NaissanceE is a first person exploration PC game developed on UDK by Limasse Five with the participation of Pauline Oliveros, Patricia Dallio and Thierry Zaboitzeff.The adventure takes place in a primitive mysterious structure and the game mainly consists to explore and feel the deep and strong ambiance of this atemporal world but...
User reviews:
Very Positive (677 reviews) - 81% of the 677 user reviews for this game are positive.
Release Date: Feb 13, 2014

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“NaissanceE’s world is an interactive Carceri, powerful beyond description.”
8/10 – GameSpot

“It’s an unusual, singular game that uses the normal tools of first-person shooter design (UDK) to make something plainly weird. I’d give it some kind of gold star for just being different.”
Rock, Paper, Shotgun

“Limasse Five’s creation, NaissanceE, is loneliness. It’s an exploration of the self. It’s a test of will. It’s discovering your personal solace.”
Indie Statik

About This Game

NaissanceE is a first person exploration PC game developed on UDK by Limasse Five with the participation of Pauline Oliveros, Patricia Dallio and Thierry Zaboitzeff.

The adventure takes place in a primitive mysterious structure and the game mainly consists to explore and feel the deep and strong ambiance of this atemporal world but platforming and puzzles areas will also enrich the experience.

NaissanceE is a game, a philosophical trip and an artistic experience.

The game is constructed along a linear path punctuated by more open areas to freely explore, some puzzles to solves and some more experimental sequences.

Going deeper and deeper in a primitive zone from “Naissance” world, the player will meet entities or mechanical systems. Whether those entities are life forms or pure machines, they react to player presence, to light and shadow and they may open access to the following.

If most parts of the journey will require only curiosity and logic, a good control and coordination on running, breathing and jumping actions will help to go through rare but exigent sequences, as an homage to old school die an retry games.

The main idea behind the game is to make the player appreciate the loneliness, the feeling to be lost in a gigantic unknown universe and to be marvelled by the beauty of this world. A world which seems to be alive, leading the player, manipulating him and playing with him for any reason.

Imagination is an important key to enjoy and understand NaissanceE. Walking in an undiscovered abstract structure brings questions about the nature of this world, about the meaning of this trip. Evocating and symbolic, the architecture and events will lead player’s imagination to find an answer, if it only matters.

Warning! This game is not recommended for people with epilepsy.

System Requirements

    • OS: Windows XP SP3 or Windows Vista
    • Processor: 2.0+ GHz multi-core processor
    • Memory: 3 GB RAM
    • Graphics: NVIDIA 8800 gts or similar graphics card
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • OS: Windows 7
    • Processor: 3.0+ GHz multi-core processor
    • Memory: 4 GB RAM
    • Graphics: NVIDIA 460 gtx or higher graphics card
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
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Very Positive (677 reviews)
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412 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
9.9 hrs on record
Posted: October 24
I loved this game. It's hard to describe all the visual excitement that was able to give me, i can't even compare it to other games in the genre because it made me an experience that I had never experienced before. I can say that the gameplay basically in its platforming stages reminds Mirror's Edge but then the comparison ends there. The peculiarity of NaissanceE is to transform the environment winking at big movies like Dark City and Inception, succeeds thanks to a masterful structural realization which is alive in the true sense of the word and offers a pleasant challenge, much like the trial games and error to some extent with the addition of puzzle stages. Another important aspect of the game is the total identification that manages to offer by exploring, giving a feeling of loneliness and captivity in an unknown environment that is an understatement to say disarming. Closing, i recommend strongly also NaissanceE to all lovers of art in its infinite expressions, really, don't let him escape.

