LIMITLESS DEPTHS
Project I did instead of my BA thesis.
Made with AI (mix of Claude Code, Antigravity & Nano banana), ideas i had for a while but never had the patience to learn coding for.
Limitless Depths
A 3D liminal maze horror game experienced through a bodycam POV with raw VHS/CRT video degradation.
Objective
Navigate a procedurally generated maze to locate and activate all Fuse Boxes. Turning on all switches floods the environment with overhead fluorescent lighting and unlocks the Exit Portal. Reach the portal and interact with it to escape and save your recorded footage.
Compass Navigation System
The on-screen compass UI displays the player's real-time directional heading (N, S, E, W) and features dynamic, color-coded tracking markers to locate critical points of interest:
- Yellow Markers: Active Fuse Boxes
- Red Marker: The Exit Portal
- Grey Markers: Weapon Spawns (Glock)
Controls & Systems
- WASD: Locomotion / Movement.
- Shift: Sprint. Drains your Stamina (STAM) pool. Dropping below 20% stamina induces heavy, audible exhaustion and limits your speed.
- E: Interact. Used to flip fuse switches, harvest weapons/ammo drops, and trigger the final exit.
- F for Night Vision: Toggleable overlay to navigate pitch-black sectors before power is restored.
- Inventory / Combat: Collect ammo drops and manage your firearm to fend off hostile entities.
Hazards & Entities
- Phobophage & Echo-Stalker: Predatory entities that hunt you down through the corridors.
- Glitch-Wraith: A distorted threat lurking within the deeper sectors of the structure.
- Void: A unique, unpredictable anomaly with an escalating two-stage behavior loop:
- Phase 1: Sprints blindly and randomly through the maze corridors, ignoring your location. Bumping into it triggers a panic state where it screams and flees.
- Phase 2: Colliding with it a second time permanently angers the entity. It locks onto your exact position, stalking you at a slow, menacing pace while emitting heavy breathing.
Map Editor & Custom Building System
The game features an integrated 2D grid-based editor that allows you to design custom liminal layouts and test them instantly in 3D execution mode.
- Structural Tools: Paint foundational layout components including standard Walls, Wet Carpet textures, clutter Debris, and the primary player Spawn point. Use the Erase tool to clear grid selections.
- Objectives & Hazards: Manually position critical gameplay items across the grid, including Fuse Boxes, Ammo Drops, Weapon Spawns (Glock), and the Exit Portal.
- Creature Placement: Seed your custom maze with any of the four entity types (Phobophage, Echo, Void, or Glitch-Wraith) to configure specific hazard vectors.
- Instant Playtesting: Switch seamlessly between the 2D design canvas and the live 3D bodycam simulation mode to test map balance, geometry alignment, and entity behavior on the fly.
Procedural Generation & Custom Settings
- Allowed Biomes: Choose the aesthetic and structural theme of your next run:
- Classic Backrooms — The iconic, infinite yellow wallpaper and moist carpet.
- The Poolrooms — Eerie, sterile tiled architectures flooded with stagnant water.
- Pipe Dreams — Industrial, claustrophobic maintenance basements wrapped in rusted machinery.
- Suburbia — Uncanny, repeating twilight residential structures that lead nowhere.
⚠️ Experimental Feature Warning: You can toggle multiple biomes at once, but mixing architectural sets is unstable. Selecting more than one biome simultaneously can cause severe visual clipping, conflicting texture sheets, or broken map layouts. For the intended experience, stick to one biome at a time!
- Objectives Count: Scale the difficulty by deciding exactly how many Fuse Boxes will drop into the maze. More fuses mean a wider search area and longer exposure to the dark.
- Entity Population Control: Dial in the exact tension level. You can set the precise spawn count for each individual anomaly tracking you through the corridors:
0 · Phobophage1 · Echo-Stalker2 · Void3 · Glitch-Wraith
| Updated | 4 days ago |
| Published | 5 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Author | Critex |
| Genre | Survival |
| Tags | 3D, First-Person, Horror, Liminal space, Procedural Generation, Survival Horror |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |



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