A first-person horror game where the thing hunts by sound, not by sight. You broke into an abandoned mansion — and the door locked behind you. The hallway past the foyer was six meters long, and you have been walking it for twenty minutes. Something else is here. It cannot see you. It can hear you.
In LIMINAL HEIST every action has a price in decibels. A crouched step is almost nothing. A run is a scream through the whole house. A bumped chair, a jar knocked off a shelf, a shattered bottle — the thing hears it all, and every wall between you muffles sound by more than half. Making noise two rooms away is nearly safe. Sprinting down a straight corridor is suicide.
Your goal: find 3 blueprint sheets and 5 teleporter parts, carry them to the pad in the great hall, and power it up. During activation you must not step out of the circle — or the field collapses.
The house is generated anew every run and deliberately confuses you with repeating rooms. A spray can is the only way to know whether you have been here before: paint anything on the walls, freehand, exactly as your hand moves. Glow sticks mark dead ends with light. Sound traps, assembled from an alarm clock, a spring and a wire, go off after 18 seconds and drag the thing to the far end of the house. Closets can hide you — if you hold your breath.
And when hiding is no longer an option, there is the flashlight: blind the thing the moment it howls. Somewhere in the house lies a shotgun. Two shells. No more.
KEY FEATURES:
IT HUNTS BY SOUND. An honest sound model: per-action loudness, muffling through walls, and an AI that walks toward noise, not silhouettes;
SOUND IS YOUR CURRENCY. Sneak, walk, sprint, drop things — every rustle is part of your survival budget;
SURVIVAL TOOLS: a spray can with true freehand wall painting, glow-stick markers, craftable sound traps, closets with breath-holding;
FLASHLIGHT AND A SHOTGUN. Blind the thing mid-howl — or spend the only two shells you will ever get;
SILENCE IS A CHOICE. Pick up any object and either hurl it — loud enough for the whole house — or set it down quietly, for almost nothing;
DOORS THAT MATTER. A shut door muffles sound almost like a wall, so close them behind you. The creature does not open doors — it smashes them off their hinges, and the wreckage shows you where it has been;
A DIFFERENT HOUSE EVERY RUN. Deterministic seed-based generation: type a word, get the same mansion. One seed = one floor plan;
NO THIRD-PARTY ENGINE. Pure WebGL2: every texture, every piece of furniture and every frame is generated by code at launch;
5 STEAM ACHIEVEMENTS;
TWO LANGUAGES: Russian and English.
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