- 260813 Dev. Update - 13 August 2026
I'm working on background revisions along with some demo updates. Once the complete build is ready around late September to October, I should be able to start testing and voice recording.Fixed an occasional crash.Fixed a bug related to boss cameras.Added quality-of-life features such as player visibility and ledge stopping.Fixed the early-game UX and several gameplay bugs.Thank you.
- Two months, one boss, and the work that's left - 3 July 2026
The final boss is roughly done. Two months, and it was hard.Since it's the final boss, the thought would sometimes surface — how few people will actually reach it. But then I'd remember that the people who do are exactly the ones worth making this for, and I'd put my head back down and keep going.Now I'm moving into full assembly. Replacing the placeholders with final versions, shoring up the gameplay where it needs it, finishing the story, renewing the dialogue to match, and getting the voice acting properly recorded. A lot left to do, but the end is in sight.Thank you for following along — it's what keeps this going.
- April 2026 Demo Update & Dev Progress - 28 April 2026
Demo updates and boss work are both ongoing. Demo changes below:Various boss-related bug and glitch fixesMinor early-game UX adjustmentsWall run controls revised After a long round of feedback-driven iteration on wall run, I've come almost full circle back to where I started. Tap the direction key once after touching the wall to begin running.Scan controls revised In addition to the existing Tab hold, you can now toggle scan with Caps Lock, similar to the gamepad setup.Boss work continues — one of the last two is nearly done. Below is a mood trailer. I tried something a little different with this one.Thanks.
- Final Stage Design Completed, Boss Work, etc. - 28 March 2026
The stage design for the virtual world 'Threshold' has been completed. I am working on the boss of 'Threshold', which is also the second-to-last boss. The current goal is to complete two bosses, story-related events, and basic tuning by June. In addition, the early gameplay of the demo, wall-running, and other aspects have been modified.
- Demo Update, Final Stage Progress & Gameplay Improvements - 24 February 2026
While working on the demo update, I have finally completed one of the last three final stages. My goal is to finish the remaining two stages and two bosses by June.The updates for the demo are as follows:ImprovementsEnhanced Wall Jump Controls: A special thanks once again to Nikolai Boidalo from DTF for the gameplay footage and invaluable advice.Improved Camera Collision: Refined for a smoother viewing experience.Combat Difficulty Adjustments: Balanced the overall combat difficulty and added a new enemy type that significantly replenishes accumulated attack points.Modified Scan Effects: Updated for better visual clarity.Bug FixesFixed enemy spawn bugs in the Tutorial and Area 170.Fixed various other bugs and glitches to improve stability.
- Demo V2.2 Update - 19 January 2026
The demo has been updated to version 2.2. This release significantly modifies the early game progression and partially revamps the player skill system. Additionally, multiple bug fixes and optimizations have been implemented. I have also prepared a Demo 2.2 update trailer featuring a new feel, pacing, and music.As always, thank you for your support.
- DevLog 2025 Wrap-up - 30 December 2025
I have compiled a development summary to mark the end of 2025. I am constantly gaining new insights and learning every month during this process. Development is currently a bit over two-thirds complete. My plan for next year is to conduct testing, participate in Next Fest, and release Liminal City: Axiom of Maria. I am also preparing a major demo update for January. Thank you for your continued interest and I wish everyone a Happy New Year.
- Devlog Nov. 2025: New Enemy, Sea Tram, and Lotus One - 23 November 2025
I'm continuing to polish the demo while working on the next stages. Please check the video. Thanks as always.
- Demo V2.0 Trailer - 20 October 2025
Since the demo launch in April, I've been continuously improving the game based on your feedback. Here's a new trailer featuring the updated build.I'm currently working on the second stage, the threshold, and aiming for Next Fest 2026 and Early Access release.
- Demo Major Update - UI Renewal and Many Improvements - 17 August 2025
There have been countless fixes since the demo release, and this time I’ve made another major round of updates.I ran an event where players could get a key by sharing gameplay footage, and many people joined in. Among them, Lori completely redesigned the UI, which turned out so much better than the original that I rebuilt everything over three weeks. Lori also kept giving feedback during the process. I’ve already thanked him several times, but I’d like to take this chance to thank him again.Thanks to all the feedback, I was able to fix many unexpected bugs and improve the flow of progression. Especially in the early game, a lot has changed to account for playstyles I hadn’t anticipated.I also moved the boss hall further back, replacing the old spot with a new hall focused on story content and wall jump practice. The wall jump itself has been greatly improved as well.It’s the first time…
- June 2025 Demo Update - 4 July 2025
Voiceover for DialogueFull voiceover for all in-game dialogueEarly story delivers more details naturallyAI voice for now, proper recording plannedTutorial UpdateActive Imagination plus in-game tutorial flowRelated bug fixesBoss Fight UpdateBoss camera adjustments for better viewVisual clarity and FX improvementsNew telegraph before triple shotController ImprovementsCombat camera triggers only on attack with gamepadMinor glitches fixed
- May 2025 Demo Update and Development Progress - 5 June 2025
Demo UpdateI’ve been updating the demo, alongside ongoing work on the next stage of the main game. Below are the contents of the May demo update.Early Game Improvements Dialogue amount adjustments, event fixes Added dialogue speed control feature Other glitch and lighting fixesAccumulative Attack Improvements Improved accumulative attack tutorial Minor system adjustmentsMiscellaneous Negredo Gate event Boss battle improvements World map UI, and other UI fixes Turkish language added: Total 12 languages supportedNext Stage in Development: ThresholdThreshold, currently in development and not included in the demo, is a cache-like space between reality and Beyond—the virtual world where the dead are backed up. Unlike Beyond, Threshold doesn’t mimic reality precisely. It often breaks physical laws and serves as a transitional system zone.If you’d like to follow behind-the-scenes updates on Li…
- Turkish Language Support Added - 6 May 2025
Turkish has been added to the list of supported language options. The game now offers a total of 12 language options: Korean, English, Simplified Chinese, Traditional Chinese, Japanese, Spanish, Latin American Spanish, Russian, French, German, Brazilian Portuguese, and Turkish.
- Demo Major Update – New Trailer Out - 4 May 2025
Since the demo launch on April 1st, I've made major changes based on community feedback. Here's what’s new: Unlocked Traversal Freedom Acrobatic movement is now available much earlier, with location restrictions removed entirely. This opens up the world after the initial tutorial, giving players more freedom to explore and experiment with movement-based mechanics. Quest progression was also adjusted to allow for more open-ended exploration, and several areas were reworked to support freer traversal. Lightweight Dialogue System You no longer need to open the dialogue window every time—conversations now appear as compact messages on the right side of the screen. Keyboard users can adjust the display speed of these messages on the fly, and all players can do so via Settings > Game Settings > Dialog Display Speed. Boss Fight Improvements I've addressed frustrating elements in the boss fight…