Kane Parsons, the filmmaker known as Kane Pixels, has expanded his viral Backrooms YouTube series into a feature film produced by A24 [1, 2].

The project marks a significant transition from independent internet content to studio cinema, leveraging the global popularity of "liminal space" horror. By translating a digital phenomenon into a theatrical experience, the film tests whether internet-born aesthetics can maintain their psychological impact on a larger scale.

Parsons based the series on a video-game design flaw known as "noclip," where a player passes through a solid wall into an unintended area [1, 4]. He said the concept was inspired by games such as Portal, Half-Life, and Minecraft [1]. This mechanic serves as the catalyst for the story, allowing characters to exit reality and enter the endless, yellow-walled corridors of the Backrooms.

To capture the oppressive scale of these environments, the production utilized a primary set spanning 30,000 square feet [2]. This physical construction aims to replicate the unsettling, repetitive architecture that defined the original web series. The film's promotional efforts have already reached international audiences, including a teaser screening and a promotional tour in Mexico City [2, 3, 4].

Parsons focused on the concept of liminal horror to build the narrative. "If you're not careful and you noclip out of reality..." Parsons said [3]. The project aims to expand upon the atmosphere of isolation and disorientation that first drew millions of viewers to his YouTube channel.

According to a press release from A24, the experience is designed to be overwhelming, noting that the rooms just go "on and on and on" [5]. The film is scheduled to hit theaters next month [2, 4].

"If you're not careful and you noclip out of reality..."

The adaptation of The Backrooms represents a growing trend of major studios like A24 sourcing intellectual property from niche internet subcultures. By utilizing a 30,000-square-foot physical set to recreate a digital glitch, the production attempts to bridge the gap between procedural generation in gaming and traditional cinematography, signaling a shift in how 'creepypasta' and viral lore are monetized in mainstream cinema.