by Nova Apr 18,2025
Superliminal is a captivating journey into a dreamlike world where perspective shapes reality and puzzle-solving prowess is put to the test. If you're finding the game challenging or stuck on a specific puzzle, our comprehensive Superliminal walkthrough is here to guide you through each twist and turn.
Before diving into our detailed Superliminal walkthrough, let's cover the essentials. Firstly, there's no risk of death; even if you drop a colossal block on yourself, it'll bounce off harmlessly since you're navigating a dream world.
Secondly, utilize the practice room to familiarize yourself with the game mechanics. Experiment by picking up objects and observing how their size changes based on your perspective. Drop an object near the floor or a wall to make it smaller, or release it when looking further away to make it larger. This technique can be repeated to adjust the size of objects significantly.
Here's an example: Pick up a pawn from the desk, walk across the room, and hold it over the desk. It will appear as large as the lamp. Release it, and it will indeed become as large as the lamp. As the note in the practice room suggests, perception is key. You'll also discover that aligning objects in your view can cause them to materialize.
It may take some practice, but soon, these mechanics will become second nature. Now, let's explore our Superliminal walkthrough, covering all nine levels.
This level introduces you to the fundamental mechanics of navigating Superliminal.
Choose to sign the contract, then proceed down the corridor to the next room.
Experiment with the pawns and other items on the table, then move through the door. You'll encounter a giant chess piece blocking your path. Lift it, look at the floor, and drop it to shrink it. Jump over the now-smaller box and continue to the next area.
The exit door is in the far right corner, hidden behind two stacked blocks. Lift the top block and drop it near the floor to reduce its size. Use the fallen chess piece as a stepping stone to reach the top of the smaller block and exit through the door.
You'll encounter your first object-blocking door. You can pass through these if you're not carrying anything, but an object will block your way.
You need to place an object on the button to keep the door open, similar to Portal. You can't run fast enough to make it through before it closes. Stand to the right of the button to see through the door when it opens. Place the cube on the button (size doesn't matter) and proceed through the door.
Look back into the previous room, pick up the cube, and gaze at the ceiling in the current room. Drop and pick up the cube repeatedly until it's large enough to serve as a step to the door in the corner. Climb onto it and move through the door to the next room.
### Puzzle 6
Peek through the left window and pick up the pawn chess piece. Then, look through the right window and place the piece on the button. Use the piece's shadow to align it accurately. Exit through the door.
This puzzle introduces object rotation, limited to one plane. Pick up the cheese and use the look-up-and-drop method to enlarge it enough to act as a ramp to the doorway.
Lift the massive block and hold it against a wall, then release it to shrink it. Repeat this process until it's small enough to place on the button to the right of the door.
Grab the massive block from the left and drop it near the bottom of the wall to make it smaller. Look through the broken window and place the now-tiny block on the visible button beyond. Alternatively, you can drop it on the slope to get it through the window.
Your goal is to get the block over the top of the wall into the next room. Some rooms in Superliminal have walls that don't reach the ceiling. Stand in the back left corner, lift the block until it clears the wall (watch for shadows), then release it to fall into the other room. Place it on the button and exit through the door.
### Puzzle 11
Pick up the exit sign and repeatedly drop it from the ceiling until it's enormous. Rotate it to touch both buttons simultaneously, then release it and exit.
Ignore the button as there's a brick wall behind the door. Instead, peek through the crack in the left wall panels and take the cheese wedge. Enlarge and rotate it so the point pushes against the slightly inward-leaning wall panel on the right. Release it to knock down the panels, then climb over and proceed to complete the level.
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Assuming you're now comfortable with resizing objects, we'll focus on navigating this level.
Continue through the hotel until you reach the fire exit door. Move it aside and keep going. When you see a nighttime painting on your left, approach it to go upstairs. In the large room, remove an exit sign from the wall and enlarge it to climb over the far wall. Use the boxes to reach the door.
Enter the room on your right and stand near the fold-out tables and projector. Align the cube-painted items to form a perfect cube, which will then appear. Enlarge the checkered cube to stand on it and reach the corridor exit.
### Puzzle 3
Another cube puzzle. Stand behind the table marked with an X, look at the flowers, and walk backward until they align. From the opposite side, align the flowers on the new table with the flower hole in the checkered cube to obtain it. Rotate the cube to reveal stairs, then enlarge it to reach the high door in the corridor.
Bring the cube stairs with you and use them to reach the ledge on the left of the large room. Align the missing part of the fire exit door with a pillar to make it real. Without moving, click on it to 'open' it, then exit through the new doorway.
