Instead, LIMINALITY became my environment project for Art class. All the produced renders of environments were used as part of my portfolio. I learned a lot about lighting, optimization, and level design while creating these dark locations. So, at least for now, LIMINALITY's environments will not be touched. The renders on Artstation page and in this blog post are final.
Also, I think I have to mention something about being overambitious. When our tiny team tried to take on something as grandiose as LIMINALITY we didn't expect the number of complications we faced. Combined with a nearly complete lack of experience, we got stuck quite fast. We did not know how to make things work as intended with this level of detail and realism.
So, we decided to take on something simpler - Into the Hive. One of our teammates suggested that we should take on something easier instead of trying to create LIMINALITY. Therefore, we agreed to use gameplay & level design ideas initially meant for LIMINALITY in our new project. The first working build was developed for 32BitJam in just 2 weeks.
And IT WORKED! Players liked unusual mechanics, confusing layouts, and overall tone. We gathered a lot of useful feedback from players during the jam for future developments of Into the Hive. We had a lot of changes to our team after that, but we now have 6 people who are working on Into the Hive, which is amazing.
With that in mind, Into the Hive is still not LIMINALITY. It is simpler in many ways. Also, it is completely different in many aspects. Instead of being just a quick test, ITH became something bigger and is slowly turning into real survival horror. You can follow the updates on Twitter. Or play the demo right now.













