Hey VR die-hards. We’ve got a smaller Update 24 live now with new elemental enemy weapons, trap variants, and a special new enemy type. Let’s dive in.
Elemental Traps and Enemy Weapons
Most enemies now have elemental variants for their weapons. You can tell the difference based on color and visual effects treatments. For the current update, this is cosmetic, but in Update 25 the elemental alignment of your loadout will determine which elemental weapons cause you to take the most damage. Keeping a close eye on your loadout will help make sure you’re not especially vulnerable to that flashy flaming sword! Some traps now also have elemental variants which will work the same way. We’re making these changes to reinforce the importance of ability loadout selection, as we get closer to finishing the element system.
New Enemy! Flying Skulls
You’ll definitely notice the newest enemy in our menagerie - Flying Skulls are lower tier enemies who still pack a punch. They’ll fly around before dive-bombing you with explosive damage. Make sure to take them out before they get too close! Update 24 was a quick one, setting up some significant board design and element loadout alignment changes coming in Update 25. Come on over to our Discord server at Discord server to let us know what you think!
First of all, I want to apologize for the delay. A lot has happened, and those who joined our Discord server (currently around 100 members) are already aware of most of the news. If you'd like to support the development, share your ideas, or just stay in the loop, feel free to join us too. So, I’ll keep this announcement brief and to the point.
Unfortunately, there is no longer a team behind the project. As many of you know, NextPhase was a small group of developers. However, due to financial constraints and life circumstances, NextPhase is now a solo-dev operation. There's no need to worry—everything is still on track. The entire concept of Liminal Shift, its artistic direction, and design have always been mine as the creator and lead developer. These changes won’t affect the quality of the game, but the roadmap has shifted and, unfortunately, development will take a bit longer. Now, let’s get into the exciting updates and what’s changing!
Chapter 2 is now titled the Bonus Chapter.
This chapter will be significantly different from the first episode. It won’t be just a walking simulator—expect more horror, interactivity, and puzzles that will require you to think in order to progress. Because of these differences, it will come with a content disclaimer and be labeled as a "Bonus Chapter." Development has already begun, and a large part of its design is already completed. Here are some details about it:
PINKROOMS
In this bonus chapter, you’ll find yourself in Level 947—a seemingly peaceful backrooms level. At first glance, it appears cute and calm, but beneath the surface lies something deeply unsettling. You may encounter an entity, and you'll need to take certain actions to move forward through this surreal home. Your goal is to find a way out. Remember: while Level 947 might be considered safe, you should NOT stay there for too long.
YouTube, Devlogs
I’m also excited to share another piece of news: I’ll be starting devlogs on YouTube very soon! Through short and fun videos, I’ll be sharing everything from what the game has gone through to how Liminal Shift is being developed and what’s coming in the future. This is a great step forward for NextPhase, so subscribing to the YouTube channel would be an AMAZING way to support the project!
Now, let’s talk about some upcoming changes to the current build of the game:
-There are certain moments in Liminal Shift where the silence is both peaceful and terrifying, it makes you hesitate before taking your next step. To heighten these feelings and enhance the sense of progress, the free save system will be replaced by a checkpoint-based system in the next menu update.
-I’m aware of the bug that causes you to fall out of the world in the office corridor, and this will be fixed with the upcoming menu update.
-If you encounter any more bugs before the full release, feel free to report them via Discord. I’ll personally take care of them (after all, there’s no one else left, funny but true).
Liminal Shift will officially release with the Pinkrooms chapter. However, the number of bonus chapters may increase in the future, and existing chapters may be improved or expanded. That entirely depends on you and your feedback.
With Pinkrooms, we’re taking a major step toward making Liminal Shift stand out from other liminal space games, just as we always intended.
Thank you so much for reading. Your support through Discord, YouTube subscriptions, and simply liking this announcement means the world to me.
Heartless & Dreadful : Return by 72 Hours - Kirillian
Sorry, busy life so its a smaller update. But I am still workin on it.
- Fixed Grindblade's scabard/sheath appearing for no reason when jump cancelling out of combat. - Fixed a minor issue where jump cancelling on an enemy when you are "not in combat" would play an idle animation instead of a jumping animation. It should also fix it appearing out of nowhere when jumping. - Improved input handling of Shamir's Comet (Reversal) - Reduced garbage collection (code stuff) when enemy simply "exists" in the scene, so minor performance improvements. Turns out I had an unoptimized method for detecting whether or not a value for animator exists.
If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server. For Discord, it may take time to approve new people due to someone having to sleep. https://discord.gg/2ZyurUSbeE
Sorry about that... It will be on next 1-2Weeks. Thanks for your patience
I just wanted to apologize for the delay and thank you so much for your patience and understanding. The update or event will be happening within the next 1 to 2 weeks, and I truly appreciate you bearing with us during this time. We’re working hard to make sure everything goes smoothly and meets your expectations.
If you have any questions or need anything in the meantime, please don’t hesitate to reach out. Thanks again for your support - it really means a lot!
We’re launching the first public beta and inviting everyone to try the game before release. It’s still an early build, but it already includes core mechanics, traps, levels, and instant restarts. Your feedback, bug reports, and thoughts will help us improve the game.
Ready to suffer? Then you’re in the right place.
The Long Tale beta is now on Steam — and we’re calling on those who know how to die with dignity and love honest challenge. Try it, test it, break it — and let us know how it feels.
We are proud to announce the official release of Version 1.0!
This milestone release includes significant under-the-hood improvements:
-Added full game controller support -Implemented comprehensive game balance adjustments -Optimized graphics synchronization with automatic VSync adaptation -Enhanced multi-refresh rate display compatibility
We sincerely appreciate all the support and valuable feedback from our community - your input has been instrumental in shaping this release. Your continued engagement helps us make the game better with every update.