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Steam News16 June 202617d ago

Liminal Mode: Development Update

Liminal Mode: Development Update It has been a long while since the last word on this, and we wanted to break the silence properly: Liminal Mode is in active development.

In this update3

Full notes

Full Backrooms Exploration update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions2 changes0 removals
  • Gameplay
addedWhat it isBuilt to grow over time. Not every canon level will be in at launch, but the plan is to add as many as we possibly can
addedA note on how this is being builtWe want to be open with you about the development side, because it is a little unusual. The original Backrooms Exploration was made in Unreal Engine 5. Liminal Mode is being built in Unity instead. Unity is a much stronger fit for the kind of procedural, rule-driven world-building this mode needs, which lets us create endless, authentic spaces and add new levels far more efficiently than building each one by hand.
changedA note on how this is being builtThere is one honest hurdle we are still working through. The original Unreal Engine 5 project files are an issue on our end, and we are figuring out the best way to bring these two pieces together cleanly. We do not have that fully solved yet, but if we can make it work, we will, and we will keep everyone updated every step of the way either way.
changedRelease dateNone yet. We are not putting a date on this until we are confident we can hit it. After a wait this long, the last thing we want to do is promise something we cannot deliver. It is being worked on. Stay tuned.

Backrooms Exploration changes

addedBuilt to grow over time. Not every canon level will be in at launch, but the plan is to add as many as we possibly can
addedWe want to be open with you about the development side, because it is a little unusual. The original Backrooms Exploration was made in Unreal Engine 5. Liminal Mode is being built in Unity instead. Unity is a much stronger fit for the kind of procedural, rule-driven world-building this mode needs, which lets us create endless, authentic spaces and add new levels far more efficiently than building each one by hand.
changedThere is one honest hurdle we are still working through. The original Unreal Engine 5 project files are an issue on our end, and we are figuring out the best way to bring these two pieces together cleanly. We do not have that fully solved yet, but if we can make it work, we will, and we will keep everyone updated every step of the way either way.
changedNone yet. We are not putting a date on this until we are confident we can hit it. After a wait this long, the last thing we want to do is promise something we cannot deliver. It is being worked on. Stay tuned.

Liminal Mode: Development Update

It has been a long while since the last word on this, and we wanted to break the silence properly: Liminal Mode is in active development.

For those who do not know what this is, Liminal Mode is a dedicated, lore-accurate Backrooms exploration experience. The goal is to capture the Backrooms the way the community actually knows it: wiki-adjacent, faithful to canon, with real entrances and exits between levels and that genuine sense of being somewhere you were never meant to be. Less of a tight scripted level, more of an open exploration of these spaces, closer to wandering the wiki and stepping into it.

What it is

  • A faithful, lore-accurate take on the Backrooms, following established canon as closely as possible

  • Proper level-to-level traversal with entrances, exits, and the unsettling logic of moving between spaces

  • An exploration-first experience focused on atmosphere, dread, and the feeling of the liminal

  • Built to grow over time. Not every canon level will be in at launch, but the plan is to add as many as we possibly can

A note on how this is being built

We want to be open with you about the development side, because it is a little unusual. The original Backrooms Exploration was made in Unreal Engine 5. Liminal Mode is being built in Unity instead. Unity is a much stronger fit for the kind of procedural, rule-driven world-building this mode needs, which lets us create endless, authentic spaces and add new levels far more efficiently than building each one by hand.

There is one honest hurdle we are still working through. The original Unreal Engine 5 project files are an issue on our end, and we are figuring out the best way to bring these two pieces together cleanly. We do not have that fully solved yet, but if we can make it work, we will, and we will keep everyone updated every step of the way either way.

Release date

None yet. We are not putting a date on this until we are confident we can hit it. After a wait this long, the last thing we want to do is promise something we cannot deliver. It is being worked on. Stay tuned.

For the most up-to-date development news, follow us on Twitter/X: @MistcloudGames

Thank you to everyone who has stuck around. More to share as it comes.

Source

Steam News / 16 June 2026

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