Apeirophobia was first released April 30th 2022 in it’s Pre-Alpha state version 1.13 . Apeirophobia was first owned by Monochrome Studios. The game started off small but then grew and grew massively in popularity in a short amount of time. When first released it only had 5 Levels and 4 Entities. Each Level and Entity was unique and scary in their own way. You would also get a badge for joining Pre-Alpha(currently obtainable) and a badge for completing the game in Pre-Alpha before version 1.13(unobtainable). Level 0 had 1 entity known as the Bacteria which stayed in it’s dormant state for a bit before starting to roam. You could exit the level easy without problem if you escaped in his dormant state. The Starfish entity resides on Level 1.(Poolrooms) The Starfish works the same as of now . The Hound resides on Level 3.(Abandoned Office) The Hound works the same as of now . The Skin-Walker resides on Level 5.(Cave System) The Skin-Walker works the same as of now . There is also a entity known as the Phantom Smiler which jumpscares the player randomly. Fortunately the Phantom Smiler only appears on Levels 0 and 1. There was a few bugged out gamepasses and the Doppelganger badge was broken and these bugs weren't fixed till after The End Update. The lobby music was called Boundless Box.
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The Phantom smiler is the first jumpscare entity to be added to Apeirophobia. It looks like a poorly drawn stick figure with a face representing of a smiler. This Phantom smiler can only be seen by the targets. Basically meaning that whoever gets jumpscared by it, nobody else can see it but the person who got jumpscared. Due to the Phantom Smiler being a 2D Billboard GUI you can only see what is seen in the image. When the Phantom Smiler spawns, it will be in a small radius around you. Once you look at the Phantom Smiler it will invert the colors of your screen, a loud sound will play, and it will zoom into the Phantom Smiler. after about 1 second the screen will go back to normal and the Phantom Smiler disappears. The Phantom Smiler does not do any damage or kill you and is just used as a sort of hallucination/phantom. It is also theorized that once jumpscared will attract any nearby entity.
The Bacteria was based on the thumbnail of Kane Pixels video Backrooms Found Footage. It worked very strangely however. It is in a dormant state as soon as the game would begin. During it's dormant state it would not attack anybody even if they are nearby. But the dormant state doesn't last forever, eventually it would start to roam the endless plane. It spawns in front of the exit. Once it starts chasing you it will not stop until it kills you. Entity further removed on June 5th, 2022.
The Starfish resembles a regular starfish, although it has a glossy black, with a tint of purple on it. It also has a leg at the end of each of its limbs, allowing to walk with ease. The Starfish behaves similar to the Howler. It will chase Players on sight, although it is far less loud in doing so. It does not emit a shriek when it spots a Player, and it is much more quiet when walking. The Starfish is also generally slower when it is pursuing a Player, and it also appears to be a bit more dumb. It can easily be lost by taking sharp corners around walls, as it gets stuck very often. This entity is the 2nd entity to retrace players. It has worked the same since first released.
The Hound greatly resembles a humanoid and a dog at the same time. Though, despite not having any ears, it can hear and/or be attracted to noises; near and far. Though resembling the broken humanoid shape, it has been noticeably deformed and drastically changed. The color of the entity also applies to it as it was mono-black. The Hound roams around the entirety of Level 3, by the progression of the player(s), but usually tend to be near their prey. As it will go to areas it deems important, that greatly signifies that this entity is sentient, but has low-intelligence. The Hound, despite lacking any ears, uses hearing as it's main way of locating and killing players. It can hear if the player is walking, running, jumping, etc., however it can not hear crouch-walking. The range in which it can hear these sounds is different depending on both the difficulty and the noise made, with running and jumping being the loudest, being able to hear these on the opposite side of the second phase of Level 3 on Nightmare difficulty. Whenever the Hound makes a growling sound, it is echolocating. If any sound is made, regardless of where the Hound is on the map, it will rush to the area to where the noise originated from. It has been changed after July 29th, 2022.
