Superliminal cover
Superliminal screenshot
Linux PC Mac PS4 XONE Switch Steam Gog Epic
Genre: Puzzle, Adventure, Indie

Superliminal

Quick Fix Patch

Feature Changes:

  • Added translations for Arabic
  • Added X-axis inversion option
  • Workshop: Allow infinite subscribed and private items instead of capping them.
  • Workshop: Changed door functionality to open only when all tagged buttons are pressed (levels already saved before update still act the same way)
  • Workshop: Added more button/door tags
  • Workshop: Added more warnings on import

Bugs Fixed:

  • Fixed bug where sometimes player fall out of portals on low spec machines
  • Fixed a M1 specific graphical bug
  • Fixed some UI getting cut off on wide aspect ratios
  • Fixed Workshop bugs relating to long loading levels
  • Fixed specific bug at the end of the portal in Cubism causing players to get launched
  • Fixed missing translations
  • Fixed options menu navigation not working in challenge mode
  • Fixed options UI ordering causing it to be blocked by other HUDs

April 2021 Update & LudoNarraCon sale!

We're almost a third of the way through 2021, wow! Hello! We're still working on Superliminal!

Firstly, we're honored to be part of this weekend's LudoNarraCon sale - we're 30% off for the next few days. You can check out the event and games here.



Okay, onto the update. We've been heads-down since January working on some features and fixes for the game. Enjoy!

Patch notes




  • Added Arabic localization
  • Added X-axis inversion in Options
  • Workshop: Allow infinite subscribed and private items (previously capped)
  • Workshop: Changed door functionality to open only when all tagged buttons are pressed (levels already created before this update will still act the original way)
  • Workshop: Added more button/door tags options
  • Workshop: Added more warnings on object import

Bugs Fixed




  • Fixed bug where players cam fall out of portals on low spec machines
  • Fixed Apple M1-specific graphical bug
  • Fixed some UI elements getting cut off on wide aspect ratios
  • Fixed Workshop bugs relating to long loading of levels
  • Fixed specific bug at the end of the portal in Cubism causing players to get launched into the air
  • Fixed missing translations
  • Fixed Options menu navigation not working correctly in Challenge Mode
  • Fixed Options UI sort-ordering causing it to be blocked by other HUDs


Level Editor: Major Update and End-of-year notes

Thanks, everyone, for all of your support since we launched last month. As some of you may know from the end-of-game credits, we are a very small team. We have been working non-stop on updates and new features this year, and so we will be taking the rest of the year off after today’s update.

First, some great and reassuring news for our community with this update is that it is entirely non-destructive. All currently-submitted Workshop levels should be unaffected by the update. To take advantage of changes to items in your already-created levels, however, you will need to manually swap them out, and replace them with the new items.

So, what's new? We have prepared a short video to show what’s been added to the Level Editor, including the new magnetic-snap and HUD:

[previewyoutube="R_Vk0jcZN-I;full"]

Below are the full patch notes for the Level Editor, and our final update of 2020:

Updates and Fixes



General

  1. Localization and font fixes as well as some new lines
  2. Collider fixes for areas in Optical, Labyrinth, and Whitespace
  3. Challenge Mode achievement will be granted if you have completed all challenges, no longer requiring re-completion of a challenge

Linux-only

  • Crash fixes
  • Mouse cursor fixes

Level Editor

  • New feature: HUD. Level Editor now has a HUD on screen to aid in level creation
  • New feature: Magnetic Snapping. Items can be more easily ‘glued’ together while building out levels. This should significantly speed up level creation
  • New items added: stairs, exit signs, apples, doors, moon, etc. Added a ceiling item for hallways/rooms
  • Adjusted level geometry prefabs so that they line up correctly, including the trim. Note: All existing levels use the original prefabs. Feel free to update them if you wish.
  • Fly mode boundaries fixed. Hotkey G is now also a quick-shortcut to teleport directly to the level editor area
  • Items can have their original size and rotation reset through menu options
  • Deleting an object from a level now requires the level to be completed before allowing an update
  • Snap threshold reduced to 0.125 and normalized across the world-space grid
  • Fixes for intermittent item disappearances
  • Save icon now shows when saving a level (ctrl-s)
  • ‘Lava’ material changed due to some cases of motion sickness
  • Dreams are no longer playable without a start flag
  • Start flag no longer beeps on level start.


If you encounter any issues between now and January, please consult the Discussion Forums to see if your issue has already been answered, paying particular attention to the Workshop Discussions area.

