
An exploration game that delves into the depths of loneliness. Wander through empty rooms, search for signs of an abandoned world, and listen to the sounds around you. No dangerous chases, just silence and an empty world to explore.
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About
Liminal Universe is a solo first-person adventure game that takes you deep into Liminal Space. In this experience, you focus not on the story but on understanding the world around you and the atmosphere it creates. The game starts on an entirely empty snowy map, and then continues with a pool and ocean.
Although the game sometimes tells you what to do, it leaves it unclear what exactly you should do.
There are no creatures chasing you or complicated puzzles to solve in Liminal Universe. The aim is to discover the story of this forgotten place at your own pace. Sometimes it can be difficult to find your way through narrow corridors, dark corners and seemingly endless empty rooms. But these challenges deepen the game's atmosphere and your experience.
The game has no dialogue, user interface or music. Instead, you step into a world filled with realistic environmental sounds. The echo of your footsteps, the hum of the machines continuing to work, and the silence of game draw you into this strange world.
With each step, you will feel more and more the strange and mysterious nature of the liminal world. This is a place to discover, a mystery to understand, but most of all, an atmosphere that draws you in. Liminal Universe aims to offer you not just a game, but also an unforgettable experience.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Simplified Chinese, Traditional Chinese, Japanese, Korean, Spanish - Latin America, Norwegian, Portuguese - Portugal, Russian +6 more
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a great backrooms game. Its too darn easy and short though.
Забагато технічних проблем, та дуже часто круглі речі не круглі. Навіть банально кожна нова глава відкривається як нова гра, без збереження налаштувать. Відсутня підтримка контроллера. На дні фігурок пінгвінів якийсь збій текстур. Я би зрозумів аби вони були маленькі, але вони гіганські, і не помічати це важко. Від тряски голови укачує, а без прискорення неможливо грати, бо занадто розтягнуті локації. Я би і далі міг перелічувати, але це займе багато мого часу. Тому просто ні. Я не можу рекомендувати цю гру до проходження. Бажаю автору успіхів із наступними проєктами.
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
많은 리미널 스페이스, 백 룸 게임을 해봤는데 이건 그닥임
The levels genuinely just feel unpolished and unintentional, maybe even rushed. There is no story, which would be fine if the environment had honest thought and effort behind it. But at least for me, it fails to convey that. And poorly aligned textures and objects don't help the case. The seemingly "random" nature of liminal spaces shouldn't equate to lack of intentional level design. Also lacks quality of life and accessibility features such as a proper save system (only saves at the beginning of a level) and motion sickness settings (constant headbobbing can be a problem for many). I unfortunately can't recommend this one.
Game makes me want to puke. Seemed like it could have been kinda good but the head bobbong is too much and lack of settings
The Liminal Universe is a deliberately minimalistic experience that positions itself closer to an interactive atmosphere piece than a traditional game, built around the concept of exploring “liminal spaces”—those strange, transitional environments that feel both familiar and unsettling. Developed by Gvn Games, it places you in a first-person perspective and removes nearly all conventional gameplay elements, asking you to simply move forward, observe, and absorb the environments around you. It’s an experience that relies almost entirely on mood and interpretation, offering something that feels more like a quiet, introspective journey than a structured interactive system. From the beginning, the game establishes a strong sense of isolation. You move through a series of environments that feel eerily empty—long corridors, vast open rooms, quiet outdoor spaces, and surreal architectural layouts that don’t quite follow normal logic. These areas are designed to evoke a sense of unease without relying on traditional horror elements. There are no enemies, no jump scares, and no direct threats. Instead, the discomfort comes from the emptiness itself, from the feeling that something is slightly off even when nothing is happening. The game leans heavily into this subtle tension, allowing the player’s imagination to fill in the gaps. The visual design is one of the game’s most compelling aspects, at least in its stronger moments. Some environments are genuinely striking, using lighting, scale, and color to create spaces that feel both surreal and oddly recognizable. Reflections in water, dimly lit hallways, and vast, open areas contribute to a sense of disorientation that fits the game’s