Reviews from

in the past


mto foda, não entendi nada

This really was a fun game. Very good gameplay and mechanics, I didn't find the game hard except in the end levels, especially the apple and doors part... lol
But yeah, I liked this game a lot, I would replay it again

It was a fun, if somewhat underwhelming experience. There were many times that the game would do something unexpected that would surprise me, or get a laugh or two. However, the gameplay feels pretty underutilized for such a good concept. Many times the puzzles would be very confusing or poorly telegraphed, with solutions that don't feel particularly satisfying to solve. Plus, many of the solutions feel very samey. Game's still cool, but I'd recommend getting it on sale or with gamepass. The price is a bit steep for the length and gameplay you're getting out of it.

Not much to say really. This is a really great physics based puzzle game. Not too long, Not too frustrating, but also Not too easy.

This is the perfect puzzle game for nerds like me. Get it and play it asap.


Digged the perspective-changing gameplay. Setting reminded me a little of the Stanley Parable.

I really liked the series of puzzles, and the ways all of the different mind-bending mechanics interacted with one another in fun ways.

What I liked less was the attempt to make this a Portal-type story, and I found the voiced dialogue pretty overwrought and annoying. I think this game could easily exist and be as good without the narrative stuff it was trying to do.

really cool puzzles and atmosphere but i wasn't into the story at all. the ending felt very cheap, which is a very unpopular opinion i know. not going to be a long review since i feel so dizzy and nauseous right now lol

ah but i'd like to add while usually my least favorite parts in games are the scary parts since it's really hard for me to play through them, i really loved it in this game and thought it was genius how they designed that level in such a way that our brains did the rest of the job. i loved the `die die die - diet soda`

Eu adorei a proposta desse jogo, é diferente de tudo que já joguei.

A perspective puzzler that lasts a bit too long.

This is a decent puzzle game. At first the puzzles are a lot of fun. But the gimmick sure does get old. At a certain point you are just doing the same thing over and over.

The story is fine. I don't remember it being especially great. It was fine for what the game is.

The puzzles are not too bad bad. Most of them are pretty clear. A few are too cryptic though.

The controls are...serviceable. It can get kind of annoying trying to make items larger or smaller. Trying to get the exact size you need can cause tedium. And that is the major problem. The tedium leads to the gimmick lasting too long. Too repetitive. Makes you want the game to end about an hour before it actually does.

Still a good game. Great to play once.

So I played through this delightful game with a friend and neither of us found a single collectible until the final level. I didn't know there even were any! Neither did she! I have extreme disdain for video games with voice-over work playing over and separated from gameplay, but there was something surreal about an Irish man chiding me to "think outside the box" when I only realized too late how little I had been giving Superliminal credit.

I watched a guide to see what all I had missed, and some of the gymnastics Superliminal expects you to pull to find its objectively useless trinkets are downright devilish. To find everything requires paying incredible attention, but in a fair way, as the game only provides as many objects to interact with as are absolutely necessary to exploit the subtlest of environmental tells.

I'm torn on how this affects my feelings of the game. I enjoyed my time with the base puzzles that were required for completion. I giggled when clicking the "Mini Soda" button on a vending machine gave me a phone-sized vending machine. I was completely satisfied and ready to move on after its run time.

However, there was also far more depth than I expected. The restraint to not tutorialize even one of the three different types of collections I could have been on the look-out for surprised me. Watching video of those secret puzzles, born out of a spirit to encourage breaking the game to its theoretical conclusions, made me feel like a basic bitch for often literally walking right by them.

I am torn because I feel like I was robbed of my curiosity. What the game told me to do was so straightforward. What the game had the possibility of allowing me to do was often complex and indirect.

On the one hand, I respect this game's approach to collectibles more than most. Each and every one required me to interact with the game's central mechanics in new and clever ways. If anything, Superliminal made me respect that some truly fun and clever people worked on this project. However, their ingenuity doesn't feel like it was properly managed to curate an experience conducive to what they imagined. With all the myriad game experiences out there I will never get to play, it feels irresponsible for Superliminal to expect me to love it so much to want to tear it to shreds. Maybe I've been burnt on bad experiences in the genre.