If your issue seems new, please create a thread in the forum, and wait for other players to respond, in case it is already fixable. If it appears unknown, then email us at support@pillowcastlegames.com and include the thread link. We will get back to you in January. It will also be helpful if you let us know your problem was solved before we respond -- that will help us focus our efforts on must-fix issues in the new year.

On behalf of our team, we wish you a safe and pleasant journey to 2021.

Thank You For Dreaming

Announcing the Somnasculpt Dream Workshop Level Editor

Today, we’re excited to announce the beta release of our level editor - the Somnasculpt Dream Workshop. This is where you can now build puzzles using assets and some of the mechanics from Superliminal’s main game.

Somnasculpt Dream Workshop


We initially launched the model importer alongside our Steam release, allowing you to import any 3D model into the Workshop, adjust its behaviors, and then bring it into the main game via the Workshop’s soda machine. This was just the first step of a much larger project. Today marks its public beta release.

Starting today, you can now create your own puzzles and levels, using any 3D models that you wish. We have included a standard collection of objects from the main game, but we encourage you to import your own and get creative with it. We can’t wait to see what gets made.

We have created a few demo levels and uploaded them to the Workshop already, to help you get a sense of what can be done with the editor. You can access them here.

Logan, our level designer, has also created this quick video tutorial to help you get started with making, sharing, and remixing your levels with other players.

[previewyoutube="B9-rfwEb84Y;full"]

If you prefer a text guide, we've written and posted that here.

We will be updating and improving upon this toolset over time, and welcome your feedback on it, both in our forums, and via email: support@pillowcastlegames.com

Thank you for your support!

Please nominate us in the Steam Awards!

Hello everybody! We would love for you to nominate us for one of the Steam Awards this year.

We're proud of the hard work we put into delivery a truly mind-bending, brain-breaking experience with Superliminal. If you think we did a good job, please nominate us in the awards.

You can nominate us here, at the Steam Awards landing page.

These are the awards for which we feel most eligible:

  • Most Innovative Gameplay
  • Best Soundtrack
  • Outstanding Story-Rich Game
  • Outstanding Visual Style
  • Game of the Year






If you prefer to nominate us for the other awards, that's fine too!

11/23 Bug fixes

In general news, Markiplier uploaded a video of him playing Superliminal, which seems to have sent a lot of people to us, so that's nice. Welcome, new people!

Regarding bug fixes, we don't have a ton of updates this week, as you see. However, we're working on something quite special that we hope to announce soon!

Main Game


Changelist

  • Induction - Collider fix
  • Optical - Missing doorframes fixed
  • Cubism - Collider fix for stairway
  • Clone - Fire alarm relocation fixes
  • Labyrinth - Dead-end Hallway puzzle tweak
  • Whitespace - Occasional cursor turn-off fixed
  • Pause menu - Reset To Checkpoint now shows time since last checkpoint save
  • Options menu - UI sliders now have numbers on them


Somnasculpt Workshop


Changelist

  • Object upload optimization


If you experience any additional issues, or have suggestions for us, please let us know in the Discussion Forums, or feel free to contact us via email: support@pillowcastlegames.com

Thank you, and have a lovely week!

First Post-launch Update: News, bug fixes, etc

Firstly, thank you, everyone, for a remarkably smooth launch week! We spent the first half of this week looking into common issues and addressing them. Here's a quick list of stuff that's changed:

Main Game


Changelist

  • Options menu - Increased look sensitivity maximum by 2x.
  • Induction - Replaced a few missing and oddly-shaped colliders.
  • Induction - Made a cube heavier.
  • Cubism - Fix ramp collider on stairs.
  • Blackout - Added a little treat.
  • Labyrinth - Adjusted floor break collision.
  • Whitespace - Fix cursor occasionally turning off.

Challenge Mode


Changelist

  • Optical - Exit gate for 2nd challenge now registering correctly.
  • Rare issue where Developer Commentary and Challenge mode persist simultaneously. Far too exciting... Fixed!
  • Fixed bug where challenge mode sometimes thought you were still in a challenge when starting a new level.
  • Fixed speed-run timer Reset to Checkpoint bug.

Somnasculpt Workshop


We wrote up a handy guide for how to use the Workshop to import objects, and then how to bring your objects into the Main Game, like this:

Somnasculpt Workshop Guide
https://steamcommunity.com/sharedfiles/filedetails/?id=2278377908
Changelist

  • Fixed Random Soda not restoring.
  • Lighting improvements.
  • Moved private Workshop items closer together to better fit on the table.
  • Workshop button in Extras menu is prettier.
  • Make it more obvious how to put an object into the vending machine.