theme. However, this quality is not entirely consistent. While certain sections feel carefully crafted, others come across as more basic or loosely assembled, which can break immersion and make the overall experience feel uneven. Sound design plays a crucial role in reinforcing the atmosphere. Instead of relying on a traditional soundtrack, the game uses ambient noise—echoing footsteps, distant hums, and environmental sounds—to create a sense of presence. The absence of music often makes the silence more noticeable, amplifying the feeling of isolation. This approach works well in moments where the environment and audio align, creating a subtle but effective tension. At other times, the lack of variation can make the experience feel flat, especially during longer stretches where little changes. In terms of gameplay, the experience is extremely limited. Movement is the primary interaction, with occasional moments where players trigger something in the environment to progress. There are no traditional puzzles, no inventory systems, and no meaningful choices to make. Progression is linear, guided loosely by environmental cues that are sometimes so subtle that players may find themselves wandering without a clear sense of direction. This design reinforces the game’s focus on exploration, but it also removes any sense of mechanical engagement. Over time, the lack of interaction becomes more noticeable, and the experience can begin to feel repetitive. Pacing is another area where the game can be divisive. Movement is slow, and the environments are often large, requiring players to spend extended periods simply walking from one point to another. For some, this contributes to the immersive quality of the experience, allowing time to absorb the atmosphere. For others, it can feel unnecessarily drawn out, especially when combined with moments of uncertainty about where to go next. The lack of clear objectives or guidance can lead to frustration, particularly in sections that feel more like mazes than intentional spaces. Narratively, the game is almost entirely abstract. There is no explicit story, no dialogue, and no clear explanation of what the player is experiencing. Instead, any sense of meaning is derived from interpretation, with the environments themselves serving as the primary source of context. This open-ended approach can be intriguing for players who enjoy piecing together their own understanding, but it can also feel empty for those looking for a more defined narrative. The game offers hints of something deeper, but it never fully commits to exploring those ideas. Replay value is minimal, as the experience is largely linear and does not offer alternative paths or outcomes. Once you have explored the environments and reached the end, there is little reason to return beyond revisiting specific areas for their atmosphere. This reinforces the idea that the game is meant to be experienced once, as a singular journey rather than a system to be mastered or replayed. Despite its limitations, The Liminal Universe succeeds in creating moments that are memorable in their quiet, unsettling way. It captures a specific feeling—the strange discomfort of empty, in-between spaces—and builds an experience around it with a clear sense of intent. However, that focus comes at the cost of depth and engagement. Without stronger mechanics, clearer structure, or more consistent design, the experience can feel more like a concept than a fully realized game. In the end, The Liminal Universe is best approached as an experimental piece rather than a traditional title. It offers a unique and sometimes effective exploration of atmosphere and mood, but its lack of gameplay systems and uneven execution limit its broader appeal. For players interested in slow, contemplative experiences and abstract environments, it can be worth exploring. For others, it may feel too minimal and directionless to sustain interest. Rating: 6/10
我觉得风景环境都很好背景音乐音效也很不错,就是有一些出口太难找了,尤其是在一片漆黑的地方行走什么都看不到只能听脚步贴墙走那种绝望感。给个建议就是指路可以明确一点在雪人那关刚出去的时候根本不知道往哪走,进屋还是一片黑根本不知道这里是不是对的
This isn't THAT BAD but it's not as great as liminalcore or dreamcore for that matter but as an overall liminal space game is alright and music is a bit relaxing something good to maybe help pass time quicker
Para quem Curte Pools , Clouds , Areas Tambem Externas, e um jogo de paciencia com cenarios lindos, quanto mais paciente voce for e ir mais longe, mais conquistas e cenarios incriveis. Quem quiser acompanhar video com alta qualidade pode buscar meu canal Incrivelmente High End no Youtube Nota 10/10
всё хорошо, но только в 1 главе, далее качество локаций упало чуть ли не на половину. ощущение как-будто разраб сделал их ради того, чтобы растянуть хронометраж, в 3 главе вообще ужас, 30 минут просто идешь по полу-пустому миру ради того, чтобы прийти в никуда. короче берите эту игру чисто ради 1 главы, она ♥♥♥♥♥♥♥♥ по атмосфере, а далее просто делайте возврат денег
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