10/10 if you remember to breathe ;)
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1 of 1 people (100%) found this review helpful
26.2 hrs on record
Posted: October 21
One of the most unique games I've played. It has some frustrating challenges/puzzles, but once you get past that the amazing visuals and atmosphere make up for it. I wish I could find more games like this. I started playing Kairo, but it just wasn't the same. Can't wait to play a game like this in VR.
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1 of 1 people (100%) found this review helpful
1.9 hrs on record
Posted: September 25
Fans of Tsutomuo Nihei will surely appreciate this game.
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1 of 1 people (100%) found this review helpful
5.0 hrs on record
Posted: October 23
We cannot recognize our world already.
Our voice is just an image.
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Most Helpful Reviews  Overall
253 of 272 people (93%) found this review helpful
8.0 hrs on record
Posted: February 12, 2014
Thirty minutes in:
So I'm about thirty minutes into NaissanceE and it's as atmospheric and otherworldly as you might have hoped. The environments are expansive, monolithic, not in terms of being open to exploration but in terms of sheer scale. You feel small, lost and utterly alone in this world. It's a world that feels alien and weird, not in the twisty Escher-esque sense that Antichamber had, but like you just don't belong in this place. Even though it isn't a horror game, there's a distinct feeling of tension and apprehension of the unknown, and the unsettling sound effects add to this. It's been a linear journey so far, but I don't mind that. It's a world I want to venture further into and discover more about.
Two hours in:
2 hours into the game and it continues to impress. There have been a few challenging platforming sections interspersed between the traversal and light puzzle solving, but for the most part, it's all about the experience. Some might say it's boring, too much walking, but if there's one thing the game has excelled at since the start, it's making you feel small, insignificant within the massive alien spaces. That has been the highlight for me, just traveling through this mysterious complex. You exit from a narrow corridor into a gargantuan space that makes you tense just looking over the edge, and then you realize you have to find a way down. The game doesn't hold your hand, doesn't direct you where to go, besides the visual environmental cues. The game is certainly linear, don't expect a sprawling world, but you do have to find your way and it's easy to get disoriented, lost, turned around. The game has a fantastic atmosphere: mysterious, engaging, ominous, otherworldly.

As for negatives, there's one mechanic that at the moment feels more extraneous than integral to the overall experience. It complicates a simple action, and while it kind of feels almost Receiver-esque in the sense that you have to focus on an action that is usually automatic, I don't think it has really added anything to the gameplay yet. One platforming section was quite frustrating and I ended up just turning up the gamma to complete it. Also I found some checkpoints can be bit too spread out, but that's only been an issue two or three times.
Three hours in:
The developer said that the game's four to five hours long, but I'm thinking that's only if you know exactly where to go, how to go there, not die (repeatedly). I'm still on the second chapter. Probably should shave about twenty minutes of my overall play time, because I got stuck on a puzzle with a solution that was annoyingly obvious once I figured out what I was overlooking

My gripe about the checkpoints still stand. Some of them are just too spread out. You'll do some difficult platforming, get a safe area, start another difficult section, die, and then the checkpoint is back at the start of that first section. While you're just traveling and exploring, it's not an issue, but once you're dealing with sections where you can die because of a missed jump after making some progress, it can be frustrating.

But despite this issue (or at least I consider it an issue), the game has not lost any of its luster or mystery. I think the world in this game is by far one of the most alien and atmospheric I've experienced. It's not alien in the way that Avatar's world was, but alien in the unsettling sense that this is truly not a place made for or by humans.

New mechanics are introduced, mainly to offer interesting platforming and puzzle scenarios. It's great when you just have to stop and admire some cool sight, and NaissanceE has had moment after moment like that so far. The sound effects are as well great, really adding a sense of place and tone.
Seven hours in:
Yeah, 7 hours and I finally reached Breath Compression. I guess me, first person platforming, and keyboard/mouse controls don't mix well.

But I'm still absolutely loving this game. It does something very well, that I've usually only experienced in sprawling open world games and it's the feeling of seeing something interesting in the distance and then after 10, 15, 20 minutes of traveling, turning the corner and seeing that landmark before you. NaissanceE accomplishes that so well, enticing the player with weird and intriguing architecture and structures far away and then later, you exit a corridor and you're there.

It's a great feeling, that makes the game seem less like a linear adventure and more a journey where you're discovering the path. You never feel pushed or pulled in a direction, the game never takes control of your camera to direct you or tell you to head that way or in this direction. It's masterful in that aspect, subtly driving the player forward not through objective markers or compass arrows but with cues in the environment and the reward of exploration and discovery.

Now while the game is linear, it's certainly not tight corridors. Many areas have surprised me with how open they are, and all have been interesting to explore and just be in. Beside the exploration aspect, the gameplay seems to favor more platforming over puzzles, with a few light based puzzles and several challenging platforming areas.
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82 of 89 people (92%) found this review helpful
4.8 hrs on record
Posted: February 14, 2014
I want to recommend this game. Aesthetically, it's perfect. A dark, forbidding, brutalist world to explore. I've lost count of the times I've just been stunned by the game's architecture, and stopped to look around.