2.5 stars at C+ / B- rank. I'm frustrated because I can imagine alternate timelines where some slight mishap caused me to rethink "oh, is this kind of thing possible?", and maybe I had a blast playing it a very different kind of way. But that's all hypothetical. Still an easy game to recommend for a casual afternoon, but unless you're a specific kind of person, watching a 100% walkthrough will probably be as good a use of your time than trying to do so yourself.

ENG: Innovative puzzles accompanied by a simple but beautiful message.

ESP: Innovadores puzzles acompañados de un simple pero lindo mensaje.

such a beautiful and mind bending puzzle experience. great music, design, and sound. yes please

Bom jogo, tem umas sacadas muito boas e te fazer ver as coisas de outras perspectiva. Terminou quando os quebra cabeças começaram a ficar cansados. Ele tem umas mudanças de perspectivas muito incríveis e muito suaves.

Tem alguns quebra cabeças que engasguei pela resolução precisar ser de um ângulo muito especifico, se fosse de outro ficava trancado. Também achei os quebra cabeças do final um tanto abstratos demais e eles vem logo quando o jogo começa a ficar cansado.

A lot of puzzle games run the risk of overstaying their welcome. I usually praise games in this genre if they know to end right before things get tedious.

Superliminal is weird in that it does go on a little too long, but honestly the first 2/3 is so engaging and interesting that I almost forgive it.

I do understand the later levels still fit within the theme of “perspective” but I think allowing the player to directly interact with the world is much more effective than just walking until something happens.

Overall this game is still pretty good, I definitely recommend it for a single playthrough.

Hello, my name is Dr. Glenn Pierce.

Superliminal is a game that's very dear to me, possibly my favorite puzzle game ever. I love almost everything about it, so much that I've gone out of my way to see just about everything the game has to offer. I found it a very worthwhile experience. I would easily recommend it to anybody.

The game is a feast for the eyes and ears. Almost every level in the game (I'm looking at you, Blackout.) has this unique style that uses these soft, pastel colors that easily contrasts with the dull, dimly lit back hallways of the dreams you explore and pairs with the wonderful piano music to create a calming vibe that lets you concentrate on solving puzzles. It's also funny as hell. Despite only having one actual person completely off screen and one computer voice, Superliminal has a lot of jokes that, along with some of the absolute mindfucks that the puzzles give you, will at the very least get a little smirk or nose exhale out of anybody. Let me tell you, that guy really is named Dr. Glenn Pierce.

The puzzles are amazing too. The gist of the game is that objects are resized to how large they appear to be based on how close they are when you pick them up. Basically, imagine if you didn't have depth perception and you picked something up, turned around, set it down, and suddenly it reached the ceiling or was as small as a fly. Not only will they require you to challenge how you approach puzzle solving as a whole, but there's plenty of little changes to the world around you and tons of visual gags that make great use of the central mechanic. On top of all that, there are tons of little secrets and collectibles that can easily warrant multiple trips through this therapeutic wonderland.

Despite being only an hour long, the game is packed full of meaning. Through the main mechanic that leaves you forgetting there were limits to your thinking, the reoccurring motif of chess, a game that requires you to consider every possible move and rewards unconventional ways of thinking, the many mindfucks the game will throw at you, the contrast between the warm and fuzzy puzzle rooms and the dim service hallways with nothing to pick up or do and the dichotomy between the hopeful Dr. Glenn Pierce and pessimistic, strict robotic voice, the game effortlessly and flawlessly delivers the main message it likes to scrawl all across the levels.

Perception is reality.

