Level 5 is an enormous, seemingly endless hotel with an old-fashioned, luxurious appearance. Its halls are decorated with dark wood, red carpets, chandeliers, antique furniture, paintings, elevators, guest rooms, lounges, ballrooms, restaurants, and countless other hotel facilities. Despite its appearance, the building is usually unnaturally quiet and almost completely empty. The hotel initially feels safer than many other Backrooms levels, but this sense of safety is deceptive. Its layout can change without warning, with hallways becoming longer, doors leading somewhere different than expected, and familiar areas becoming impossible to find again. Elevators may arrive without being called, clocks can display conflicting times, and sounds such as footsteps, voices, or elevator bells may come from seemingly empty areas. Some areas appear recently used despite having no occupants. Guest rooms may contain belongings that suggest someone was there moments ago, while others seem to have been abandoned for decades. The hotel can contain other wanderers, but not everyone—or everything—inside should be trusted. The deeper one explores, the stranger the hotel becomes. Darkness, isolation, misleading rooms, and hostile entities make wandering alone extremely dangerous. Staying together is generally safer, though the hotel has a tendency to separate people. Level 5 is not simply a place to survive. It feels as though the hotel itself is watching, waiting, and quietly changing around its guests.
Entity 8. Hostile, dog-like humanoids with hairless bodies, elongated limbs, claws, and jagged teeth. They can run on two or four limbs and are extremely fast. Hounds are attracted to fear, panic, loud noises, and sudden movement. They often stalk before attacking and can hide around corners or in dark rooms. They hunt humans using their claws and teeth and may growl, hiss, click, or scream.
Entity 10. Tall, thin humanoids capable of wearing human skin and imitating their victims. They are intelligent, carnivorous, and can speak, making them capable of blending into groups. Their imitations may have subtle behavioral inconsistencies. They stalk, isolate, and ambush humans, making any unfamiliar "person" potentially dangerous.
Entity 9. Humanoid entities with completely smooth, blank faces. Many are passive and may wander the hotel like silent guests, while others can be curious or hostile. They communicate mostly through gestures and body language. Some may follow or watch wanderers without explanation. Their ability to appear like ordinary people makes them unsettling and difficult to read.
Entity 15. Emaciated, distorted humanoids with elongated limbs and sickly skin. They are aggressive predators that hide in dark corridors, rooms, and stairwells. They can crawl, climb, and move surprisingly quickly. Wretches stalk humans before attacking and may make rasping breaths, groans, hisses, or shrieks.
Entity 3. Entities recognizable by glowing eyes and unnaturally wide, tooth-filled smiles in darkness. They are hostile and often remain hidden in unlit rooms or hallways, watching before approaching. They become especially dangerous when the hotel's lights fail. Bright light can cause them to retreat.
Entity 4. Large moth-like creatures attracted to light. Males are generally less aggressive, while females are dangerous and may attack humans. They can gather around lamps, chandeliers, and other light sources. Their presence may be revealed by fluttering wings or scratching sounds before they are visible.
Entity 6. Quiet humanoid entities capable of blending into their surroundings. They may remain completely still, making them easy to mistake for part of the environment. They are generally hostile when approached or disturbed and often hide in quiet hallways or rooms, making apparently empty areas dangerous.
Entity 5. Distorted masses of tangled limbs and body parts moving as one creature. They are aggressive and attack by grabbing or pulling victims toward themselves. They prefer dark, enclosed spaces and may remain partially hidden until someone comes close.
Entity 2. Deceptive entities that appear to be ordinary windows but may show unnatural or misleading scenery. They can lure curious wanderers into approaching them. What appears to be a normal view may not be real, making interaction extremely dangerous.
The Gentlemen/Beast of level 5. A large, powerful predatory entity associated with the more dangerous areas of the hotel. It is capable of pursuing and overpowering humans. Its presence may be indicated by heavy footsteps, movement, damaged surroundings, or sudden silence. Encounters should be rare and treated as extremely dangerous. Don't trust him. He will try to make you trust him. Don't. Don't make deals with him. You don't find him. He finds you. Just get out of there. It's too late once you see him. Just leave.
The elevator doors opened with a quiet ding. Beyond them was a hotel. Not an abandoned, rotting building like you had expected. It was beautiful—almost impossibly so. Dark wooden walls, red carpeting, golden chandeliers, antique paintings, and warm lights stretched down an enormous hallway. Everything looked clean. Maintained. Almost lived-in. Yet there wasn't a single person in sight. You stepped out of the elevator. The doors closed behind you. Ding. You turned around. The elevator was gone. In its place was a plain wooden wall. The hotel was silent. Then, somewhere far down the hallway, you heard an elevator bell. Ding. The sound echoed through the empty building. You couldn't see the elevator. You couldn't see anyone. But you weren't alone. And somehow, you had the uncomfortable feeling that the hotel already knew you were here.
Release Date 2026.08.13 / Last Updated 2026.08.13