Tape 101: Liminal Descent
Pubblicato
About the game
Un horror psicologico che discende attraverso spazi liminali plasmati secondo il modello di Kübler-Ross – le cinque fasi del lutto: negazione, rabbia, contrattazione, depressione e accettazione – dove la percezione e una macchina RC sono gli unici strumenti per afferrare la realtà
Descrizione originale su Steam
You are stranded in a place built from repetitions - beige corridors, tiled walkways, empty offices - always the same, yet never quite aligned the same way.

This is a liminal world: a realm between spaces, where reality folds in on itself and meaning starts to decay.
Humans were never meant to be here. Your only connection to the world you know is a small RC car with a camera - fragile, mechanical, and remote. It slips through vents, under doors, and into the cavities of this in-between place, fetching objects, flipping switches, and recording proof that the world still makes sense.
Scale and proportion betray logic: ceilings too low, hallways looping endlessly, rooms repeating like fragments of fading memory. The liminal space itself is the puzzle - an environment that reflects the mind, not the body.
As you move deeper, you begin to recognize that the architecture mirrors the stages of loss. The Kübler-Ross model - denial, anger, bargaining, depression, acceptance - unfolds not as emotions, but as places. Every chapter transforms grief into geography, turning each space into a physical manifestation of the human condition.
There are no entities hunting you. The threat is quieter: the slow erosion of purpose, the collapse of meaning, the possibility that understanding this place might cost you something essential.
It’s all about attention. The car is your method. The liminal is your language. Drive into the silence, read the spaces, and decide whether comprehension is a form of salvation - or another way to disappear.
Key Features:
RC car as your eyes - Scout unreachable areas, trigger mechanisms, and find the way forward.
Liminal architecture - Minimal, repetitive structures that distort perception, evoke unease, and conceal meaning.
Puzzle-first exploration - Spatial and timing-based puzzles revealed through observation rather than combat or evasion.
Stages of grief - Each chapter reflects a phase of the Kübler-Ross model, blending emotion, memory, and space.
Narrative descent - Every solved secret draws you deeper into the in-between, where reality, memory, and acceptance begin to merge.






Informazioni sulla demo e sull’uscita
I dati del controllo attuale non confermano alcuna demo. Ciò non significa che il gioco non ne abbia mai avuta una; consulta la sua pagina Steam per verificarne la disponibilità attuale.
Demo di Steam, playtest e accesso anticipato: qual è la differenza?
Informazioni e immagini: Steam · Ultima verifica UTC