Superliminal is a mesmerizing journey into a dreamlike world where perspective shapes your reality. If you're finding yourself stumped by its challenging puzzles, don't worry—our comprehensive Superliminal walkthrough is here to guide you through every twist and turn.
Play and Solve Superliminal With Our Full Walkthrough
Before diving into our detailed Superliminal walkthrough, let's cover the essentials. Remember, in this dream world, you can't die—even if you drop a massive block on your head, it'll simply bounce off. Start by exploring the practice room to grasp how the environment works. Pick up objects and experiment: releasing them close to the floor or wall will make them smaller, while releasing them further away will enlarge them. This technique can be repeated to drastically change an object's size. For instance, drop a pawn when looking at an opposing wall to make it grow, then pick it up and repeat to make it even larger. Perception is key, as the practice room's note suggests. You'll also learn to make objects appear by aligning them in your vision. With a bit of practice, these mechanics will become second nature. Now, let's walk through each of the game's nine levels.
This level introduces you to the fundamental mechanics of Superliminal.
Sign the contract if you wish, then proceed down the corridor into the next room.
Experiment with the pawns and other items on the table before moving through the door. You'll encounter a giant chess piece blocking your path. Pick it up, look at the floor, and drop it to shrink it. Jump over the box and continue to the next area.
The exit door is located in the far right corner, behind two stacked blocks. Lift the top block and release it near the floor to shrink it. Use the fallen chess piece to reach the top of the block, then exit through the door.
You'll encounter your first object-blocking door. These doors can be passed through when you're empty-handed, but carrying an object will block you.
You need to place something on the button to keep the door open, similar to Portal. 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.
From the previous room, pick up the cube and look at the ceiling in the current room. Drop the cube, pick it up, and repeat until it's large enough to serve as a step to the corner door. Climb on it and proceed to the next room.
### Puzzle 6
Look through the left window and pick up the pawn chess piece. Then, look through the right window and place the piece on the button, using its shadow to align it. Exit through the door.
This puzzle teaches you how to rotate objects, though only through one plane. Pick up the cheese and use the look-up-and-drop method to make it large enough to serve 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, then place the now-small block on the button to the right of the door.
Grab the large block from the left side and drop it near the bottom of the wall to shrink it. Look through the broken window and place the now-tiny block on the button visible through the window. Alternatively, you can drop it on the slope to get it through the window.
The challenge here is to get the block over the wall into the next room. Some rooms in Superliminal have walls that don't reach the ceiling. Stand in the back left corner, raise the block above the wall until you see shadows on it, then release it to let it fall into the other half of the room. If it doesn't land on the button, place it there and exit.
### 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 behind the door, as there's a brick wall blocking it. Instead, peek through the crack in the left wall panels and take the cheese wedge. Enlarge it and rotate it so the point is against the slightly inward-leaning wall panel. Release it to knock down the panel and several others, then climb over them to complete the level.
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By now, you should be comfortable resizing objects. Here's how to navigate this level.
Proceed through the hotel until you reach the fire exit door. Move it aside and continue. When you see a nighttime painting on your left, walk towards it to ascend. Keep going until you reach a large room. Remove an exit sign from the wall, enlarge it to climb over the far wall, and proceed through the door.
Enter the room on your right and stand near the fold-out tables and projector. Align the cube-painted items until they form a perfect cube, which will materialize. Enlarge the chequered cube to stand on it and reach the corridor exit.
### Puzzle 3
Align another cube by standing behind the table with an X on it and walking backwards until the flowers line up. Move to the opposite side and align the flowers on the newly appeared 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.
Take the cube stairs with you and use them to reach the ledge on the left side of the big room. Align the missing part of the fire exit door on one of the pillars to make it real. Without moving, 'open' it by clicking on it, then exit through the new doorway.
Ascend the stairs and enter the room with spilled paint. Align the cube on the ceiling, then pick it up and enlarge it to reach the upper level and the 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 makes.
### Puzzle 6
Back in the hotel, look through the far skylight and pick up the Moon. Enlarge and rotate it until you can enter the tiny door on top of it. Enter the elevator to complete the level.
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Prepare to navigate an art gallery filled with dice.
### Puzzle 1
Once in the gallery, enter the Curator's Room to the right and grab a dice. Enlarge it to reach the ledge and proceed to the next room, taking the dice with you.
Enlarge the dice to reach the exit, then use the smaller dice from the alcove to step onto the larger one. Go through the high door.
Pick up the new dice on the floor and jump down the hole it creates, then grab the air vent beneath the floor and continue.
Use the dice as steps to progress.
### Puzzle 5
Upon entering, you'll see three dice attached to the floor. Slide the middle dice into the floor, then pull the left dice to the right side. Jump onto it to reach the ledge.
The dice will collapse, but pick up any side and use it to create a ramp to the ledge and exit the door.
Position the dice near the ledge. It will explode, but if you're lucky, it'll form steps. If not, pick up any piece, enlarge it, and place it on other chunks to ascend to the ledge.
Pick up the dice face opposite the stairs, move it aside, and enter the cube. Shortly after, head to the elevator to complete the level.
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Though there's no actual danger, you might experience some tense moments. Walk a bit before encountering your first puzzle.
This is more about courage than solving a puzzle. The door ahead leads to a dead end, but if you walk to the right side of the room through the darkness, you'll find an exit at the back.
Further on, you'll face a room where walking forward leads to a red pit. Approach the pit and look at the ground to find a small winding platform on the left. Follow it across the pit to reach the next area.
When the door slams behind you, turn around and walk backwards into the darkness. You'll see an arrow pointing to silhouetted stairs. Ascend them.
