Home » Play Games » Yellow Halls
Press Play to step into the halls.
WASD or arrows to move • Drag on the view to look • Shift to sprint • Tapes restore sanity
A backrooms game you can play right here, free — in first person. This is Yellow Halls, an original GameOLL escape game set in endless yellow office halls. You do not watch the maze from above. You stand in it. Every floor is a fresh maze of humming lights and damp carpet: find the gold keycard, reach the exit door, keep your sanity up, and stay out of reach of the quiet figure that walks the same halls. Clear 120 floors, chase a new Daily floor every day, or see how deep the Endless descent takes you. No download. No sign-up. It works on your phone and your PC.
Genre
Horror · Escape
Players
1 Player
Platform
Browser · Mobile · PC
Price
Free

In this guide
- How to play
- Sanity, stamina and the figure
- The four zones
- Boosters, stars, Daily and Endless
- Yellow Halls or Maze Muncher?
- 7 tips to escape more floors
- Backrooms game FAQ
- Final verdict
How to play Yellow Halls
Every floor drops you at the entrance of a new maze. Somewhere in the halls is an exit door, and from Floor 3 onwards that door is locked: a gold keycard lies hidden in the corridors, and you need it in hand before the door will open. The halls are not empty. A tall, quiet figure walks them too, and it would like to meet you. Your sanity drains the whole time you are inside — slowly in the open, fast when the figure can see you — so a floor is always a race between your route and your nerve.
- Press Play, or open the Floor Map and pick any floor you have unlocked. Floor 1 is open from the start, and its exit door is unlocked so you can learn the halls in peace.
- Walk the halls. Move with the keys or the on-screen pad, and turn to look down side corridors. The view is true first person: if you cannot see a junction yet, it is still around the corner.
- Grab the keycard. On locked floors the compass booster and your own memory both help. The card sits far from the entrance, often in a dead end. Walking over it picks it up, and the key icon lights up on your screen.
- Collect tapes. The pale cassettes scattered through the halls are worth 50 points each, and each one gives you back a chunk of sanity. A tape on your route is almost always worth the detour.
- Mind the figure. When it can see you, the DANGER bar climbs and your sanity drains fast. Break its line of sight — duck down a side hall — and the danger fades. If it touches you, you lose 34 sanity in one hit.
- Reach the exit door with the keycard in hand. The door sign glows green when it will open for you, amber while it is still locked. Step through to clear the floor, earn your stars, and unlock the next floor down.
Controls for phone and PC
| Action | Phone / tablet | PC / laptop |
|---|---|---|
| Walk forward and back | Hold the up and down pad buttons | W and S, or the up and down arrow keys |
| Strafe left and right | Turn, then walk — or drag the view | A and D keys |
| Turn and look | Drag sideways on the view, or hold the left and right pad buttons | Left and right arrow keys, Q and E, or drag with the mouse |
| Sprint | Tap the runner button to toggle sprint | Hold Shift while walking |
| Use a booster | Tap its button under the halls | Click its button under the halls |
| Open the floor map | Tap Floors in the top bar | Click Floors in the top bar |
| Sound on or off | Tap the speaker button | Click the speaker button |
Sanity, stamina and the figure
Sanity is your real health bar. The halls themselves drain it at a slow, steady rate, and the deeper floors drain it faster. Three things push it down hard: standing where the figure can see you, getting caught, and playing a floor for a very long time. Three things bring it back: tapes (plus 22 each), water flasks (plus 10, and they refill your stamina too), and the Calm Tonic booster (plus 45 at once). If sanity reaches zero, the floor ends and you start it again. Watch the bar at the bottom of the screen: green is fine, amber means hurry, red means find a tape or finish now.
Stamina is your sprint. Sprinting is much faster than walking, and it is the only way to outrun the figure over a long corridor. It burns stamina fast, and stamina only comes back while you walk or stand still. A full bar is roughly four seconds of sprint, so spend it on straight halls and escapes, not on wandering. The water flasks refill it completely, which makes them worth grabbing before a long run back to the exit.
