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Antichamber

A first-person puzzle game built around impossible geometry.

Antichamber is a first-person puzzle-platform game developed by Australian creator Alexander "Demruth" Bruce. It was released on Steam for Microsoft Windows on January 31, 2013, and later added support for Linux and OS X through the Humble Indie Bundle 11 in 2014. The game is known for its puzzles based on impossible objects and psychological exploration.

Quick Facts

Developer
Demruth
Engine
Unreal Engine 3
Composer
Siddhartha Barnhoorn
Released
  • Windows
  • January 31, 2013
  • Linux, OS X
  • June 12, 2014
Genre
Puzzle-platform
Modes
Single-player
Platforms
  • Microsoft Windows
  • Linux
  • OS X

Facts from the source article.

Gameplay and plot

The player controls an unnamed protagonist from a first-person perspective, navigating levels that defy typical Euclidean space. The game begins in an antechamber with four walls: one serves as a diegetic menu with a ninety-minute countdown timer; another displays a map that fills in as rooms are visited, allowing teleportation to previously explored areas; a third shows iconographs and hint text collected throughout the space; and the fourth is a window revealing the exit, which the player must reach.

Puzzle elements include laser beams that control doors, requiring blocks to be placed or removed, and later colored "guns" that can pick up, grow, direct, or mass-produce blocks. Some areas are dead zones that remove stored blocks or prevent movement. After completing puzzles, iconographs provide hints. The player can return to the starting room at any time, resetting puzzle progress but retaining acquired guns.

Development

Development began as early as 2006 with Bruce's concept for an arena combat game based on Snake mechanics. Full development, initially titled Hazard: The Journey of Life, started in 2009 and continued into 2010, using UnrealScript with Unreal Engine 3. Bruce dropped combat to focus on a single-player puzzle game, adding the subtitle "The Journey of Life" in 2009. The shift was influenced by a coding error that created impossible object spaces within the engine. Bruce realized the potential for a game where players deduce the rules, and later incorporated philosophical ideas to guide puzzle design. The simple art style distinguished the game from other Unreal Engine titles and helped mask the inverse lighting system. On April 2, 2012, Antichamber received funding from the Indie Fund as "finishing funds" and was released in January 2013.

Reception

The PC version received favorable reviews from critics prior to its commercial release. It was featured at the Tokyo Game Show Sense of Wonder Night in 2009 and was a finalist in the Independent Games Festival China. In 2010, it won the Technical Excellence prize in indiePub Games' third Independent Game Developers' Competition. In 2011, it was a finalist in GameStop's Indie Game Challenge and won awards in the Make Something Unreal competition, including first place for Best Level for a Mod.

It was also a finalist for the Nuovo Award at the 2011 Independent Games Festival and in the PAX 10 and IndieCade festival. In 2012, it received the Technical Excellence Award at the Independent Games Festival. Reviewers praised the level design and puzzles, with Game Informer noting the pacing, GameTrailers highlighting the level design, PC Gamer describing transcendent moments, and IGN calling the puzzles expertly crafted.

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