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Solo dev Patrik Nagy on his game Backrooms Media “No amount of playtesting is ever enough”

Patrik Nagy, a 20-year-old software development student from Hungary, began working on simple games at age 12, driven by a passion for programming and game development. His latest and most ambitious project, Backrooms Media, dives into the eerie lore of the Backrooms. It’s a viral internet phenomenon that started with a disquieting image posted on 4chan in 2019. The Backrooms’ unsettling atmosphere and mysterious appeal have inspired countless creators, and Nagy’s project taps directly into this blend of dread and nostalgia.

What started as a side experiment quickly grew, with his Backrooms Media demo attracting up to 12,000 players daily and nearly 200,000 in one month. “I still can’t quite believe it,” Nagy says, reflecting on the game’s unexpected popularity. By organizing public tests and using player feedback to improve the experience, he has released a version of the game in Early Access on Steam that nevertheless received mixed user reviews. “No amount of playtesting is ever enough,” he says. “I tried to ensure I heard all the players’ opinions, but there were still flaws at release.”

Why did you become a solo developer?

“I have always been a solo developer. I have been developing games since I was a kid. It’s my passion and hobby. It was something I always did because I enjoy it.”

What are the biggest advantages of working solo?

“I would say time management is quite easy this way.”

And the biggest pitfalls?

“The biggest pitfall when working alone is that you have no one to lean on. If you have an idea or develop something, there’s no one to say, “It’s not good” or “Change this or that.” The only feedback comes from the community, but by the time you get it, countless hours have already been spent on the project.”

What’s your creative process?

“I usually just sit down and start brainstorming, trying to come up with ideas. Sometimes the ideas not even come from the brainstorm process, sometimes they are just coming up pretty randomly, during development of other parts of the game, during being outside or even at sleep.”

How do you stay motivated through (years of) development?

“I do it with passion because it’s my hobby, and I love doing it. That way, you don’t really have to think about getting or losing motivation, because if you’re doing it because you love it, that’s all the motivation you need.”

Will you ever work in a team, or is it only solo for you?

“Sure, I am open to working with others. I’ve worked in teams before, and I love it just as much. So, yes, but in most cases, I work solo.”

How did you get the idea for Backrooms Media? 

“I’ve always loved the idea and theories about the backrooms. After the popular Kane Pixels series, a lot of people from the backrooms community started creating their own worlds, stories, and everything. That’s where I came up with the idea of making my own game while also giving people a space to make their dreams come true within my game. So, I included a level editor where they can construct their own levels and ideas. In the future, I plan on adding many more ways for them to express their creativity.”

What’s the biggest lesson learned from this project?

“No amount of playtesting is ever enough. I tried to ensure I heard all the players’ opinions and did many playtests with thousands of players, but there were still flaws at release.”

The toll on your mental health can be quite high for a solo dev. How do you deal with that?

“I don’t really have a secret formula for dealing with mental health issues. It can affect your mental health, but I try to find balance between life and work. Sometimes the game can take over that balance, but it is what it is. I’m happy I can develop the games I imagine, and seeing the supportive people on Discord helps a lot. It keeps me driven to make the game better and better.”

Backrooms Media is out now on Steam.

Eric Bartelson
Eric Bartelson
Editor-in-Chief of PreMortem.Games. Veteran game journalist for over 20 years. Started out in 1999 for game magazines (yes the ones made of paper) such as PC Zone Benelux, PlayNation and GameQuest, before co-founding Dutch industry paper Control Magazine.
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