POOLS is a masterclass in atmospheric minimalism. It manages to be one of the most unsettling experiences on the App Store without ever showing you a monster, a jump scare, or even a drop of blood. It leans entirely into the 'liminal space' aesthetic—that specific feeling of unease found in empty, functional places that should be full of people. Walking through the endless, echoing tile corridors of these surreal water parks feels like a fever dream you can't quite wake up from.
The technical execution is where POOLS truly shines. The sound design is hauntingly realistic; the way your footsteps transition from dry tile to shallow water, and the way the reverb changes in massive vaulted chambers, creates an incredible sense of physical presence. The lighting on the water surfaces is photorealistic, making the environment feel tangible. It’s not a game about 'winning' in the traditional sense; it’s an immersive art piece about navigation and the psychological weight of isolation. If you find beauty in the eerie and the unexplained, this is a must-play.
I hesitate to even call POOLS a 'game' in the traditional sense, but I can't deny its effectiveness. There are no objectives, no scores, and no enemies. You simply walk. And yet, I haven't felt this much genuine tension in a title in years. It taps into something primal—the fear of the infinite, the 'offness' of a space that should be crowded but is utterly empty. The tiling, the lighting, and the echoing splash of your own footsteps create an environment that is both beautiful and deeply unwelcoming.
It’s a 'walking simulator' in the purest form, but it understands its niche perfectly. The lack of a HUD or any gamified elements makes the immersion absolute. My only real criticism is the price-to-content ratio for some; at six chapters, you can finish it in an afternoon. But for those of us who value a specific, high-quality experience over endless 'content,' POOLS is a standout. It’s an art piece you can walk through, and it’s one of the few mobile ports that actually feels like it belongs on a high-end display. It’s unsettling, slow, and wonderful.
Performance: Features an 'Ultra' graphics mode; needs a powerful device to avoid frame drops in complex rooms.
Buy if: You are fascinated by the Backrooms or enjoy atmospheric 'walking simulators.'
Skip if: You need combat, puzzles, or a traditional narrative to enjoy a game.
Available on: Mac, iPhone, iPad, iPod
Version 3.0Wed Nov 12 2025
Added settings menu
Fixed flickering
Several smaller fixes and improvements
Requires iOS 13.0 or later. Compatible with iPhone, iPad, and iPod touch.Explore, admire and listen. That’s it.
Uncanny. Relaxing. Unnerving. Eerie. Immersive.
POOLS isn’t a traditional game. it’s slow, reflective, and intentionally uneventful, perhaps a bit like virtual museum.
So take your time. Breathe. POOLS unfolds slowly, rewarding patience and quiet attention.
No monsters chasing you or jumping at your screen. Yet it can feel oppressive at times by invoking quiet fears of getting lost, the dark, tight spaces and the strange beauty of liminal space architecture.
There's no typical story. But as you explore and advance further, you start to notice that the game's world changes around you, deeper you go… Rooms look and feel… different.
Base game features six chapters, each lasting 10-30 minutes.
Inspired by the internet phenomena Liminal spaces, Found footage and The Backrooms, especially the Poolrooms concept. One of the original artists behind the Poolrooms concept is Jared Pike.



















POOLS is an experimental exploration game that brings the 'Liminal Space' and 'Backrooms' aesthetic to life. In this game, there are no monsters chasing you and no jump scares to startle you. Instead, you are invited to wander through a series of vast, hyper-realistic pool complexes. The challenge lies in navigation and the psychological tension of being alone in a place that feels strangely familiar yet deeply alien. Experience immersive 3D audio and stunning visuals in this quiet, haunting journey.
Photorealistic graphics and water effects
Advanced 3D binaural sound design
Multiple distinct 'chapters' of exploration
No UI or combat for total immersion
Use the 3D audio to your advantage. If you find yourself in a loop, stop and listen. The hum of machinery or the sound of distant dripping water often indicates the direction of a new zone.
While there is no text, the way the rooms are laid out tells a story. Look for 'impossible' architecture—slides that lead nowhere or stairs that go into the ceiling—to find the correct path forward through the dream-logic.
Yes, each level has an 'exit' that leads to the next surreal complex, culminating in a final atmospheric conclusion.