
Insights from recent episode analysis
Audience Interest
Podcast Focus
Publishing Consistency
Platform Reach
Insights are generated by CastFox AI using publicly available data, episode content, and proprietary models.
Total monthly reach
Estimated from 7 chart positions in 7 markets.
By chart position
- 🇲🇽MX · Video Games#1541K to 10K
- 🇵🇪PE · Video Games#4010K to 30K
- 🇨🇿CZ · Video Games#863K to 10K
- 🇻🇳VN · Video Games#883K to 10K
- 🇵🇱PL · Video Games#103500 to 3K
- Per-Episode Audience
Est. listeners per new episode within ~30 days
9.3K to 35K🎙 Weekly cadence·39 episodes·Long inactive - Monthly Reach
Unique listeners across all episodes (30 days)
19K to 69K🇵🇪43%🇲🇽14%🇨🇿14%+4 more - Active Followers
Loyal subscribers who consistently listen
5.5K to 21K
Market Insights
Platform Distribution
Reach across major podcast platforms, updated hourly
Total Followers
—
Total Plays
—
Total Reviews
—
* Data sourced directly from platform APIs and aggregated hourly across all major podcast directories.
On the show
Recent episodes
S3 Room 3 - I Can't Play Co-op, I Don't Have Any Friends
Jun 12, 2023
Unknown duration
S3: Room 2 - Zelda: Tears of the Kingdom & Graphics: The Optic Nerve's Backscratcher
May 25, 2023
Unknown duration
S2: Room 11 - Halo's Forge, Garry's Mod, and Your Creations
Feb 20, 2023
Unknown duration
S2: Room 10 - Exploits & Glitches & Bugs, Oh My!
Jan 13, 2023
Unknown duration
S2 Room 9 - The Flow State of Games
Dec 25, 2022
Unknown duration
Social Links & Contact
Official channels & resources
Official Website
Login
RSS Feed
Login
| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 6/12/23 | ![]() S3 Room 3 - I Can't Play Co-op, I Don't Have Any Friends | Some of us got "plays well with others" on our report cards as kids. And some of us definitely did not. Co-op has been a staple & centerpiece for gaming since the introduction of the Home Console systems & as the era of Arcade gaming saw its retirement. But, as technology & gaming both mature, it seems as if even co-op gaming is getting ready to head to a nursing home, as developers, and maybe even some gamers care about it less and less. | — | ||||||
| 5/25/23 | ![]() S3: Room 2 - Zelda: Tears of the Kingdom & Graphics: The Optic Nerve's Backscratcher | With Zelda: Tears of the Kingdom having a fantastic reception & release recently, another discussion around the visual fidelity & art in gaming seems to have bubbuled (hehe) up to the top of the (very civil) discussion boards again. TotK does not have the best fidelity in the world, but that's okay! The boys pretend like their opinion matters once again and get deep into the depths of this conflict. Let's light up a Lightroot, pop open an elixir, and kick back and listen. | — | ||||||
| 2/20/23 | ![]() S2: Room 11 - Halo's Forge, Garry's Mod, and Your Creations | Creativity & Imagination are what make humans, human. So, let's take some time and dive into the world of creative tools within games that the communities of these games went crazy with. The sandbox that exists within each of these games offers players the ability to express the artistic ability that exists within each of us. Forge mode in Halo, Garry's Mod from Valve, Minecraft, the Trials series, and so many more games are alive to this day due to developers embracing this artistry within their communities, rather than control it. | — | ||||||
| 1/13/23 | ![]() S2: Room 10 - Exploits & Glitches & Bugs, Oh My! | Bugs are some of the best parts of the gaming experience. It could also completely break an experience. When a game is buggy or broken, it can ruin our enjoyment & break our immersion. However, some of the best moments in gaming history would not be here without the use of bugs & exploits. Hell, even some old games are still played, and in the spotlight, due to their unintended exploits. | — | ||||||
| 12/25/22 | ![]() S2 Room 9 - The Flow State of Games | In this Episode, we discuss the principles of Laminar Flow in Fluid Dynamics. We get into disciplines such as hydrodynamic stability & the diff... wait... no... In this episode the boys discuss what it means when a video game has a good "flow state," or when all the aspects of a great game line up to keep you engaged without taking away from the core gameplay. What does this mean? Well, we aren't too sure, so come join us and let us all figure it out together! | — | ||||||
| 11/11/22 | ![]() S2 Room 8 - Fears, Frights, & Phobias | In this very very late edition of The Backrooms, we get a little spooky. All forms of media use our fears & anxieties, in one way or another, to give us a sense of realism or Engagement in a story or setting. The boys decided it was time to take a dive into the depths of the dreadful & dreary world of horror, and the use of horror, in telling a story and setting a scene. | — | ||||||
| 9/12/22 | ![]() S2 Room 7 - Everything Ends Eventually | Everything must come to an end someday, thanks to our friend, Entropy. However, when should a story end? The boys discuss different ways writers & developers have either hung onto their favorite stories for too long, or cut off a series or character too early. Maybe there are some movies, shows, & games that should have a sequel or spin off, but maybe there are some that we're better left alone. And maybe Disney needs to chill with all these damn Marvel spinoffs that are starting to make absolutely no sense. | — | ||||||