Unfortunately, here are some other things I've lost count of:
The amount of times I've died and thought 'Really? There hasn't been a checkpoint for THIS LONG?'
The amount of times, a few seconds after I respawn or load in, the game has frozen for a second (this happens every time).
The amount of times I've been able to see through walls while moving quickly - and come on, this shouldn't happen in a game with textures this simple, should it?
The amount of times I've been killed because of how poorly the character movement controls and how short a drop can kill you in this game.
The amount of times I've foolishly tried to use the Steam overlay, which crashes the game for me every single time.

Aside from actual glitches which I hope will be ironed out in an update, the gameplay itself simply doesn't help. The proportion of the game spent trying to complete absurd platforming challenges instead of being allowed to explore this fascinating environment is unbearable. As for the puzzles, they're essentially fine, but as previously mentioned, falling off a ledge halfway through them is pretty un-fun. And then there's the weird breathing mechanic, which frankly adds nothing to the game.

What ultimately stopped me from wanting to continue with the game at all was a section where the player is expected to walk along a lengthy pipe, parts of which are rotating, others of which move up and down - in what appears to be a wind tunnel. In the particular part of the pipe I was up to, you first have to walk along a series of moving, floating cubes to reach the next section. Then you have to run past some rotating obstacles. Then you have to run along another section with a series of cubes being thrown at you which instantly kill you if you are hit. Then you have to run along some beams that move up and down. Then you die, because a gust of wind has at some point during the aforementioned series of challenges, picked you up and blown you away. Why does this happen? Not sure. How is the player expected to know when the wind is going to become dangerous to them? Don't know. What is the player supposed to do to survive this? No idea. Sometimes the wind simply blows you into a wall, which doesn't hurt, but the wind seemingly never stops once it begins, so you're forced to re-load a save anyway.

If I'm missing something blindingly obvious here I apologise, but at the moment I have to treat this game as simply being broken.

I can't emphasise enough how much I love the way this game looks and sounds. It really makes you feel small, and the abstract electronic music complements that feeling perfectly. It's just a shame that a game so seemingly great should be so keen with its gameplay to stop me from playing it ever again. NaissanceE is a beautiful art game trapped inside an alpha-release standard puzzle-platformer.

UPDATE: So with this review climbing up the store page a bit, felt it was worth updating. I've played a bit more of the game since my initial review, having FINALLY managed to progress beyond that awful platform section. Apparently, the fan automatically blows you away after a certain amount of time, not just at random. I don't know how you're supposed to know this, but there it is. I made it through the area in time, EVENTUALLY.

Anyway, the couple of levels after that have actually been fairly simple and enjoyable (and, it goes without saying, aesthetically impressive). I got up to the desert section and haven't played more since, but at this point, the game is no longer throwing ♥♥♥♥ in my face constantly, so I feel like I will continue and finish the game when I have time. For this reason, and a couple of others, I'm changing my review to a cautious recommendation.

The other reasons are that 1: the developer has announced plans to fix bugs and include more checkpoints in the next patch, which would be a great improvement, and 2: the developer has made clear that the platforming sections were 'old-school' and difficult by choice, not accidentally. And if it's a design choice, I can't exactly treat the game as broken.

So it's a reserved recommendation - if you're a fan of atmospheric exploration games, pick this up but be aware that there'll be some real challenges (hopefully more reasonably checkpointed in future) to struggle through unless you're a master platformer. And if you're looking for a hardcore platformer, maybe pick this up but be aware there's a lot of wandering around lost in-between.
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66 of 69 people (96%) found this review helpful
1 person found this review funny
3.6 hrs on record
Posted: September 25, 2015
Do you remember the feeling you got when you saw the strange, grand architecture of Cloud City in The Empire Strikes Back? Or the impossibly huge geometry of V'ger in Star Trek: The Motion Picture? Or the cityscape in Blade Runner? Well, NaissanceE will bring back that feeling with incredible intensity.

No other game does grand environments like this, I promise you. It's mind-bogglingly huge and familiar and alien all at once, and when you start moving around it you realize that yes, you can get to that bright point on the horizon, it's not just scenery. It's a linear game but the city-type environments are surprisingly open, with optional paths to find here and there. The sound design does an amazing job of supporting the atmosphere, bouncing you between slack-jawed wonder and a creeping unease.

The catch is that's only about half the game.