Climb the stairs to the room with spilled paint. Align the cube on the ceiling, then pick it up and enlarge it to access the upper level and yellow gantry. On the gantry, align the green pipe with the stain to create a chess piece. Pick it up and exit through the hole it creates.
### Puzzle 6
Back in the hotel, look through the far skylight and pick up the Moon. Notice the tiny door on it; enlarge and rotate it until it's large enough to walk through. Enter the elevator to complete the level.
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Prepare to navigate an art gallery filled with dice.
### Puzzle 1
Upon reaching the gallery, enter the Curator's Room on the right and grab a die. Enlarge it to reach the ledge and enter the next room, bringing the die with you.
Enlarge the die to reach the exit, then take the smaller die from the alcove and use it as a stepping stone onto the larger die. Proceed through the high door.
A straightforward puzzle: Pick up the new die on the floor, then jump down the hole it creates, grab the air vent beneath the floor, and continue.
Use the die as steps to proceed forward.
### Puzzle 5
Upon entering, you'll see three dice attached to the floor. Slide the middle die into the floor, then pull the left die all the way to the right. Jump onto it and reach the ledge.
The dice will collapse, but pick up any side and use it to create a ramp to reach the ledge and exit the door.
Position the die near the ledge. It will explode, but if you're lucky, it will form steps. If not, pick up any piece, enlarge it, and place it on top of other chunks to ascend to the ledge.
Pick up the die face opposite the stairs, move it aside, and enter the cube. Shortly after, proceed to the elevator to complete the level.
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While there's no actual danger here, you might experience some suspense. Walk a bit before encountering your first puzzle.
The door ahead leads to a dead end. Instead, walk to the right side of the room through the darkness to find an exit at the back.
Further on, you'll face a room where walking forward drops you into a red pit. Stay close to the pit and look at the ground. Follow the small, winding platform to the left across the pit, keeping your eyes on the floor, to reach the next area.
When the door slams shut behind you, turn around and walk backward into the darkness. You'll see an arrow pointing to silhouetted stairs. Ascend them.
In the red room, it seems planks block your way. Look through them and take the exit sign. Enlarge it and go back through the door with the plastic strips. Turn right, use the exit sign to light your way past the boxes, then drop it before going through the door.
### Puzzle 5
In the storeroom, you can't take the red exit sign with you due to the object-blocking door. Enlarge it to illuminate the storeroom through the glass window. Now, enter and climb the boxes to the high exit.
Finally, reach the IDEA generator, activate it, and proceed straight ahead to the elevator to complete the level.
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This level introduces object cloning. After discarding the initial green fire door, you'll encounter the first puzzle.
There's a green button but no obvious objects to pick up; the dice and chess piece are fixed. Go back, grab the door you removed, and place it on the button.
### Puzzle 2
In the Y-shaped corridor with fire doors at each end, clicking them spawns smaller doors, creating a cycle. Go to the right of the doors and keep clicking to form a staircase of doors. Climb them to get over the wall and land behind the door.
Clicking the clock spawns duplicates. Enlarge some of these to create a staircase. Use your device's button to remove unwanted copies.
As shown above, stack the clocks to form a staircase. Use your device's button to remove unwanted copies.
An apple on the button keeps the door locked, and clicking it spawns more apples. Stand close, clone it, look at the ceiling, and release it to drop a large apple that will knock the smaller one off. If you miss, use your device's button to try again.
Your goal is to get an apple onto the green button on the stairs. Since you can't carry the clones, climb the stairs, stand behind the button, and look down at the apple so the bottom half is hidden. Click to clone an apple onto the button.
Stand at the room's entrance and keep cloning the SomnaSculpt sign until you have enough to climb and jump up. Reach the top level and jump down the hole beneath the door. Continue through linear corridors to the elevator and end the level.
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Instead of the usual path, enter the Relaxation Room. Navigate through the movie theater, turn right at Suite G, and go through the office area and object-blocking door.
Pick up the dollhouse, look at the ceiling, and enlarge it until the window is above your head and the doorway is large enough to enter. Go inside, through the door ahead, and jump onto the suitcases and table to reach the other door.
Reach a room with a door atop a Jenga-like pile. Enlarge the small fan and place it to blow the blocks down, freeing the door. Go through it.
Click the second window from the left, enlarge it, and walk through when it's large enough.
Enlarge the inflatable castle until you can walk through the door. Looking through the vent fan, place the castle on the top diving board to balance it. Go back through the door to reach the top diving board, then proceed through the door in front. If it's too small, go back and enlarge the castle further.
