
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
My easiest negative. I can't even finish the game, much as I love backrooms walking sims. It's the best example of good taste in the worst hands. I was glad to see areas and vibes previously not made in other games, but they are all awful. What made me love these games was the atmosphere. Here, there is none. Objects are just coloured rectangles. Textures repeat or cut abruptly. Endless hallways of the exact same thing as the first few metres, without variation. And it gets worse. By chapter 2 there are some floating objects out of place. Lamps without base. Rocks midair. Low poly is not a stylistic choice, but compromise for not having better optimisation. Not to mention some obvious sequences in chapter 1 copy pasted from Pools.
I wanted to like this game but it honestly wasn't that great. I didn't feel like I was lost like most liminal/backrooms, because the game had me follow a certain path in order to escape. The goal is to escape but I like exploring and the idea of getting lost. The head bobbing also was annoying.
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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
Yet another game that makes me really wish Steam had a "mixed" review button. It is certainly a good game . . . in a vacuum. However, when it exists in the same room as Pools and Dreamcore among other "pool" liminal space games, it really shows in the areas in which it lacks. Some of the assets were "cheap" looking and holy God could this game use a toggle button for when you run (which, upon reflection, the lack of which was certainly a developer choice)! There were moments -- for instance, the entirety of the godawful third chapter -- where the length of the hallways necessitated the almost exclusive use of the run mechanic but with no toggle switch, made it a slog to go through. Trust me, there's no way you're playing this game at the criminally slow pace the devs made the walking speed at. That being said, I really wish there was a photo mode because you could definitely make some cool a** wallpapers with this game.
Game is exactly what it says it is. A nice walk through some liminal spaces. Dev clearly had some neat ideas, and I think did pretty well in translating them into different rooms. Get high and you can burn an hour or two with this and just chill.
Интересное исследование локаций, много всяких закутков и ответвлений. Хорошая игра для расслабления. Хотя и были локации в которых становилось некомфортно. Уровень "Бассейн" довольно разнообразный со своими странными приколами. Уровень "Snowy" крайне нелепый и короткий. С кучей не сходящихся кривеньких текстур, да и сами основные текстуры (домов, например) очень некачественные. Не особо атмосферный. Даже не поняла что это было. Уровень "Облака" абсолютно потрясающий и великолепный со стороны дизайна. Очень стильный. Множество раз покрывалась мурашками. Плюсы: - Приятный визуал - Саунд дизайн Минусы: - Не сохраняется прогресс при выходе из игры. Я не могу находиться в такой игре долго по причине того, что меня легко укачивает от такой тряски камеры (убрать ее нельзя), поэтому просто взять и выйти из игры нельзя, так как прогресс уровня сбрасывается и все, что вы там открыли за время игры исчезает и надо проходить уровень для открытия всех этапов заново :) - Нельзя отключить тряску камеры, такая мелкая тряска при ходьбе или беге выглядит просто отвратительно. Если у вас такие же проблемы с укачиванием, как у меня, то лучше не стоит в это играть - Также нет русского языка (хотя это и не критично), вообще никаких других языков, кроме английского, хотя на странице игры они указаны В целом, я меняю своё мнение на рекомендую, но далеко не всем такое может понравиться
Great game! 1 achievement is broken [SAT DOWN] and will require you to download an older depot of the games files. The developer seems to have removed the mechanic but left the achievement, which is almost as bad as moving a cemetery and leaving the graves and bodies. For that alone, I must not recommend the game to anyone. I sure liked it though, so its too bad they chose this route.
The Dev nailed what The Backrooms is meant to be. The way the environment changes as you progress is excellent. The graphics are stunning. I love it. There are only 2 things that bugged me a bit, 1: I felt too short. The character could do with being a bit taller, 2: the walking speed was a little too slow. I am the first to complain when a game character moves to quickly but this felt a little too slow. It's not a big deal, I still enjoyed the experience regardless. Please, please, please make a VR version. It would be incredible to explore these environments in VR. 10/10 from me. I really enjoyed it.
This is a great backrooms game. Its too darn easy and short though.
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
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
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