My Hidden TheoriesI like both sides of the argument, but the three levels idea makes more sense to me on a psychological level than the Chuck E. Cheese level. Sorry, but that is as crazy as putting Hellraiser in space. It is very blunt to ask someone to accept their fate as a cog in a machine because of the sounds and structures of industry. But since a person stuck in The Backrooms never has to go anywhere physically, it's possible that there's only one level and that each person's experience of it is different.
A picture from The Backrooms Game shows a broken wall that the player can't get through.A picture from The Backrooms Game, which was made by Pie on a Plate Productions.I like to think of the backrooms as one level that keeps changing, like the staircases in M.C. Escher's painting Relativity, which goes on forever and makes no sense. In the video game Returnal, when a character dies and comes back to life, the areas of the level they are exploring look different than they did before. I see The Backrooms in this way. Imagine walking from one part of The Backrooms to another, only to find a different version of the one you just left, and then walking back into the last room to find that it has changed as well. It's like being in a Rubik's cube maze while someone is trying to figure out how to solve it.
I also think of The Backrooms as a safety net set up in the places where our reality is thinnest to keep us safe. As we've already said, the design may have been chosen to put us at ease, like when Eleanor (Kristen Bell) wakes up in The Good Place to the words "Welcome! Everything is fine!" But we can guess that the game designer will have to use this catch-all in more than one version of the game. Think about GTA V for a second. The game has been out since 2013, but its original version is still being changed. Because of the different ways that content updates can cause problems, a team needs to keep an eye on the game in case a new update does. The more content Rockstar adds to their game, the more important it is to keep an eye on things. If a cosmic creator keeps adding new stories, objects, etc., it could mess up the original code for the simulation.
Let's look at the reports of missing people over the past thirty years. Statista says that the most people went missing in the United States at once was in 1997, when 980,712 people were reported missing. I know this is starting to sound like a big conspiracy, but I swear I'm just trying to give my imagination something real to work with. Anyway, let's say that 1997 is the first "Backrooms patch" in the real world. People may have started to think that these reports of missing people were about something else, so the designer would try to change their minds. The architecture of the backrooms, which may have been made to look like a place most people are used to, could also serve as reprogramming by instilling a "do your job" corporate mentality in the person.   
drift boss