As shown above, balance the inflatable castle on the diving board to reach the door.
You'll see two doors leading to each other and a high door on the wall. Position the larger door near the upper door, facing it, and covering its bottom quarter. There should be enough space to shimmy through and enter. Resize if necessary.
Position the smaller door on top of the first, as shown above. Squeeze through and enter the keyhole.
Instead of returning to normal size, grab the cardboard dollhouse from the chair and resize it on the ledge to enter. Proceed to the elevator to complete the level.
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Begin by exiting the bedroom into the backrooms. Keep walking during the emergency protocol announcement, then return to the bedroom.
Deal with the alarm clock loop by walking until it beeps, returning you to the bedroom multiple times. Continue until the screen goes black and gravity shifts. Drop through the doorway into the catering area.
Back in the bedroom, click the alarm and then the blue sky painting on the wall. Take it to the end of the blank hallway and place it where a door would be. Walk into the painting (jump over the frame if needed) and sidestep left to continue. You'll end up in a red hall where gravity pins you against the wall.
Click the grey door to the right to reveal the exit and make the door drop. Lift the fallen door to find a hole beneath it. Jump down and continue to an orange hall.
In the orange hall, back up to align the painted block, then fall down the crack by the right wall to the next area. Alternatively, run up to the wall and drop down.
This room is a trap. Grab the spiral staircase, look up, and drop it to enlarge it and smash through the floor. Climb down to the bottom, move the junk near the elevator, and enter it. Turn around and exit through the door behind you. Follow the exit signs in the repeating hallway to the next area.
Place the die on the left ledge (shrinking it slightly) to climb to the next part of the swimming pool. Turn around to see the die on the top level. Use it to climb to the next level and exit through the door.
### Puzzle 6
Placing the chess piece on the button turns it 2D. Instead, stand on the button and look through the door. Use the other chess piece, the knight, to hold down the button.
Pick up the die to change the room. Use it to climb to the bed level, pick up the cube, and drop it to be transported to a dark corridor. Walk to the end wall, drop down, and click the alarm clock to appear in a group of elevators. Follow the arrows, opening doors until you reach a darkened hallway. Click the alarm clock and walk into the elevator, nearing the level's end.
You'll appear outside, but the lampposts turn into 2D images upon approach. Walk up to each 'wall' to make a bedroom appear in the middle. Enter and click the alarm clock to complete the level.
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You're nearing the end. Start by figuring out how to leave the initial room.
No obvious exits exist, so don't bother with the brick wall. Click the building model on the table, specifically the chunk left of "Jungles," and enlarge it to enter the door. One method is to make it slightly larger, stand by the desk and noticeboard, and move the building to obscure the far door, making it large enough to enter. You're manipulating the building you're in.
After passing through, the bricked-up doorway will open. Shrink the model building, pick it up, and walk toward the door. It will disappear, and the room will dissolve into white. Keep walking straight (you'll fall a few times) until you see a black block.
Pick up the black block and go through the doorway behind it, then walk straight. In the filing cabinet room, walk through the large filing cabinet shadow on the wall as shown above.
You'll reach a hallway with open walls and white pillars. Walk through and around until you see a white window in a black area. Walk through it, then turn around to pick up the now-inverted window, which becomes a cube. Use it to reach the far door. In the next room, walk behind the window wall and toward the containers and chimney to flick the switch.
Approach the stairs but walk through the white stair shape instead. Follow the black path until you fall and keep walking.
You'll enter a looping hallway with red, yellow, and blue pillars. Walk through the white walls to find a door behind the red and blue end. Continue to the chessboard.
Stepping on the chessboard causes you to fall through both black and white squares. Instead, use the chess pieces from the table. Place the white (yellow) piece on a white square, cross to it, then pick up the black piece and place it on a black square. Repeat this process to cross the board.
You can't initially go through the white door, and you only have one cube. Turn the 2D white door into a room by dropping the cube behind the white space. With the cube there, you can pass through the door. Find a cheese wedge inside, bring it back, and enlarge it to reach the high door. Position the wedge below the door.
### Puzzle 7
Keep falling through chequered holes and corridors. After passing through a door, turn around to click the black box, revealing an exit sign and a red pit. Jump into the pit to complete the level.
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Activate the alarm clock to open the door. You'll receive an inspirational talk from Dr. Glenn Pierce and revisit sections of previous levels and new areas. You can move around, but the game will transport you to the next area.
And that's it! With our Superliminal walkthrough, you've conquered the game. For an extra challenge, try Superliminal's Challenge Mode. Need more help? Explore our other video game guides.
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