| 8/26/22 | ![]() S2 Room 6 - Unapologetically Retro... Sort of | Everything becomes "retro" at some point. Regardless, the boys are taking a step back in time once again to talk about their golden age of gaming, the early 2000s. Now, is this really retro? Probably not to most people, but that doesn't matter because we're talking about it anyways. Let's take a moment to enjoy this trip down memory lane to discuss games and consoles of our childhood and their influences, and maybe some actual "retro" games. | — | ||||||
| 7/29/22 | ![]() S2: Room 5 - The Power of Fear, and the Fear of Power | Some games are all about the power dynamics. How powerful or powerless you are and can be, compared to your adversaries, can make or break the enjoyment of a game. The boys talk about the balance of power between players and the AI, and how different games & game genres rely on different power scales to bring forward an enjoyable and immersive experience. | — | ||||||
| 6/17/22 | ![]() S2 Room 4 - Player Expression (AKA Halo: A Spartan Dress up Party) | Does Customization matter in Gaming? Player Expression & Payer customization has become a staple in video game culture, so much so that the lack of freedom in this area can cause disarray in a game's community, even in a great title. With this being said, let's take a moment to discuss player expression & customization and how it affects a game's community, atmosphere, and tone. | — | ||||||
Want analysis for the episodes below?Free for Pro Submit a request, we'll have your selected episodes analyzed within an hour. Free, at no cost to you, for Pro users. | |||||||||
| 6/4/22 | ![]() S2: Room 3 - Being Social in an Anti-Social World | Is it easier or harder to make friends in gaming now or in the past? As time marches forward, the way we interact, especially in gaming, has shifted away from Couch Co-op to strong online social chats & communities. In this time, there has been a shift in how we interact within & between communities, and even within the games and chats themselves. Come listen to three anti-social outcasts give their uncredible two cents on the social aspects of the gaming world! | — | ||||||
| 5/8/22 | ![]() S2: Room 2 - An Absurd Analysis of AI | While we are definitely not qualified to talk about the mechanisms that surround AI in gaming, we have a discussion anyways. The boys discuss the way developers build and design AI & their systems to interact with the game world and the player. Join us and have some fun with this rather chaotic and disorganized discussion on Artificial Intelligence in video games. | — | ||||||
| 4/24/22 | ![]() S2: Room 1 - Shared Suffering in Sub-Level 2 | Welcome to sub-level 2 of the Backrooms Podcast! After a brief hiatus, the boys are finally back for a much-needed group therapy session after experiencing the trials and tribulations of Elden Ring. Laughs, tears, and an abundance of methane gas are shared in this room. Join in on our suffering as we recount our struggles as well as successes throughout the Lands Between. And most importantly, welcome back! | — | ||||||
| 3/27/22 | ![]() Room 12 - The Takeover of the Open World | Games are getting bigger and more expensive. More and more titles are embracing the open world structure of game design and in this room, the boys take a shallow dive into some of the ways that these open worlds can benefit, and even harm, a game's atmosphere and experience. Between Spiderman, GTA, Elden Ring, & even now, Halo: Infinite, every game is becoming more and more similar, but at the same time, each of these open world experiences offer something unique and enjoyable. What makes these open worlds so unique? Why is every game moving in this direction? And is this a good or bad trend? Are there negatives to an open world? | — | ||||||
| 3/13/22 | ![]() Room 11 - Video Games are Bad for your Health | Does anyone else feel that AAA studios are releasing games in an incomplete or unfinished state? Well... | — | ||||||
| 2/25/22 | ![]() Room 10 - Elden Ring is Here! And so is Another Discussion on Difficulty. | As is tradition with any game release by FROM Software, the overarching gaming community and media outlets gather round the bonfire to have a debate about difficultly and accessibility in gaming. While the boys are not experienced enough with accessibility tools in games, they sure have had their share of difficult encounters in some of their favorite games. In this room, we take a dive into what makes a game difficult, how difficulty and accessibility can differ, and how developers finesse their way around the delicate task of tuning a game's difficulty curve. Should games have an easy mode? Does difficulty affect the developer's vision? Are players "owed" the completion of a game? | — | ||||||