The other half is split between claustrophobic halls and cubist nightmares. There are a lot of surreal, nonsensical rooms to run through that don't really mesh all that well with the cityscapes they break up. Chapters 5 and 6 (the game is broken into seamless Half-Life-style chapters) seem to double down on the weirdness, which was a little disappointing because of how much I enjoyed the city bits. The puzzles are also rather hit or miss, generally being rather easy and not very clever. I will say that there are some jumping puzzles in Chapter 4 that were pretty frustrating in how little sense they made, and an eye-searing puzzle in Chapter 5 that almost made me quit the game entirely.

The second-to-last chapter is pretty interesting and very wide open. It makes me think there's even more to find in the game, though there's no real payoff for exploration besides seeing what other weirdness the world contains. The last chapter is a little frustrating until you figure out what it wants you to do and the ending is pretty blah. I think there's something deep going on with the story but I haven't picked up on it. I just feel like there's something there. I honestly think the atmosphere is good enough to justify the purchase, but be aware there are more than a few flaws.
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50 of 52 people (96%) found this review helpful
6.8 hrs on record
Posted: November 14, 2014
Short, wonderful game. Takes place in a beautiful and threatening brutalist city of indeterminate size and age built out of ambient occlusion. Reminiscent of the art of Piranesi and Tsutomu Nihei.
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68 of 80 people (85%) found this review helpful
9.8 hrs on record
Posted: February 12, 2014
NaissanceE hits the ground running – or rather, its protagonist does. The opening moments serve as a compressed summary of all that the player is about to experience. Disoriented, panting, lungs pumping air like every moment could be their last. Rows and rows of identical hallways swoosh past. Are the walls really shrinking in on us or is it just a trick of the camera? A glimpse of the assailant giving chase causes the pace to quicken, accentuated by a sickening electronic noise trill. Before long, we come face to face with the creature just moments before falling into a pit that carries us to safety. Safety being relative. As the world we’re introduced to is anything but friendly and familiar.

In a way it’s the older brother of Kairo, one who transitioned from Eno to Lucier while attending college. Second cousin twice removed to Antichamber, losing almost all of its puzzle genes while retaining the mind-twisting level design. NaissanceE stands proudly next to other modern takes on the puzzle adventure. Progression, while linear, always fits within the massive scope of any particular area. You’ll get lost in the larger maps, poking around in the corners feebly in hopes of finding direction or a sign of life. What plot there is to be told is presented entirely through the environmental clues left behind by whoever came before you. There’s no dialog to be heard, no monologuing audio diaries or scraps of paper to pick up. The only text ever seen is the chapter titles and the main menu options. Everything remains a mystery.

Most of the time is spent simply navigating the large maps with occasional platforming segments to break things up. A breathing mechanic comes into play while sprinting for a short time. Every few seconds while sprinting, a circle will appear on screen. Hitting the right button (defaults to Mouse 1) while the circle is there will make your character take a breath and they will continue running a little longer. Fail to do so and they become winded and slow down drastically. Not something you want happening in the large maps or while jumping from cube to cube. On the note of platforming, I found some of the sequences to be irksome. Some involving awkwardly shaped landing areas and altered physics took me out of the moment if only briefly. I feel like the game could have been better off without those or with a little more care taken with them. You’ll also get to play with some cubes that are sensitive to light sources for a few puzzles, but none of them are particularly difficult.

NaissanceE expertly grasps the concepts behind what makes lonesome wandering compelling. The lights are on but nobody’s home. An expansive view of an area could show thousands of lit windows though you never get the sense that anyone is ever sitting behind them. A few poorly spaced checkpoints and unintuitive platforming segments annoy but don’t detract from the overall experience. As challenging of a play as it is a listen, your hand is never held in the labyrinth. The atmosphere is stifling, mysterious, beautiful. I felt compelled to explore as much as I could even if I knew there was a dead end ahead. In the 5 hours it took me to reach the incredible last moments I remained entranced.

Though, I don’t really know what it all means.

And it terrifies me.
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65 of 77 people (84%) found this review helpful
Not Recommended
4.0 hrs on record
Posted: February 16, 2014
Such a conflicting game and NOT one I can recommend sadly.

The atmosphere, mystery and exploration elements are FANTASTIC and it has some remarkably unsettling imagery and design but it's crippled by TERRIBLE gameplay decisions.