If you spot any additional stuff, or have suggestions for us, please let us know in the Discussion Forums, or feel free to contact us via email: support@pillowcastlegames.com

Thank you, and have a lovely weekend!

New item in the Somnasculpt Workshop

We’re having a fantastic launch day so far -- Thank you everyone for your support.

We have something to announce that’s been in the works for a while...

Valve is adding the Portal Companion Cube to the Superliminal Workshop, so you can download and play around with it in the game.



Check it out now: Portal Companion Cube

Go to Extra Modes > Somnasculpt Workshop (beta) to check it out!

Somnasculpt Workshop How-To Guide





Along with that, here's a guide on how to import your own 3d models into the game, and how to see your subscribed items in-game:

Somnasculpt Workshop How-To Guide

Superliminal: Out Now!

It’s finally happened - Superliminal is available on Steam today. We did it. We really did it. Did we? We hope we did. We are beyond excited to bring so many brand-new features and improvements to the game, and we really hope you’ll enjoy them as much as we enjoyed making them.

Superliminal is 20% off for launch week, and is also available at a further discount, bundled with the game’s double-album soundtrack.

[previewyoutube="BTdls2PySC0;full"]The trailer[/previewyoutube]

What’s new?



  • Developer Commentary
  • Challenge Mode
  • SomnaSculpt Workshop (Beta)
  • Mac and Linux versions
  • Double-Disc album Soundtrack


https://store.steampowered.com/app/1049410/Superliminal/

If you encounter any issues, please post on our Steam Forums, where we’ll be tracking bugs and doing our best to issue fixes as soon as we’re able.


Developer Commentary


We recorded a full and extensive developer commentary that takes you behind the scenes of the game to learn a little more about the game and all of the people who made it. You can play through the game from start to finish, listening along, or just take it a level at a time.


Challenge Mode


Inspired by watching speed-runners utterly demolish our puzzles, we added an all-new Challenge Mode that gives you a limit of grabs and jumps per puzzle. We had a lot of fun and hair-tearing putting this together, and we hope you’ll enjoy becoming an efficient Somnasculpt patient.


(Model courtesy of Poly by Google)

Somnasculpt Workshop (Beta)


This is perhaps the most ambitious of our features, and is still in development. We’re considering today’s launch of the Somnasculpt Workshop to be in beta, and it will receive updates and new features over the next while.

In this mode, you can import practically any 3D model that you like into the game, change its properties, and take it into your favorite levels and puzzles.

Keep checking back to see how the Dream Workshop grows and evolves, and eventually allows you to build dreams of your own, too.

Mac and Linux versions


Today’s launch marks the debut of our Mac OS and Linux support. If there are issues, please let us know in the forums.


Double-Album Digital Soundtrack


We’re also releasing the digital double-disc digital soundtrack of Superliminal’s beautiful cool jazz and dark electronica, composed by Matt Christensen and also features the remixes that we commissioned from 2 Mello. The soundtrack is discounted for launch week at 20%-off, and is available bundled with the base game, too.

https://store.steampowered.com/app/1440610/Superliminal_DoubleAlbum_Soundtrack/

Superliminal launches on November 5

It’s almost here! It has been a rollercoaster journey, and we are so excited to announce that Superliminal will launch Nov 5, with a whole set of new features. Watch the trailer and then read below for more info!

Watch the launch trailer


[previewyoutube="BTdls2PySC0;full"]

Launch-week discount


Superliminal will launch on Steam at $15.99, a week-long 20% discount, returning to $19.99 after that.

Mac and Linux versions


In addition to Windows, we’ll also be releasing Mac and Linux versions! We partnered with the wonderful Ethan Lee, who is an expert at supporting these platforms. He did a great job on Superliminal, too!

Steam-only Features



  • Remote Play Optimized - Play the game streamed to your TV using Steam Link.
  • Steam Achievements - Our achievements that launched alongside the console versions in July are fully integrated with Steam’s Achievement system.
  • Steam Workshop [beta] - We are working on some very experimental features for Steam Workshop. We will have more to talk about soon!


Developer Commentary




We’ve added an extensive developer commentary throughout the game, so you can learn the secrets and history behind the game’s development.


Challenge mode




The overwhelming response we received from the speed-running community to Superliminal inspired us to add a new Challenge Mode, which will score you per-level on metrics such as time to finish, grabs, and jumps.

Anything else?


If you already purchased Superliminal on other PC platforms, you’ll receive all of these features day and date, where compatible, too.

There’s some other really cool stuff that we’re not confident enough to announce yet. Stay tuned!

Wishlist link


If you haven’t wishlisted us yet, please click here and do that!