This game tries to be the next Portal, and it succeeds in turning player perception on its head and forcing players to imagine out-of-the-box solutions to the puzzles presented, but it ultimately falls short by leaving players with nothing to do during every one of its complex puzzles. The worst parts of Portal are when you have your portal gun, you shoot a wall, and you discover that that particular wall is not able to produce a portal. The entirety of Superliminal feels like these few moments in Portal—your main action other than walking and seeing is to be able to pick up and move objects, playing with scale the entire time… Unfortunately, you are only able to pick up one or two objects per puzzle, making it very clear which pieces you are supposed to use to solve the puzzle, and then making the “challenge” just manipulating the objects in janky ways through 3D space. My advice? Just go replay portal; however, if you decide to play Superliminal, then pay close attention to some of the best puzzles that play with light and room transitions in truly clever and innovative ways.

Probably the most unique take on the "don't worry folks, this isn't just Portal again, I promise" genre. The puzzles you'll find here are truly something that you won't find anywhere else because of the base theme of playing with perspective. Not only are there perspective puzzles utilizing the size-change mechanic but there are also simple tricks of perspective like a moment where you walk into a completely dark room and after you feel like you aren't making progress, you turn around, only to discover an arrow illuminated by the light of the area you came from, pointing to a ladder.

I enjoyed it a lot for a while but then just got bored of it. No fault of the game though, I just have a very hard time finishing puzzle games.

Played on Gamepass

Some fairly neat puzzles but I don't think it really went far enough with some of the ideas.

I'm possibly also a bit down on it as I wanted to replay with the developer commentary (more of this sort of thing in games please!) after finishing but the game didn't seem to recognise I'd completed it and when it returned to the menu after the credits I could only restart from chapter 3.

Jogo bem interessante para quebrar a cabeça e sentir umas tonturas.

Uma viagem no ácido, tem puzzles interessantes. Mas, chega num ponto que você se obriga a buscar um detonado por você começa a cansar.

Me when the Stanley Parable and Portal: :-O
The first part of the game is almost flawless with great puzzles and flow to it. Perhaps, they were too easy to solve but I didn't mind it. The second half is what kinda ruined the experience for me. The logic of puzzles suddenly lost its integrity and instead of actually keeping this natural flow, the developers decided to throw in a couple of puzzles, in which their solution was almost random. This is where the game started to get boring for me. In the final part of the game, I was just walking mostly solving unimaginative puzzles while the game was trying to compensate it with its visuals. I barely cared about the message tbh, mainly because it is in itself not the most original one, and the delivery struggled because of the conflict between game design and gameplay.
I believe this game and its concept had tremendous potential, but just tripped over the pretentious narrative.
Grade: 6/10

Superliminal offers some technical clever puzzle solving that only ever gets cuter as things progress, but while there’s nothing exceptionally off-putting about the game, it seems sort of a waste that half of the included puzzles are merely about constructing increasingly annoying staircases.

While the presentation style of Superliminal is pretty derivative of genre contemporaries, the atmosphere is nice, and the runtime is brisk enough that no part outstays it’s welcome here.

Wasnt feeling much for the first 2/3 of the game but the ending was suprisingly sweet and tied nicely to the gameplay. The puzzles were really simple but it didnt take away from how fun it was seeing all the mind bending illusions.

this came out in late 2019 and it really feels like a summation of an entire decade of gimmicky indie “one clever mechanic” (which i also call "1cm") puzzle design of the 2010’s to me. i almost imagine this game as being a statement about that type of game in general, in some form. but perhaps that’s me imposing my own reading onto it. more recently in this genre we got Viewfinder. Superliminal is snappier and more innovative than Viewfinder. it’s more The Stanley Parable/30 Flights of Loving than a game with discrete puzzles like Viewfinder - there are bunch of different simple scenario designs that are run through at a rapid pace, and the boundaries between them are basically nonexistent. the puzzle design gimmicks go further than something like Stanley Parable also - there’s a real focus on constant mind bending moments. and that’s legitimately cool! …at least for awhile.