The checkpointing is AWFUL and made significantly worse by some of the worst 'first person platforming' elements this side of Xen, incorporating instant-death booby traps, fiddly jumps, narrow walkways and areas where progression is not sufficiently telegraphed resulting in some stupidly unneccessary deaths. By some accounts there may also be some bugs with the various "windy" locations that make the game nigh-on unplayable in places, but I personally never encountered any of those problems.

Special mention needs to go to the completely pointless side corridor that warns you "not to continue this way", and when you (of course) *DO* continue in that direction the game eventually just unceremoniously quits to desktop.

Ha. Ha. Funny. *sigh*

Also, unless I missed something (which is very possible) don't expect any sort of payoff or even an ending to the game. Upon reaching the end you just get dropped back to the main menu with nary an explanation of what just happened or why.

* * *

In the end, I personally have a particular love of exploring strange, alien places and abandoned locale's in games, so I still feel like I got my moneys worth out of it. The visuals and sound design feels like a modern interpretation of an ancient long-lost Lovecraftian cityscape.

BUT unless you can be equally forgiving of some incredibly bad "game" elements then I'd suggest you steer clear or wait for a sale.

Two wibbly wobbly cuboid snake monsters out of five.

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Recently Posted
3.6 hrs
Posted: October 9
Beautiful game. I have allways loved the ambience feeling. I've tried to find these type of games before, but i haven't found anything yet until now. And i'll say, you nailed it. Wery good job, everyone.

It's so ambience and also a little eerie when you walk around in this colossal and huge world, the music and the background sounds. It's like the biggest factory/City i've ever come across. And it's amazing.

I just started to play and i come across the part saying - 'Going down'. I cant wait to see what happens next.

((This game is not made for everyone, those who cant understand it's beauty))

10 out of 10, easy.
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6.8 hrs
Posted: October 6
The kind of game that gives you an existential crisis, NaisaanceE is more of an experience than a game. It forces you to feel lost in a large, dark world, full of interesting dwellings inhabited by no one other than yourself. There's so much you can see, but so much more you can't. You constanlty wonder about what's just out of sight, what's across the void, because you know there's something there, but you can't reach it. It makes you ask questions:

Who am I? What is this place? Why am I here?

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1.4 hrs
Posted: September 7
A short and easy review for NaissanceE. It's a fine experience mostly not hampered as much by its indie origins as other competitors. The walking simulator genre, or whatever you want to call it, has a lot of games under its belt. Not too many are like this one. The problem for me with its closest rival, Kairo, is that game just reeks of amateur game design whereas this one is more polished and frankly playable.

Yea, Kairo has more colors and different puzzles, but none of it comes together to be even slightly believable, and nor did that game immerse me in its world. I mean I don't even know what the hell is going on in that game to the point it undermines the experience. And the graphics are just not good enough on that one. The artstyle is just too half-baked.

Now we have NaissanceE. This game has more cohesion, the music is more subtle and engrossing, very eerie at times, and the artstyle does not look like it was cobbled together on random. If anything I disagree with the reviewer that wanted all sorts of colors and new places to go. That would have ruined the trip for me. I get off on the cohesions of the vision, and it follows through to the end in a short yet provocative experience.

The cons are the somewhat ♥♥♥♥♥♥ checkpoints for sure. I mean, just stop wasting out time please? I'm not gonna reign hell on this one like some other do, but it is noted that certain gameplay elements are confusing or cheap to play through. Altogether that didn't ruin the fun for me. I take the game in small doses like I recommend others to.

Not much more needs to be said really. If you dig the artstyle plus light puzzle and platforming elements then fire this thing up in 4K with some SMAA and enjoy the ride. It's not going to blow your brains out or max every sensory nerve you have, but it's a solid addition to the walking puzzler genre.
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6.9 hrs
Posted: September 2
Quite a unique game. A surreal, sometimes scary, mesmerizing atmosphere to get lost in for a bunch of hours. One of my favourite "walking simulator" ever.
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10.8 hrs
Posted: August 20
Product received for free
I rather enjoyed this game, but It definitely isn't for everyone. The black and white visuals paired with dynamic lighting looked beautiful to me, but for some it could be disorienting. I also enjoyed exploring, but others might find walking around, looking at blank walls tedious and boring.
Overall, I would recommend it, but you should probably get it on sale.
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0.3 hrs
Posted: August 19
Visually pretty, but an awful, awful game. I spent far more searching various timed doors (which only open for a few seconds twice a minute) or standing around waiting for them to open, than actually having fun. The difficulty is the frustrating level design, rather than actual challenging game play.
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