In the red room, it seems your path is blocked by planks. Look through the planks and take the exit sign. Enlarge it, then 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'll see another red exit sign, but you can't take it due to the object-blocking door. Enlarge it to illuminate the storeroom through the glass window. Now, climb the boxes to the high exit.
Finally, when you reach the IDEA generator, interact to turn it on, then head straight to the elevator to complete the level.
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This level introduces objects that spawn copies of themselves. You'll start with a green fire door you can pick up and discard.
You'll see a large green button, but nothing obvious to pick up; the dice and chess piece are fixed. Go back and use the door you removed earlier to place on the button.
### Puzzle 2
In a Y-shaped corridor with fire doors at each end, clicking them will spawn smaller doors repeatedly. Go to the right of the doors and keep clicking to create a staircase of doors. Climb over the wall and land behind the door.
Each click on the clock spawns another. Enlarge the duplicates to create a staircase.
You can use your PC/console button to make the copies disappear if needed.
An apple is on the button, locking the door. Cloning it spawns more apples. Stand close to the apple, clone it, look at the ceiling, and drop a massive apple to knock the smaller one off the button. If you miss, use the right click or equivalent button to try again.
Your goal is to get an apple onto the green button upstairs. You can only clone it, not carry it. Climb the stairs, stand behind the button, and look down at the apple, hiding its bottom half. 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, jump down the hole beneath the door, and navigate through linear corridors to the elevator, ending the level.
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Instead of the usual route, enter the Relaxation Room. Go through the movie theater and turn right at the Suite G door. Navigate through the office and drop down the object-blocking door.
Pick up the dollhouse and, looking up at the ceiling, enlarge it until the window is above your head and the doorway is huge. Enter the dollhouse, go through the door ahead, and jump onto the suitcases and table to reach the other door.
You'll find a door atop what looks like Jenga blocks. Enlarge the small fan and place it to blow the blocks, knocking the door free. Proceed through the door.
Click on the second window from the left to pick it up. Enlarge it and walk through it.
Enlarge the inflatable castle to walk through the door, then go through the vent fan.
Look through the vent fan, place the inflatable castle on the top diving board to balance it, then go back through the door to reach the diving board. Enter the door in front of you, resizing the castle if needed.
You face two doors leading to each other and a high door on the wall. Position the larger door near the upper door, covering its bottom quarter. Squeeze through to enter the door. Place the smaller door on top of the first and enter it to pass through the keyhole.
### Puzzle 6
Instead of returning to normal size, grab the cardboard dollhouse from the chair, resize it on the ledge, and enter it. Proceed to the elevator to complete the level.
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You'll start in a bedroom and quickly find yourself in the backrooms.
Deal with the alarm clock loop by walking until the screen goes black and gravity shifts. Drop through the doorway into the catering area. Click on the alarm to return to the bedroom, then take the blue sky painting to the end of the blank hallway. Place it where a door would be, 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.
Inside the hall, click on 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 through the hole and continue to an orange hall.
In the orange hall, line up the painted block on the right wall. As you back up, you'll fall through a crack to the next area. Alternatively, run to the wall and drop down.
This room has a trap solution. Grab the spiral staircase, enlarge it, and let it smash through the floor to the room below. 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 dice on the left ledge (shrinking it slightly) to climb onto the next part of the swimming pool. Turn around to see the dice on the top level, then use it to climb and exit through the door.
### Puzzle 6
Placing the chess piece on the button makes it 2D and useless. Instead, stand on the button, look through the door, and use another chess piece (the knight) to hold down the button.
Pick up the dice 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 on the alarm clock to appear among elevators. Follow the arrows, opening doors until you reach a darkened hallway. Click the alarm clock and walk into the elevator, which is not the end-of-level elevator yet.
You'll seem to be outside, but the lampposts turn into 2D images when you get close. Walk to each of the four 'walls' to make a bedroom appear in the middle. Enter it and click the alarm clock to complete the level.
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You're nearing the end, but first, you need to escape the room you wake up in.
There's no visible exit, so look at the building model on the table. Click on the chunk left of "Jungles" and enlarge it to enter the door. Make it slightly bigger, 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. Go through the door, and the bricked-up doorway will open. Shrink the model building, pick it up, and walk toward the door. It'll disappear, and the room will dissolve into white. Keep walking until you see a black block.
Pick up the black block and go through the doorway behind it. Keep walking until you reach the filing cabinet room. Walk through the large filing cabinet shadow on the wall.
You'll reach a long hallway with open walls and white pillars. Walk through and around until you see a white window in a black area. Go through the window, pick up the now-inverted window (a cube), and use it to climb through the far door. In the next room, walk behind the wall with the window and toward the containers and chimney. Flick the switch.
Walk toward the stairs but go through the white stair shape instead. Follow the black path until you fall and keep walking.
You'll be in a looping hallway with red, yellow, and blue pillars. Walk through the white walls to find a door behind the red and blue end. Keep going until you reach the chessboard.
Stepping on the chessboard will make you fall through both black and white squares. Use the chess pieces from the table to cross: place the white piece on a white square, cross to it, then pick up the black piece and place it on a black square, and so on, until you're across.
You can't initially go through the white door. Pick up the cube and drop it behind the white space behind the door to turn it into a room. Grab the cheese wedge inside, bring it to the high door side, and enlarge it to climb up and reach the door. Position the wedge below the door.
### Puzzle 7
Keep falling through the chequered holes and down corridors. Pass through a door into whitespace, turn around, and click on the black box to reveal 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 get 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! Congratulations on beating Superliminal with our walkthrough. If you're up for more challenges, try Superliminal's Challenge Mode. For more help, check out our other video game guides.
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