The figure hunts by sight. It walks the halls on its own routes, a little slower than your walking pace. When it has a clear line of sight to you inside about seven halls, it turns and comes your way, and your DANGER bar fills. Danger is not damage by itself — it is a warning that your sanity is about to drain at several times the normal rate. Break the line of sight and keep it broken: duck around two corners, not one, and the danger drains away. A lit Torch reverses the whole problem for ten seconds: the figure flees from the light, and your sanity drains more slowly too.
Getting caught is a warning, not an ending. A touch costs 34 sanity and the figure vanishes to the far side of the floor, which often leaves you a clear run at the exit. Plenty of floors are still winnable after one catch — there is even an achievement for escaping a floor after being caught. Two catches on one floor, though, usually means the tapes are gone and the run is over. Treat the first catch as the halls telling you to change your route.
Every floor is checked before it ships. Each maze is generated from a fixed seed — Floor 20 is the same maze for every player — and a pathfinding check proves a route exists from the entrance to the keycard and on to the exit before the floor is allowed into the game. If you are stuck, the route is there. You just have not found it yet.
The four zones
| Zone | Floors | What changes |
|---|---|---|
| The Yellow Halls | 1–30 | The classic look: yellow wallpaper, small mazes, an unlocked door on Floor 1 and your first keycards from Floor 3 |
| The Damp Halls | 31–60 | Darker, greener halls. Mazes grow, the figure walks faster, and sanity drains quicker |
| The Static Halls | 61–90 | Pale grey-violet walls and lights that flicker. Long corridors make line of sight dangerous |
| The Deep Halls | 91–120 | Rust-dark halls at the bottom of the ladder. The biggest mazes in the game and the fastest figure |
Inside a zone the floors open one at a time: clear a floor and the next one unlocks, and any floor you have cleared can be replayed for a better star rating. The maze grows every eight floors, so the climb is steady — early floors take under a minute, while the deep floors are five-minute expeditions where tape routes and sprint discipline decide everything. Clearing all 120 floors earns the Bottom of the Ladder achievement, and the Endless descent keeps generating new floors below them for as long as you survive.
Boosters, stars, Daily and Endless
- Torch. Ten seconds of bright light. The figure flees from you instead of hunting, danger falls fast, and sanity drains more slowly. The panic button — save it for when the DANGER bar is already red.
- Compass. Eight seconds of a golden arrow on your screen pointing at your current goal: the keycard while the door is locked, the exit once it is open. On the big deep floors this is the fastest booster in the game.
- Calm Tonic. Restores 45 sanity the moment you drink it. No timer, no fuss. Best used at red sanity with the exit in sight, not at the first amber flicker.
Stars. Finish inside the floor par time with at least half your sanity left and you earn 3 stars. Finish a little over par for 2 stars, and finish at all for 1. Stars are kept per floor, and your best run is the one that counts. Boosters live in your kit across floors: you start with two of each, every one of the 20 achievements drops a random booster in, and the first Daily clear of each day pays one too. The Daily floor is one shared maze per day — the same layout for every player, scored on its own star, with a streak counter for consecutive days. Endless descent removes the floor limit entirely: clear a floor and the next one generates below it, deeper and harder, until a floor finally keeps you. Your best depth and best run score are saved.
Yellow Halls or Maze Muncher?
GameOLL has two maze games, and they feel nothing alike. In Maze Muncher, you see the whole maze from above: pellets, ghosts, escape tunnels, everything on the table. It is a game of planning three corners ahead at speed, and the danger is always visible.
Yellow Halls shows you almost nothing. You see one corridor at a time, from inside it, and the maze exists in your memory or not at all. The figure is frightening precisely because you cannot watch it on a map. If you want a bright arcade chase, play the muncher. If you want tension, dead ends and the relief of a green exit sign at the end of a long hall, stay here. For a different kind of corridor thinking, Laser Maze bends light through mirror puzzles — or browse the full shelf on the Play Games page.
7 tips to escape more floors
- Pick a wall and follow it. In a fresh maze, keep your left hand on the left wall — turn left at every junction — and you will walk most of the floor, keycard included. It is slow, but it never loops forever, and it teaches you the layout for a faster second run.
