling even more important.
The web app includes services for BackroomsHost bridge operations, BackroomsHost auto-install, control panel package building, remote SSH deployment, and standalone control-plane provisioning. These services let the MMO site prepare or deploy supporting control-plane software to game hosts while preserving the normal BackroomsHost drop-in deployment model.
== Moderation and Safety ==
BackroomsMMO is an online community project, so moderation and safety are part of the design rather than an afterthought. The platform includes account access, bans, permissions, warnings, game access checks, server-side verification, and operator tools.
== Security and Access Control ==
BackroomsMMO has several access-control layers. It has web sessions, remember tokens, email verification, permissions, bans, MFA, game auth tokens, join tickets, account access checks, game access gates, download access checks, private server membership roles, admin access rules, and server-side verification.
For an online game, this matters as much as graphics or world generation. A shared multiplayer space needs a way to handle abusive behaviour, compromised accounts, cheating, spam, harassment, and bad-faith use of social systems. BackroomsMMO's account-backed design gives the project a foundation for those controls.
The game access gate is important because pre-public-release builds should not become uncontrolled public downloads. Tests check that access locks are respected and that admin users can still perform necessary internal operations. Private server export tests also verify that export streaming does not accidentally depend on public download unlocks in the wrong place.
== Technical Overview ==
BackroomsMMO uses a mixed architecture. The native runtime is built with [[BackroomsEngine]], a C++20 engine. The web platform is built in PHP and provides the account, website, server browser, replay library, and online support layer.
The codebase stores sensitive deployment material through configuration and encrypted or protected service layers. Public documentation should describe the existence of secure deployment flows without publishing keys, tokens, private host addresses, or secret values.
The native client and server handle realtime play. The web layer handles player-facing account and session workflows. The server sits between them as the authority for online play, while the website provides identity and supporting services.
== Testing and QA ==
BackroomsMMO.com includes smoke tests for game access gates, MMO respawn authority, control-plane server source packaging, private server exports, and private server seed handling. It also includes command-line tools for health checks, live smoke checks, replay exporter health, realbot account provisioning, standalone control-plane provisioning, and local shard state cleanup.
The main technical themes are:
The wider Backrooms repository also contains predeploy QA tooling that checks the website and engine together. That reflects the nature of the project: the web layer and native layer are separate codebases, but a working release depends on both behaving correctly.
* native realtime rendering and gameplay through BackroomsEngine
* dedicated server authority for online sessions
* account-backed character selection
* deterministic world generation and streamed chunks
* replay capture and library support
* social and group systems
* moderation controls suitable for a public online game
* test coverage for game access, authority, private state handling, and release safety
== Development Status ==
== Development Status ==
BackroomsMMO is under active pre-public-release development. Its architecture already covers many live-service concerns: identity, moderation, server management, private servers, challenges, replays, voice consent, asset delivery, runtime authority, and deployment. At the same time, the project documentation and source make clear that parts of the runtime are still being hardened and should be treated as current-format development work rather than a legacy compatibility product.
BackroomsMMO is still in development. It has enough structure to show the intended shape of the project: a playable online Backrooms game with persistent identity, server-backed sessions, replay tools, social systems, and a native engine designed around procedural survival spaces.
The project is best understood as an integrated MMO platform in progress. It is not only a website, and it is not only a game executable. It is the service layer, control layer, account layer, and operational layer around the BackroomsEngine runtime.
The project should be understood as an active build rather than a finished public MMO. Many systems are already present in source form, but the exact public feature set may change as the game is tested, hardened, and prepared for wider use.
== See Also ==
== See Also ==
* [[BackroomsEngine]]
* [[BackroomsEngine]]
* [[BackroomsHost]]
* [[BackroomsVideo]]
* [[BackroomsAtlas]]
* [[Cameron Lobban]]
* [[Cameron Lobban]]
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