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Arcade › Liminal Descent
Descend through shifting Backrooms levels with distinct textures, layouts, and exits. Map grey unexplored corridors, dodge level-specific entities, collect items, and keep a journal as each revisit preserves what you found.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maxwell Zertuche built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Liminal Descent yet. Play it, then tell Maxwell Zertuche what you would add next.
Liminal Descent was built by Maxwell Zertuche with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Liminal Descent opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a top-down 2D survival horror exploration game set in the Backrooms liminal spaces aesthetic. **Camera & Perspective:** Fixed top-down orthogonal view with the player centered on screen. The world is built from a 32-pixel tile grid (82x82 tiles). Dark ambient lighting with 96% darkness overlay except where the flashlight reveals the world. **Player Avatar:** Small black circle representing the player character, visible in the center of the screen. **Core Mechanic:** Exploration and survival through procedurally generated Backrooms levels. The player must navigate maze-like environments, avoid hostile entities, collect items, and find exits to progress deeper through numbered levels (Level 0 "The Lobby" through Level 55+). Each level has distinct color palettes, textures, and procedural layout rules. **Flashlight System:** A large cone-shaped flashlight emanates from the player, aimed with the mouse cursor. The light cone uses raycasting and does NOT pass through walls - it stops at wall boundaries. Where light rays hit walls, they create bright impact highlights at the collision points. This creates a realistic lighting effect where only line-of-sight areas are illuminated. The cone extends approximately 300-400 pixels from the player. **Controls:** WASD or arrow keys to move the player in 8 directions at moderate speed. Press J or click the JOURNAL button to open a journal modal showing visited levels and discoveries. Mobile support with virtual joystick on the left side. **Level Generation:** Each level uses procedural generation with level-specific parameters: - Level 0 "The Lobby": Yellow wallpaper aesthetic with office maze layouts, narrow corridors, small rooms (4-9 tiles), fluorescent lighting feel - Level 1: Concrete warehouse with large loading bays and metal textures - Level 2: Tight maintenance pipe tunnels with rust and heat - Level 3: Electrical station with cable bundles and flooded floors - Level 4: Abandoned office with cubicles and glass dividers - Level 5: Terror Hotel with velvet carpets and dark academia corridors - Level 6: Total darkness level - Level 7: Dark ocean with concrete ceiling - And continuing through 55+ unique levels with themes like caves, suburbs, wheat fields, cities, malls, sewers, airports, poolrooms (white ceramic tiles), enchanted forests, arcades, roller rinks, and more Each level's map persists when revisited during a run (resets between game starts). Layouts include weighted parameters for: emptiness, hallway density, room count/scale, openness, loopiness, corridor width, blockers (furniture/obstacles), hazards, and dead ends. Texture families include wallpaper, concrete, pipes, cables, office, hotel, water, cave, suburb, wheat, city, matrix, apartment, paradise, rainforest, moon, arcade, and more with visible line patterns and motifs. **On-Screen HUD:** - Top-left: "HP" label with horizontal gradient health bar (green to yellow to red) showing current health out of 100 - Top-center: Large text displaying current level name in all caps (e.g. "LEVEL 0 — THE LOBBY") - Top-right: "ITEMS 0" counter showing collected items - Bottom-right: "JOURNAL" button - Bottom-center: Instructions text "WASD to move · Find exits · Avoid entities" - When near an exit: Display proximity message showing distance and direction (e.g. "SIGNAL: 35m NE · EXIT TO LEVEL 5") **Obstacles & Hazards:** - Walls: Dark textured barriers with level-specific patterns (vertical lines for wallpaper, pipes, cables, grid patterns, etc.). Walls are significantly darker than floors but still visible with texture details - Floors: Lighter colored walkable areas with subtle texture variations and grid lines - Exits: Dark portal tiles with glowing accent-colored borders (pulsing animation), leading to specific destination levels - Hazards: Electrical arc tiles that damage on contact - Void: Black impassable areas at map edges **Entities:** Level-specific hostile creatures that patrol and chase the player: - Different entity types per level with unique behaviors: hunters, blinkers, sprinters, sentinels, aquatic enemies, ambushers, stalkers, lure entities, zigzag arcade threats - Rendered as translucent colored circles with accent color glows - Entity colors vary: red/pink for hunters, white for smilers, yellow for watchers, blue for aquatic, green for garden creatures, etc. - Behaviors include: patrol at slow speed, detect player within radius (6-14 tiles), chase at faster speed (1.5-3.7x patrol), contact causes 9-24 damage - Some entities blink/teleport, some sprint, some are stationary sentinels, some zigzag erratically **Items:** Collectible pickups (Almond Water, bandages, supplies) that restore health and increment the item counter. Rendered as small glowing circles on floor tiles. **Journal System:** Modal overlay showing: - List of visited levels with titles - Brief lore descriptions for each level - Discoveries recorded (items collected, exits used) **Death Screen:** When health reaches zero, show modal with summary: - Levels visited - Items collected - Distance walked - Last known level - Cause of death **Persistence:** During a single playthrough, revisiting levels loads the same generated map layout with items and entities that were previously there. A per-run seed ensures different layouts each new game. **Art Style:** Dark liminal horror aesthetic with corrupted OS panel look. Monospace font. Scanlines subtle effect. Rich sickly yellows for Level 0. Each level has unique color palette with wall/floor/accent colors. Walls use darker versions of the base palette colors (30-42% brightness). Floors are lighter and more saturated. Glitching visual elements. Fluorescent hum and carpet footstep sounds implied. Dark academia meets Backrooms creepypasta aesthetic with procedural texture patterns rendered through line work, rectangles, arcs, and motifs that reflect each level's theme (pipes, cables, tiles, grids, organic shapes, etc.).