A mysterious hand jutting out of the wall in Liminalcore
Shadow Owl Studios & Ashen Studios

Do you know what a liminal space is? Admittedly, it’s hard to explain in so many words. It’s one of those concepts that works much better as something visual: a scant photo or grainy piece of footage highlighting a world that’s a little too pristine, a little too spacious, and a little too abnormal. Things are just slightly off enough to spark an uncomfortable response. Walls are a bit too tall. Hallways are a bit too long. Courtyards are as big as plazas.

This is evident in Liminalcore, co-developed and published by Shadow Owl Studios and Ashen Studios. A game that heavily draws from liminal spaces as a concept, in addition to specific examples that rocketed to popularity in recent years, Liminalcore attempts to bring the unsettling nature of liminal spaces to a game that focuses more on exploration than survival or combat.

Sure, the indie horror space is no stranger to walking around creepy places. But does the recently released demo for Liminalcore capitalize on its unique ideas in a way that’s genuinely interesting?

At a glance, sure.

Wandering Around in Liminalcore

A green waterslide suspended in mid-air in Liminalcore
Shadow Owl Studios & Ashen Studios

Per the game’s official description on Steam, you play as an isolated man who awakens in a deep, dark pit. As water inexplicably fills his lungs, he rises to the surface, only to discover that he’s been transported to a mysterious place lined with blinding fluorescent lights, pristine tiles, and defined pools of stagnant water. What is this place? How do you escape? And why does it seem to evoke some painful memories? All this and more can only be answered by venturing deeper inside.

Liminalcore features no combat. Instead, it’s completely exploration-based, demanding that you pay careful attention to your surroundings in order to navigate the winding pathways and elaborate surroundings without the availability of a map. The game’s atmosphere is deliberately sparse. Distant wails, unknown ambiance, and the insertion of reality-defying objects or unsettling elements are the key drivers of the horror here. But it’s not as if you lack agency. It’s on you to plunge head-first into whatever terrors lie in wait.

One chapter is featured in this demo; Level 37, the first chapter you can play in the full release. Nicknamed the “Poolrooms,” you’ll wade through puddles, traverse sterile walkways, and occasionally find yourself dealing with unfamiliar echoes of the past that take a variety of forms. Those familiar with the works of Kane Pixels and Jared Pike (who are directly referred to by name in the Steam description) will likely find some familiar motifs and design decisions here, as they heavily influenced the game’s overall art direction and presentation.

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It looks fine, frankly. I opted to keep an optional VHS filter on, and I felt that it really added to the kind of strange, disconnected imagery that’s on display here. The sound design was terrific as well, with the water you frequently tread through filling the ears in a way that both soothed and perturbed in equal measure.

Admittedly, I did feel a bit uncomfortable every now and then. There’s something inherently appealing in exploring a world devoid of reason or a basis in reality, and my curiosity often coerced me into tempting fate. I won’t spoil all the best moments, but the few times you’re ripped from the swathes of plain white tiles, you’ll find that the brief return to the familiar ties a knot in your gut.

There’s definitely some room for improvement. For one thing, controls don’t seem to have a dedicated menu in the game’s options. You’re more than free to change up the graphical settings with a modest set of options, and the same can be said for its audio settings. You’re even able to adjust the level of headbobbing and your overall field of view. It’s not as if the game’s controls are anything non-intuitive for those who’ve played similar games, but having the option would be nice. Controllers are also partially supported, but you’ll still need a mouse to interact with any menus.

Should You Try Liminalcore?

A flooded hallway in Liminalcore
Shadow Owl Studios & Ashen Studios

Is Liminalcore unnerving? Yes. Kind of. It’s like how IFC Films’ Skinamarink resonated with those who perfectly understood what it was going for. Unfortunately, that’s the game’s biggest fault.

Liminalcore appeals to a very specific niche—a subset of internet horror that may or may not hit the mark, depending on your own life experiences and previous exposure to the genre. If you’re willing to experiment outside of your comfort zone, I’d say your enjoyment will depend on the odds of a coin flip; as in, you’ll love it or hate it.

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Thankfully, both Shadow Owl Studios and Ashen Studios seem incredibly committed to what they’ve out out so far. They’ve been receptive to feedback and fairly quick to deliver updates when needed. They’ve even started a devlog to keep players and potential buyers alike in the loop for what’s to come. It’s a good sign.

The existence of a demo does inspire some confidence in the full product. I was certainly impressed by the brief time I spent with Liminalcore, and I’m cautiously anticipating what will come in the full release. If you prefer your horror to be more understated, something drawn from unfamiliar surroundings instead of spooky monsters or visceral gore, there’s a fairly good chance that Liminalcore is up your alley.

Liminalcore is slated to release on Steam on October 25, 2024, and its demo is currently available for download.

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