| 2/12/22 | ![]() Room 9 - Nostalgia Makes for the Best of Times, and the Worst of Times | We tend to remember the more positive moments in our past, rather than the mundane and "normal" moments. In gaming and other media, this leads people to form bonds not necessarily with the game or media itself, but with those moments in time that were attached to that media. What does that mean for modern games, or games of the future? Is the quality of media worse in the present than in the past, or do people just need to "take off the rose-colored glasses?" The boys take a trip back in time and talk about what we're nostalgic about, and why we think nostalgia is good, and bad, for the industry. | — | ||||||
| 1/29/22 | ![]() Room 8 - A Discourse on Compelling Characters | In any form of media, be it a game, movie, or show, to capture an audience, there needs to be compelling characters. When watching or experiencing a connection with a protagonist, antagonist, or even a minor character, have you ever thought why you feel a connection with them? Why are they so compelling or convincing to you? What makes a character well designed and compelling? In this room, the boys get into discourse discussing their favorite heroes, villains, and antiheros. | — | ||||||
| 1/18/22 | ![]() Room 7 - Minecraft Once Took Over Society, and it was Fantastic | In 2009, the sandbox game, Minecraft, took the world by storm. Having sold almost a quarter billion copies across the globe, Minecraft has not only had a monumental impact on the gaming and entertainment industry, but it has also impacted other areas of our society, including education, design, creativity, & even the freedom of the internet. Over the past decade, how has minecraft changed? Why is it so successful? And how can such a simple and seemingly "childish" video game become such a recognizable and impactful piece of media? | — | ||||||
| 1/5/22 | ![]() Room 6 - Change is Good, Change is Bad, Change is Change | In this room, the gentlemen discuss change in gaming, both on a micro and macro scale. Some game developers make incremental changes between installments of their games, while others make more drastic choices that can affect core mechanics and gameplay. And sometimes, there are games or releases that have monumental impacts on the industry as a whole. What features or mechanics are good? Which are gimmicks? And what changes in games had a more positive or negative effect on that franchise or the industry? | — | ||||||
| 12/25/21 | ![]() Room 5 - We Don't Live in a Simulation, but that's Okay. | Merry Christmas & Happy Holidays! In this room, the guys discuss realism in gaming. From first person shooters, to racing games, to sport games, a game developer can either make their game more realistic, or more Arcade-like. On this spectrum, at what point does the game become a "Sim" game? At what point does the simulation break? And are people even playing Simulation Games anymore? | — | ||||||
| 11/22/21 | ![]() Room 4 - Halo Infinite Has Bad Progression, & it May be a Problem | The Halo Franchise turned 20 this last November! This anniversary brought with it the surprising early release of the Halo Infinite multiplayer experience. While Jack, Justin, & Bryan are thrilled with the game's early release, and more importantly the astounding quality and refinement of the core gameplay, a much larger controversy has sprung forward; The Battlepass. The guys, and the larger Halo Community as a whole, are having grievances with the game's poor progression system, and the game's lack of a solid reward structure. So how can the developers resolve this conflict? Do they even need to? And how come the best halo in years feels, in a sense, unsatisfying? | — | ||||||
| 10/27/21 | ![]() Room 3 - How to Get Lost in a Game's Atmosphere | Video Games have the unique ability to provide an experience that other forms of media cannot. In Room 3, the boys discuss the different and unique avenues that game developers take to share their story and help a player not only follow that story, but truly experience it. Every game and every developer has a story to tell, and how that story is portrayed can either build on, or detract from the experience. But with so many different types of games, between open world adventure games, to linear First-person Shooters, what is the best way to tell that story to the player? | — | ||||||
| 9/22/21 | ![]() Room 1 - Halo Infinite, The Master Chief Collection, & Video Game Monetization | Welcome to Room 1, our horrible introduction in which we discuss the upcoming 343i release, Halo Infinite, alongside the release of The Master Chief Collection's 8th and final seasonal update, and we discuss the modern monetization of video games with battle-pass systems and seasonal Content. Has the battle-pass extended the life of games? Or has this system allowed for a more lazy and stripped-down experience? | — | ||||||
Showing 24 of 24
Sponsor Intelligence
Sign in to see which brands sponsor this podcast, their ad offers, and promo codes.
Chart Positions
7 placements across 7 markets.
Chart Positions
7 placements across 7 markets.