The Skin-Walker is a pale white creature, with glowing white eyes. When it kills someone, it takes their entire appearance, although it still remains their circular glowing eyes when it takes their appearance; though, this can also be used to identify them or make this as an adequate advantage. Another way to identify them is by the absence of a camera. Players usually contain a camera on the right side of their waist. The Skin-Walker behaves like a casual entity, patrolling the map for unsuspecting victims. When in close proximity to a player, it will try to behave like a regular player, often idly standing by them or linearly walking around. If the victim gets too close, it will immediately start pursuing them, either losing them if they get away, or killing them. When the Skin-Walker kills a player, it will take on that player's appearance, from accessories, to clothes, to even skin colors, with the only distinguishable difference being the aforementioned glowing eyes, lack of camera, and quirks in its behavior. It can also whistle out to people to take the image of someone else. The best thing to do to fend off a Skin-Walker is by staring at it, however, this makes it harder to navigate Level 5 as a whole if it is pursuing you specifically. If it is not disguised, this tactic will become inconsistent as the Skin-Walker may not recognize you staring at it as often as if it were disguised.
Level 0 is the first level in the game. After a cutscene from Kane Pixels' video recreated in the game finishes, the Player wakes up in this level, noclipped. It was also the very first level to be made.
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To escape, the Player must first determine the general direction the exit is in. The exit is always on the northern side of the map. However, Players may not always spawn north-facing. To fix your direction, you must find one of the black arrows to point you in the right direction. This level has mono-yellow walls with wet moist carpet. Along with the hum buzz of the fluorescent lights.
Once you do locate the exit, you must simply climb the ladder and enter the vent to then drop into a pit of darkness. All Players present and alive will be brought into Level 1.
The Phantom Smiler also appears on this level though it does not attack the Player.
Level 1 is the second level in the game, and also the first one to be a Poolrooms map. This level has tiles all over similar to those used in pools and pool locker rooms floors. It also has pillars and pipes with valves scattered across the level. Due to it being the Poolrooms it has many pools located everywhere around the map, blurring your screen if you get in the water due to the pool's chlorine.
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Objective
The objective of this Level is to escape through the drainage system mentioned above. To access the sewer area, you must first open the gate. To open the gate, you need to turn all six Valves in the level. Once done, a boat horn sound will loop for a bit. The Player must be careful however, as the Starfish lurks this level. The Phantom Smiler also appears in this level, although it only serves as a jumpscare, like Level 0.
On the pipe that is right next to the doorway into The Poolrooms
On a pipe in the southeast corner of The Poolrooms, just a sprint away from the first Valve
On a pillar under the pink light on east side of the map, another sprint away from the second Valve
On a pipe that is visibly near the exit doorway
Right next to the fourth listed Valve, on the floor next to a pool with a pillar in the middle.
On a pipe in the west area of the map, opposite of the third listed Valve
Level 2 is the 3rd level in Apeirophobia and is the easiest of them all. There is no entities and is just a reference from one scene from Kane Pixel's Found Footage. At the beginning there is a 3 way fork and in the 3rd room there is a Simulation Core. Simulation Core further removed after Pre-Alpha 1.13
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Objective
The objective of the level is that once you reach the parking garage bay, you need to jump into the void ahead to get to Level 3.
Level 3 is the fourth level in the game, and also the first level to use the key function. This level looks like an abandoned office building with the beginning part of the office being a reference to another one of Kane Pixel's Found Footage scenes.
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Objective
The Player must first look in the office area to find three keys to unlock and open the gate to the Department area. When in the Department area, the Players need to hunt down buttons in each room at the edge of the large room (except for the bathrooms and the area that has Parkour elements) and press them. After the Players hit all 8 buttons, the Exit Door will unlock, and the Players must make their way back to the exit door. You can easily bypass this if one of your teammates have been downed and are spectating. The Player must be careful during all this, as the Hound is constantly monitoring each area heavily.
After the Player touches the exit door, they will be transported to a stairwell, where they then will have to climb up a flight of stairs and find another door, which takes them to a dark and dreary stairwell. The Player then has to climb all the way from the top of the stairwell to the bottom, which is dozens of flights. The Player then needs to touch the door at the bottom to be transported to Level 4.
Level 4 is the fifth level of the Backrooms. The level itself is a sewer system. This Level is very hard due to how long and big it is and the gimmicks. Level 4 literally makes Level 0 look tiny.
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Objective
The player must run around the sewer and find the exit of the level before the level floods and the player drowns. The exit looks like a white glowing portal.
Level 5 is the sixth level in Apeirophobia. It resembles a cave similar to caves you will see in real life. However it has weirdly colored stalagmites in some areas of the cave. The Skin Walker roams it.
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The objective of the map is to find and enter the aforementioned portal. Finding this portal will kick you out of the game and saying: "Thanks for playing! To be continued"