- Backrooms: Code Yellow entities are procedurally generated hostiles that roam endless rooms and hallways.
- Behavior varies per expedition: enemy AI is randomized, so memorizing one pattern will not carry over.
- Documentation is your job: capture entity images with tripod cameras and post them to the image board.
- Melee is unreliable: punching can stagger entities, but a hit from behind can down you instantly.
- Co-op revival matters: a 1–6 player team should spread out but stay close enough to revive.
What Are Entities in Backrooms: Code Yellow?
Backrooms: Code Yellow is a 1–6 player co-op psychological horror game built around investigating an enormous world of endless rooms, hallways, and distorted architecture. The environments are procedurally generated, and — critically for this guide — enemy behaviors are procedurally generated too. That means every expedition can drop you into rooms with entities that act differently than the ones you fought last run.
Entities in this game are the hostile figures you will encounter while completing missions and collecting data. Early gameplay footage shows humanoid figures that wander the yellow halls, red-floored rooms, and green-carpeted areas. They are announced by creepy ambient music cues that intensify as they approach, giving you a small window to react before you see them.
Video Highlights:
- Entities announce themselves through eerie music before appearing on screen.
- A humanoid entity downed a player with a single hit from behind, even though frontal hits seemed harmless.
- Entity appearance resembles the distorted humanoids from Backrooms film adaptations.
- Some entities flee when confronted; others relentlessly pursue players through corridors.
| Entity Trait | Description | Threat Level |
|---|---|---|
| Humanoid wanderer | Walks halls, attacks if provoked or if you turn away | Medium |
| Fleeing entity | Runs away when punched or approached | Low |
| Ambusher | Downs players with one hit from behind | High |
| Screamer | Emits screaming audio cues, chases relentlessly | Medium-High |
Observed gameplay shows entities dealing minimal damage from the front, then downing a player with a single strike from behind. Never assume an entity is harmless just because a frontal encounter went smoothly — keep it in view or keep distance.
Entity Zones and Spawn Behavior
Because the world is procedurally generated, entity encounters are not tied to fixed map coordinates. However, observed expeditions show a pattern of distinct biome-style zones, each with its own atmosphere and threat feel.
| Zone Type | Visual Markers | Entity Activity |
|---|---|---|
| Yellow halls | Classic Backrooms wallpaper, buzzing lights | Humanoid wanderers common |
| Red floor rooms | Red carpeting, open layout | Ambush-style encounters |
| Green carpet rooms | Muted lighting, scattered props | Screamers heard, rarely seen |
| Distorted architecture | Impossible geometry, shifting doors | Navigation risk, entities appear unexpectedly |
Music is your primary early-warning system. When a creepy track begins playing, an entity has spawned nearby. Players have noted the audio sometimes emanates from speakers placed within the environment — treat any new sound source as a spawn indicator.
Turn off the in-game VHS filter if it distracts you, and play with headphones. Since entity behavior is randomized per run, audio cues are the most consistent way to track hostiles that you cannot yet see.
Documenting Entities: The Camera Mission
The core entity-related mission observed in-game reads: set up and leave three tripod cameras spaced 100 meters apart with an extended view, then use the cameras to capture and place an image of an entity on the image board. Completing missions like this earns funding, which you spend on new tools for future expeditions.
Check Your Tasks
Press T to open the task list at the start of every expedition so you know which entity documentation objective you are working toward.
Locate Tripod Cameras
Search starting areas and nearby rooms for camera equipment before venturing deep — gear spawns can be sparse and easy to miss.
Space Cameras 100 Meters Apart
Place three tripods roughly 100 meters from each other in positions with extended sightlines, such as long hallways or open rooms.
Lure an Entity Into View
Use audio cues to find a nearby entity and position it within a camera's line of sight without getting downed.
Post the Image to the Board
Capture the entity's image and deliver it to the image board to complete the mission and earn your funding payout.
Missions, data collection, and entity investigation are the primary progression loop. Funding from completed missions unlocks new tools, which in turn makes riskier entity encounters more survivable.
Combat and Survival Against Entities
Direct combat exists but is crude: players can punch with basic jabs, and improvised melee items like hammers and lamps can be picked up. Observed runs show mixed results — some entities flee when punched, others shrug off damage and counterattack.
Evade and Document
- Safest approach for most runs
- Keep distance, use stamina wisely
- Ideal for camera missions
Melee Engagement
- Right-jab spam can stagger some entities
- Weapon pickups add limited utility
- Risky: one rear hit can down you
Co-op Baiting
- One player draws entity attention
- Teammates film or flank
- Enables safe image captures
| Survival Tactic | Effectiveness | Notes |
|---|---|---|
| Running away | ★★★★☆ | Entities lose interest or get outrun |
| Punch stagger | ★★☆☆☆ | Inconsistent across entity types |
| Crouching (Ctrl) | ★★★☆☆ | Reduces profile, unclear stealth value |
| Reviving teammates | ★★★★☆ | Keep downed players in the fight |
Dying in an expedition removes you from active play while teammates continue. Since death offers no benefit and can strand solo players entirely, disengage from entities you cannot reliably handle.
Expedition Preparation Checklist
Before every entity hunt, run through this preparation list. Because both the map and entity behaviors are procedurally generated, preparation is the only variable you fully control.
Pre-Expedition Checklist:
- Press T and review all active tasks before leaving spawn
- Confirm microphone and audio settings before launching co-op
- Sweep the spawn area for cameras, lamps, and tools
- Establish a team rally point for revives and regrouping
- Track music cues and note where entities spawn
- Spend funding on new tools before deploying again
In a 1–6 player lobby, assign roles before entering: one scout tracking audio cues, one carrier managing camera placement, and the rest providing revive support. Coordinated teams complete documentation missions far faster than solo wanderers.
FAQ
Q: Are entities in Backrooms: Code Yellow the same in every run?
No. Both the environments and enemy behaviors are procedurally generated, so entity types, aggression, and spawn locations can differ between expeditions. Treat each run as a fresh investigation.
Q: How do I complete the entity photography mission?
Press T to confirm the task, find three tripod cameras, space them roughly 100 meters apart with extended views, lure an entity into frame using audio cues, and post the captured image to the image board.
Q: Can I kill entities in Backrooms: Code Yellow?
Melee combat is possible but inconsistent. Some entities flee when punched while others ignore damage and can down you with a hit from behind. Evasion and documentation are generally safer than fighting.
Q: How many players does the game support?
Backrooms: Code Yellow is a 1–6 player co-op horror game on PC, currently targeting a Q3 2026 release window and available to wishlist on Steam.