because it’s a constantly shifting reality, there is seemingly never any interest in making the place you’re in feel real and tangible. once you’re used to these kinds of design tropes being used over and over, they fail to really move you anymore. and the writing never really approaches being coherent or contextualizing anything you’re doing in an interesting way - because the game seemingly has no interest in that. it’s a tech demo designed to be “mind bending” and push buttons, and it does succeed at that - but it’s underwhelming if you were expecting any more from that. even like Portal or The Stanley Parable, which are pretty one-note in many ways, at least have concepts in the fiction that are more immediately graspable and relatable. a lot more tools in the toolbox were used to make Superliminal than those games - and they’re cool tools! it’s the kind of stuff the Doom wad “ALT” or some other weirder Doom levels (like “Myhouse” for that matter) do that i like, but in a hyper-concentrated form. there’s a lot to be gained from that. but it’s not really clear for what purpose they’re being used. it feels directionless. at the end of the day you're wandering a bunch of nondescript rooms and hallways that are kind of hard to pretend are anything but something there to set up the puzzles.

here’s something about this particular approach to game design - like you’re Jules Verne unraveling the mysteries of the deep, or Werner Herzog filming in the jungle. approaching game design like it’s a kind of science, something inherent to the nature of being that you’re unraveling through your curiosity. it’s something that i find both admirable and completely delusional and un-self-aware. it’s a kind of macho attitude, but for a certain type of insulated programmer nerd. games like this offered a promise of a glimpse into something deeper, but rarely surpassed going beyond “huh, that was cool i suppose” because it was coming from people who worship the idea of technological exceptionalism and were thus uninterested in contextualizing it in larger art history. the insights to be gleaned were all very polished gimmicks rubbing up against each other in a consumer-friendly package intent on planting the seed of Deep Game Design in the minds of players - because that, in itself, was somehow powerful. Videogames Matter, folks. Videogames Can Do Things! videogames are technology, and all problems with technology can be eventually brained to death.

perhaps this approach works in some ways - Braid got me back into following games, after all. but if it does it’s less so because of the end result, but merely because they’re at least attempting to be something different than a majority of games… and that at least makes them stand out from other things.

but yeah - in that way i think Superliminal really embodies a lot of design trends of that era, many of which were on their way out by the time it came out. like i said it’s more expressive and innovative than Viewfinder - but i’ll also give that game credit, i feel like that one least it was trying to say something larger with the story that this doesn’t. even if it was clumsy. i’m not sure what Superliminal has to say about anything beyond “look at what we can do”. and that’s a real bummer, because in isolation - completely removed from the context (or lack thereof) of the game, i liked a lot of things about Superliminal.

but speaking of “My House” - i feel like that takes very similar ideas and actually does the whole thing much better, because there’s a really strong sense of angst and pathos there that never is remotely in this game. that’s perhaps the direction i can imagine more of these games taking in the future - the sort of hauntology angle vs. the “i’m a great scientist unraveling the secrets of the universe” one.

i. i had to stop because this game gave me awful motion sickness but what i saw was cool :)


Um dos jogos mais criativos que eu já joguei.

A gameficação de um sonho.

Superliminal is a title i read much about before it launched, i remember its groundbreaking design being a topic of much discussion, speculation and the like, with the primary function of its custom built engine to facilitate this rather intriguing gimmick but like,,,,, this is it? Superliminal functions best at the points where its deeply reliant on its primary draw- the play with space, but it often simply doesn't use this device enough, theres a lack of willingness to diverge from indie puzzle tropes and embrace the uniqueness of the concept- i wanted portal 2 and i got a barebones edition of portal 1, the whole grandstanding arc of control over this presented reality really doesnt hit hard when control is this limited or underwhelming, a cheap trick

To be frank, from the premise of playing with perspectives, I was expecting to be engaged by a fairly demanding puzzle game. Instead I was charmed by a relaxed, at times somber, atmosphere. Coupled with a well-performed, smart although slim script, it made this game effectively therapeutic.

I don't usually have that childlike wonder that I did playing games anymore. I think everyone loses that as they get older as well as nowadays it's blocked by the fact that under the hood I know everything in the game is within the bounds of what the developers have coded. This games atmosphere, story, and gameplay gets rid of all those boundaries. It convinces you anything is possible. The narrators continuously try to take control of your situation and you take it back every time by breaking the rules and making your own path. It lets you fully tap into that childlike imagination and it makes for an experience that everyone should have.