Back-Stock Promotional Picture

Backstock takes place after the events of Portal 2, as you are one of the test subjects found in the human vault at the end of Portal 2 co-op.
You are not being tested my GLaDOS directly, she has divided up the thousands of test subjects, and assigned them to other personality constructs, for testing.
You will go through the newly finished Aperture Science's Testing chambers, face new test solving techniques, and see new testing elements. Aperture has truly reached its prime.
This is only the beginning of the story, the rest is very engaging. We've designed this to be a story driven mod.
Throughout this mod you will encounter new game-changing mechanics, and chamber solving styles. Since you are a new test participant you will relearn the basics, and many basics that Portal 1 & 2 taught. when you complete Backstock you will naturally think in ways you never would have before, and you will think with portals.

The Backstock Team:
(Ben) BenVlodgi: Mod design, level design, level creation, texture creation, and story writer
(Chris) Another Bad Pun: Level design, level creation
(Anna) LPFreaky90: Level design, level creation
(Tom) relinquish152
:Level design, level creation
(Amit) Mr. P. Kiwi: Level design, level creation
(Zach) GLaDOS_Cube: Level design, level creation
(Michael) TheFyreWire: Level design, level creation
(Dan) Felix Griffin: Level design, level creation, custom element design
(Patrik) Strnadik: Level detail, modeling
(Evan) rehtonadabnup: Level design, level creation
(Derek) Rand0m Numbers: Level design, level creation, Map Detailing
(Preston) Boncey: Level design, level creation,Map Detailing

(Glenn): Story Writing
(August) shad0w440: Animations
(Jack) jumpinjax94 : Website

What language do you want to play Backstock in? Vote HERE

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3 comments by benvlodgi on Jul 23rd, 2014

After three years of development, and over 50 levels mapped, we realized that there was a problem. Unclear/unset goals which lead to disorganization, which lead to a lack of productivity. Over the course of the years we've gone through a few different writers, and plenty of dev team members, and this also contributed to the disorganization.

We had a rough story, which was great. It was a fun story and we knew the players would love enjoy it. It traversed many styles the player was used to and introduced new ones. New testing elements and techniques were abundant. Of the 50+ maps we had, they all fit well into a section of the mod based on allowed elements and style.

We had some huge issues though, beginning with our design philosophy. We simply designed puzzles we thought were interesting and shoved them into some random place in the mod. We tried to move certain more difficult tests towards the middle of the game, and made sure to alternate between tough tests and some easier ones. Sometimes we would notice a void of certain types of tests and try to fill it. As a whole though, Backstock was very bulky, a mixed bag, just a hodge podge of game-play.

It's funny when you think about it, because when I started this mod it was just going to be a map-pack of GLaDOS' backstocked chambers, which the player, after waking up, worked their way through until they escaped. So that mentality I guess had permeated through to our design process, which is silly, even though these chambers were supposed to be random, that doesn't mean they actually are, as designers we still need to control the game-play in very specific ways, even when what we are presenting to the player may seem random. Anyway, enough of this tangent. The story I just described was abandoned about three years ago anyhow.

Another problem we had was the actual storage of the mod. For a while it was in Dropbox, and people could just copy the latest version to their sourcemods directory. This didn't work out well in-case of people accidentally changing this folder and (basically) permanently losing files. So then for a while I would just maintain the final build on my computer and upload it to our webserver and place a link to it on a private page on our website for members to download. Eventually though I simply just maintained it, and occasionally placed the build of the mod in Dropbox and linked it through Skype to team members who needed it. In the end I spilt chocolate milk all over my laptop and we were set back a few months on development.

This is turning into a long post. Suffice to say, no-one knew what parts of the mod needed to be worked on, no-one knew what was really finished, no-one knew where to put their files, no-one knew when we'd find a writer and get some dialog, no-one knew when we would be done, no-one knew if we would finish.

So, we took a Mulligan. We are started over (sorta/basically). We learned so much over the last three years working on this project. We know what we want, what we need, what not to do, what to do, and where to start.

I'm here telling you this, because in the past we've tried to keep most of our progress private as to not just be developing maps to take screen-shots of, but instead work on the tasks at hand, and we know you've noticed our lack of updates. This is a message to let you all know, that are not dead, and in fact are more alive than ever before.

For your information, we actually took this Mulligan on July 2nd 2014. We started started over, with a fresh build of Backstock. We keep everything in a private GitHub repository. We got a story writer. We laid out a game-play ramp, for introducing new items and relative difficulty as we go. The whole team has been working diligently under this new age of organization quite well. We've put a heavy concentration on drafting puzzles and testing to a fault before putting it into production.

With this new area of organization, I promise we'll go against our private mindset and continue to keep you the public informed about our progress in the coming months.

Thank you for reading this update, and I hope this announcement makes you as excited as we are!

Post comment Comments  (50 - 60 of 91)
at7commando Jun 25 2012, 12:08am says:

Need anymore Level Designers?

+3 votes     reply to comment
KuroHeta Jun 19 2012, 2:42pm says:

This looks and sounds really cool! If you need any female voices, just ask me and send me the lines. I'm going to have a much better place to record audio where there won't be much background noise and such. Definetly tracking this. Can't wait. :)

+5 votes     reply to comment
Cajolocs Jun 10 2012, 2:51pm says:

Please warn me when the next wave of aduitions is due.
Best of luck! ;-D

+4 votes     reply to comment
Chell_Johnson Jun 2 2012, 11:55am says:

So good!

+3 votes     reply to comment
Billybobjoey Apr 15 2012, 8:21pm says:

Will There be a demo? Because i'm itchin for some Gameplay!

+5 votes     reply to comment
benvlodgi Creator
benvlodgi Apr 16 2012, 8:37am replied:

probably not, because if I release the first 5 maps now, they wouldn't include any of the dialog or music that they will when we release, that goes for any chamber, and I really want people's first play through to include the story. However there are some voiceless puzzles released on
Here is one of them
However they are early versions of any chambers that will actually be in Back-Stock

+4 votes   reply to comment
DJHellray Apr 7 2012, 11:34pm says:

looks really promising , hope the challenges aren't too hard :D

+3 votes     reply to comment
benvlodgi Creator
benvlodgi Apr 8 2012, 11:51am replied:

Don't worry, the mod follows the same learning pattern that portal 1, and 2 had. It would be a good idea if you replay portal 2 before you play this mod, because it will make some assumptions that you are well versed it portaling techniques. The mod continues to teach you some of the more advanced portaling moves, none of these will require super ninja moves.
Back-Stock will teach you more advanced ways of thinking, including using portals in ways you never thought of before

+3 votes   reply to comment
DJHellray Apr 8 2012, 8:54pm replied:

dont worry im a real fan of portal , to have passed portal 2 over 10 times i mready for some new fan-made content :3

+2 votes     reply to comment
benvlodgi Creator
benvlodgi Apr 9 2012, 12:24pm replied:

Oh well then it shouldn't be too much of a problem. It does get difficult... there are a lot of new ways of thinking with portals that people never really think about, but you'll have to use here.
I'm sure you'll do fine ;)

+2 votes   reply to comment
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