
Subliminal is a psychological horror game inspired by the urban legend of The Backrooms. Bleeding edge lighting and rendering, handcrafted open-ended levels, light and perspective-based puzzles, nostalgic spaces, unfamiliar faces, and a rotting feeling that something is not quite right.
Modeled estimate, not a reported figure. How we estimate →
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About

Light shapes the world around you. Bending shadows, opening doors... the world is yours to discover.
Light isn't just how you see, it's how you survive. In Subliminal, illumination is a physical material that is yours to grasp, carry, and bend to your will to alter the space you find yourself occupying. You'll grab fixtures from ceilings, cast light to open doors, and reveal pathways that seem impossible to reach.
You are not given answers in Subliminal; you are given choices. Puzzles revolve around manipulating perspective and lighting. Change an area's lighting, and the entire space might change. Place a light too far, and you may have to start from the beginning. Everything you move and every shadow you create changes what is, and isn't, real.

The more you remember, the more it remembers you.
Somewhere beneath the surface of your memories, something is waiting. At first, you'll sense it behind walls and around corners, or hear the faint sounds of breathing when you stand still. Later, you'll see it, a figure that shouldn't exist, chasing you through decaying hallways and down endless slides. That thing... it's not human.
Encounters in Subliminal are psychologically terrifying events born within your own consciousness. Things sense your movements and hesitation. Fumble with a puzzle too slowly when it matters most, and you may feel the weight of the world closing in on you.

Do you remember?
Every space you enter in Subliminal is a fragment of a memory. Discover the secrets of basements, water parks, play places, and more, all rendered in meticulous detail in Unreal Engine 5's Lumen lighting and Nanite geometry. Nothing is quite right. Slides lead to places they shouldn't, TV screens transport you between memories, and doors loop back to the same room you started from.
Each location tells a part of your story. As you explore, the environment becomes puzzling and less stable. You may see things that do not exist, hear sounds that are not really there, and feel things that make the hairs of your neck stand up. What begins as an exploration soon turns into a violent confrontation with your own fading sense of self.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French, Italian, German, Japanese, Korean, Russian, Traditional Chinese, Turkish, Spanish - Spain, Indonesian +2 more
Engagement
Hours played at review time, across 67 reviews with recorded playtime.
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
MM Huetaaaa
good spooky game. nice references to superliminal
ansioso pela continuação!
Subliminal is a game that left me with mixed feelings. The standout feature is undoubtedly the environments. The art direction is excellent: the settings are stunningly beautiful, realistic, and immersive, creating an atmosphere that hooks the player right from the start. The setting, lighting, and sound design are the game's greatest strengths, showcasing the team's immense talent for crafting a visually striking world. The introduction is also very strong. Starting inside the protagonist's house sparks curiosity, effectively introduces the game's premise, and makes the player want to uncover more of the story. However, after about 10 to 20 minutes, I felt the pacing began to drag. It seemed to me that the developers poured far more effort into the game's opening section than into the rest of the campaign. In my opinion, the story isn't confusing so much as underdeveloped. The core concept is clear: a boy trying to reclaim his memories while being guided by a narrator who represents his own mind. The issue is that the game seems to cover only the basics of this story. Instead of fleshing out events, the narrator spends much of the time simply pointing out the path ahead or correcting your course when you wander somewhere unexpected. I would have liked to see far more dialogue, recollections, flashbacks, and moments that truly advanced the narrative. Another point of disappointment was the choice system. At times, disobeying the narrator feels like a significant decision, but in practice, almost nothing changes. He simply shows varying levels of irritation or satisfaction, while the main storyline remains virtually the same. I was hoping for more meaningful consequences—something akin to games that truly make the player feel their decisions are shaping the experience. I also had mixed feelings about the puzzles. The mechanic of transporting energy or light between points to power doors and devices was one of my favorite ideas in the game; it is creative, intuitive, and fits the setting perfectly. However, many of the puzzles end up being overly long and repetitive. They aren't difficult because they are complex, but rather because they drag on longer than necessary, which disrupts the gameplay pacing. Despite being a psychological horror game, I never felt genuine fear. The monster appears only a few times, and when it does, its appearances are concentrated within a brief window before it vanishes again for a long stretch. For me, the main draw was never the horror itself, but rather exploring the environments and appreciating the atmosphere crafted by the developers. I also felt the game world lacked "life." The environments are incredible, yet many areas seem to exist solely to pad out the campaign's length without adding to the story or offering new interactions. More dialogue, events, memories, and consequences would have made exploration far more engaging. Overall, I consider *Subliminal* a flawed gem. It boasts exceptional art direction, a great atmosphere, and solid ideas, but falls short regarding narrative development, the impact of choices, and campaign pacing. Still, I believe the foundation laid here is very promising. If the developers can flesh out the story, give the narrator a stronger presence, and lend more weight to player decisions in future chapters, I see the potential for the series to reach a much higher level. My final score: 6.5/10.
给我玩力乐
its wa sfun
прикольная, ставлю лосяру
Worst game I have ever played, if you can even call it that. Do not waste your time with this trash.
GOOD
Oyun güzel ama puzzle'larla beyni eritiyor daha basit yapsaymışsınız iyi olurmuş be abi bide 4 son eklemişsiniz hepsini yapana kadar canım çıktı ama fiyatını sonuna kadar hakediyor👍 Oynanış: https://www.youtube.com/watch?v=4Mpb6bM7SOM&t=3468s
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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