- Grab tapes on the way, not after. A tape restores 22 sanity the moment you take it, and sanity spent is gone. Detouring back for a tape you skipped costs more sanity than the tape returns. If a tape is on your route, take it.
- Break sight twice. One corner is not cover: the figure follows the corridor and sees you again. Two turns put a wall between you properly, and the DANGER bar starts falling. Then keep moving — danger fades, but the figure keeps walking.
- Sprint straights, walk corners. Stamina is about four seconds of speed. Burn it down long straight halls and across open junctions, then walk the twisty parts while it refills. Sprinting into a dead end with an empty bar is how floors end.
- Save the Compass for big floors. On small floors your memory is enough. From the Damp Halls down, one Compass at the keycard-or-exit decision point saves more sanity than any other click in the game.
- After a catch, go straight for the exit. The figure reappears on the far side of the floor, which makes the moments after a catch the safest window of the whole run. If you hold the keycard, spend that window running, not exploring.
- Play the Daily floor first. It is one fixed maze for everyone, it pays a free booster on your first clear of the day, and a week of clears builds the streak achievement. Ten minutes of Daily keeps your booster kit full for the deep floors.
Backrooms game FAQ
Is Yellow Halls free to play?
Yes. Yellow Halls is 100% free, all 120 floors, the Daily floor and the Endless descent included. You play it right on this page. There is no download, no sign-up and no payment.
How do you play a backrooms game?
You explore a maze of yellow office halls in first person. From Floor 3 the exit door is locked, so first find the gold keycard hidden in the halls, then reach the exit door and step through. Your sanity drains while you are inside, tapes restore it, and a tall figure walks the same halls: break its line of sight to stay safe, because a touch costs 34 sanity. Clear a floor to unlock the next one.
What happens when your sanity runs out?
The floor ends and you start that floor again. Nothing else is lost: your cleared floors, stars, boosters and achievements all stay saved. Sanity drains slowly in the open, fast while the figure can see you, and it jumps down by 34 when the figure catches you. Tapes, water flasks and the Calm Tonic booster bring it back up.
What is the figure in the halls?
It is the halls own quiet walker: a tall, dark figure that patrols every floor. It moves a little slower than your walk, but when it sees you down a corridor it turns and follows, and your DANGER bar climbs. Break its line of sight around two corners and the danger fades. A lit Torch makes it flee from you for ten seconds instead.
How many floors are there?
The ladder has 120 floors in four zones: the Yellow Halls, the Damp Halls, the Static Halls and the Deep Halls. On top of that there is a new Daily floor every day, shared by every player, and an Endless descent mode that keeps generating deeper floors until one of them keeps you. Every floor is generated from a fixed seed and checked by pathfinding, so a route to the exit always exists.
Does Yellow Halls save my progress?
Yes, in your own browser. Your cleared floors, star ratings, booster kit, achievements, Daily streak and best scores all save automatically the moment they change. A floor that is half finished when you leave starts again from its entrance when you come back. Nothing leaves your device, and there is no account to make.
Final verdict: should you play Yellow Halls?
Yes — if you want a maze game that puts you inside the maze. Most maze games hand you the whole map and ask for speed. Yellow Halls hands you one yellow corridor, a draining sanity bar and a rumour of something walking behind you, and asks for nerve. The first floors are gentle lessons; by the Static Halls you are counting tapes, timing sprints and listening to your own danger bar like a heartbeat. With 120 checked floors, a fresh Daily maze, an Endless descent and 20 achievements, there is always one more floor down.
▶ Play Yellow Halls 🎮 See All Free GamesLast updated: November 6, 2026. Yellow Halls v1.0 — the first release of our original backrooms game, with a 120-floor ladder in four zones, a Daily floor with streaks, an Endless descent mode, three boosters and 20 achievements. Every floor is seed-generated and path-checked before it ships. An original GameOLL browser game. Found a bug? Tell us in the comments and we will fix it in the next version.



