What’s great about this game though is that it takes those concepts and puts its own spin on them. There have been games like Portal that have touched on the concept of players going “off the grid” and not adhering to the therapy or exercise set out for them, all the while badgered by an antagonistic AI. Much of the story of Superliminal seems fairly familiar. Things seem a bit off as the game progresses. ![]() The AI starts to allude to the character not taking well to the treatment, the head of the institute starts to contact them about not being where they’re supposed to be, and peculiarities arise with each level passed, all leading to a conclusion that will leave players with much to think about. Though the protagonist breezes through the ensuing puzzles, it becomes clearer after each room that perhaps this therapy is not going as smoothly as they’d like. It informs them that they are in fact in a dream, and therapy will consist of solving the puzzles in front of them. The protagonist starts to hear frequent comments broadcast over the PA system from the Standard Orientation Protocol, a computer AI tasked with orienting the subjects taking part in the SomnaSculpt program. The main character’s only path forward is through the hallways in front of them. The individual has apparently started therapy. The player awakens in a plain room containing only a desk, a ‘terms of service’ contract and pen laying atop it. Superliminal opens with the unnamed protagonist falling asleep watching a commercial about a new type of dream therapy called SomnaSculpt, pioneered by Dr. ![]() These wild quirks of perception are explored in Superliminal, a game where the player’s perspective plays a key role in the qualities of the objects and environment around them. Pictures appear to move by arranging lines in a certain pattern, and dresses can simultaneously appear black and blue to some, while others see the same dress as gold and white. It’s due to our reliance on perception that optical illusions have such a strange effect on our senses. For example, if something looks green, we can conclude that it is in fact green. Note that unchecking any option won't remove the selected achievement from your Steam Achievements, they only remove it from the Achievements menu in the Options.How humans see the world boils down to how they perceive it. Supposed to disable/enable texture streaming, but it doesn't seem to do anything except for displaying "Texture streaming disabled" on the top left of the game window. Unknown (Unsure what it exactly does, but it does some weird things with clone-able objects & grabbable portals). Unknown (It's mentioned in the game's code, might have to do something with reflection). (Only resets itself when the level is restarted) (Only works in multiplayer modes) Disables/Enables PhotonStats (see below) (Only works in multiplayer modes) Disables/Enables multiplayer user interface. Turns on a post processing effect that reduces reflections. (FPS, RAM usage, Audio dB and PC statistics)Īctivates noclip. (Oddly, the loading screens are the only options that are selectable.)Īctivates data statistics. ![]() (Only works on main menu) Brings up a level select, doesn't turn off when re-typed. Unknown (it's mentioned in the game's code, might have to do something with collision). ![]() Maybe it's trying to pull up a menu it can't find). Unknown (might be broken or currently not working, all it does is dim the Main Menu's lights. (Note: The numerical keypad does not work with this) Teleports player to different level checkpoints using the number row keys while holding one of the shift keys. Goes to the previous scene level (does not work if you are in the Main Menu, which is the first scene). The KeystrokeTracker timeouts after 0.25 seconds. For example, typing fxps still activates data statistics. Note: These commands can still be activated even if another character is pressed.
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