Devlog 2 - Infinite Gallery and some plans


I’ve been heads down working on a ton of new spaces for Liminalita, and the game world is starting to sprawl in the best possible way. There’s a lot to talk about, so here’s a quick look at some of the new areas and systems I’ve been building.


🖼️ Infinite S-Gallery

One of the newest additions is a procedurally-generated infinite gallery, built in an S-shaped pattern. It loops endlessly by repeating the same room structure, much like I Don’t Get It from Procjam 2021, which inspired it. The repetition becomes part of the experience—the longer you walk, the more uncanny it feels.

You can check out a short video of the work-in-progress here: 🎥 WIP Infinite Gallery Video


🏨 Hilbert’s Hotel

The infinite hotel continues to grow. It’s loosely based on the Hilbert’s Hotel paradox—an infinite space that always has room for one more guest.

Each floor is either procedurally generated or selected from a set of hand-crafted layouts (like a motel courtyard, office floor, etc.). When you descend a staircase and look away, the level shifts beneath you, creating the illusion of endless vertical descent. Elevators on each floor allow the player to return to the lobby at any time.


🌊 Aquarium / Underwater Zones

The aquarium zone has been expanded too. Wells, ponds, and fountains scattered across other parts of the game can now be jumped into, teleporting you into various underwater environments. These areas often feed back into an aquarium hub, giving players a reason to dive into every suspicious puddle they find.


📚 Library of Babel

A big new feature under development is the Library of Babel—a hexagonal, seemingly infinite tower structure filled with randomized books. These books will contain generated content ranging from text to surreal images, potentially in entirely unreadable languages: emoji, alien symbols, glitched letters, etc. It’s less about reading and more about confronting the overwhelming.


🏠 Liminal House & 📺 Procedural TV

Another fun one: a liminal house, designed to look like a child’s sketch of “home.” Inside is a procedurally-generated television that flips channels between different forms of generative art. Every channel change builds a new visual or sonic piece.


🛤️ Liminal Neighborhood

Still early in concept, but I’ve been modeling a liminal neighborhood—strangely buried beneath the ground. Not entirely sure what direction it’ll take yet, but the vibe is already strange and unsettling in the best way.


⚙️ Threaded Level Loading

I’ve been overhauling the backend loading system to improve performance. Levels now load assets gradually, rather than all at once, using threaded loading and staged activation. This makes the game feel smoother and more stable, especially in large, complex areas like the hotel or aquarium.


🧭 Future Areas (Unplaced)

There are several ideas still in the planning or modeling stage that don’t yet have a home:

  • 🖼️ A decision gallery where choosing different hallway paths (like red vs. blue) influences the art you see inside the exhibit.
  • 🏝️ A tropical island, likely used as a surreal transition space or liminal vacation zone.
  • 🏬 A mall, most likely a courtyard-style space that leads to smaller exhibits styled like individual shops.
  • 🛒 A supermarket, inspired by Meow Wolf’s Omega Mart, with surreal and playful touches rather than literal realism.
  • 🖥️ A sterile office space, with potential for maze-like repetition or absurd corporate messaging.

Thanks again to everyone who’s been watching the devlogs or playing early builds. I’m really excited to keep expanding this strange little procedural world.

sol.vin

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