18 June 2026 05:59 UTC · Community Announcements · CDAGaming
🛠️ ChangesImproved shader compiler reliability and coverage.Added some additional areas to explore throughout the episode.These additions have been partially brought in from v1.1 and The Archives.(HOTFIX) Adjusted one of the Playplace Emotional Encouragement zones to no longer be active during the Fun-O-Meter event.🔧 FixesFixed missing footstep SFX across various levels.Fixed additional object clipping/seam issues across various levels.Fixed some lights having an incorrect draw distance across various levels.Fixed an issue allowing the player to see out of bounds when falling from the Bounce
9 June 2026 01:59 UTC · Community Announcements · CDAGaming
🛠️ ChangesAdded a new "SFX Volume" option in "Audio" settings for improved configurability.Added a new "Crosshair Scale" setting in "Immersion".Additional scaling options are in the works for the upcoming v1.1 patch -- stay tuned!Added initial support for "Colorblind Mode" as a new "General" setting.This option was initially built for launch but removed due to issues in its design and functionality.We will be evaluating feedback on this option, while development continues on the v1.1 patch.Re-added the Dark Playplace puzzle originally removed in the original v1.0.3 patch.This area has also be
15 May 2026 03:18 UTC · Community Announcements · CDAGaming
🔧 FixesFixed an issue causing logs to be spammed and become extremely large from DLSS messages.Fixed an issue causing the "A Seamless Journey" achievement to sometimes not be awarded correctly.Fixed an issue causing the Memory Meter to be partially visible during certain sequences.Fixed an issue causing one of the Emotional Encouragement line subtitles to remain stuck on screen, if enabled.Fixed additional issues of object clipping and being able to see out of bounds in various levels.Fixed an issue that could cause the pause menu to be silently duplicated, eventually resulting in a game cras
14 May 2026 01:34 UTC · Community Announcements · CDAGaming
🛠️ ChangesReworked the "A Seamless Journey" achievement.No longer requires doing a full Memory Load reset, if the player achieved "Reality Check" beforehand.Endings that are achieved deathless from this patch onwards now display their icon as gold in the main menu.Re-added the whiteboard hint for the Combination Lock puzzle after Waterworks.Added full support for DLSS Multi-Frame-Generation X5 and X6 for 50-series GPUs.Added support for DLSS Frame Generation to be used with VSync in some cases.The "VSync" option will no longer be greyed out in this scenario, if supported.Adjusted timings and
9 May 2026 08:07 UTC · Community Announcements · CDAGaming
🔧 FixesFixed a regression causing various issues loading Memory Disposal, when going through the Squeeze Path before it.Fixed a regression causing the Memory Meter to be receiving decals when it shouldn't in certain scenarios.Fixed various invisible walls in the Playplace having incorrect collision settings.Fixed a regression causing the player to be able to see out of bounds when doing the Unfocused route in the Playplace.Fixed a script error that could occur when failing the Playplace chase sequence.Fixed a regression causing incorrect player settings to be applied when going down the Red S
9 May 2026 01:14 UTC · Community Announcements · CDAGaming
🛠️ ChangesReworked the Memory Meter to serve a more significant part in the story.Various story details (Both hidden and visible details), SFX, VFX, and more have been altered as part of this change.Reworked the VFX and SFX when starting a new game, based off a previously scrapped feature.Reworked Throw/Hold UI Indicators, for both in-game and menu UI displays.Reworked the Apply/Revert UI in the Settings screen for a more polished and visually consistent appearance.Reworked lighting for the conveyors in Memory Disposal, to no longer come from floating sources.Re-added a previously removed eas
21 April 2026 18:30 UTC · Community Announcements · CDAGaming
🛠️ ChangesAdjusted timings of certain challenge sequences to be fairer to first-time players.Simplified and reduced the difficulty of certain Bounce House puzzles.Removed older assets used in one of the Memory Loop areas, to avoid confusion.🔧 FixesFixed the player crosshair sometimes being in the incorrect state when starting the game using "Memory Load".Fixed minor collision issues with Security Cameras.Fixed minor collision issues with the chains in Memory Disposal.Fixed being able to see out of bounds in various levels.Fixed being able to re-enter the area prior to the PlayPlace, from the
16 April 2026 15:30 UTC · Community Announcements · CDAGaming
🛠️ ChangesAdjusted "Interaction Outlines" support for certain doors to be more consistent.Added "Interaction Outline" support for Soda Machines.🔧 FixesFixed a minor texture material issue.Fixed various audio issues and regressions from the prior patch.Fixed an issue causing the challenge prior to the Rotten Ending to either begin in the wrong state or begin too early.Fixed an out-of-bounds exploit in the Bounce House levels.Fixed a script error that could occur when changing the "Interaction Outlines" setting when in a level containing Lily's scarfs.⚠️ Known IssuesCrashing on launch or durin
15 April 2026 16:08 UTC · Community Announcements · CDAGaming
🔧 FixesFixed an issue causing the light switches to be un-usable if failing the challenge just before the Rotten Ending.Fixed the moveable Sensor Light in the Waterworks Maintenance Halls spawning in the incorrect position.Fixed an edge case allowing the player to bring a light into the Ventilation level.Fixed various audio and script errors in Memory Disposal.Fixed various visual issues in the Bounce House levels.Fixed an out-of-bounds exploit in the Playplace Maintenance Halls.Fixed the combination lock in the puzzle prior to entering Memory Disposal not being color-coded.Fixed a clipping p
14 April 2026 21:59 UTC · Community Announcements · jerrythebird
🛠️ ChangesReworked several puzzles, mechanics, and environments for an overall better user experience.This also includes various fixes to several environments, including Memory Disposal and its chase sequence.Updated the Clock Hint in the Basement to be a shorter length, improving localization support.Various Setting changes and adjustmentsThe "HUD Icons" setting is now enabled by default.Adjusted the GPU name format for the "Graphics" settings menu.Added "Hit Lighting", "Dirt Mask", and "Color Fringe (Chromatic Aberration)" settings to the "Immersion" category.Added "Smart Crouch" to the "Co
6 April 2026 04:47 UTC · Community Announcements · jerrythebird
Hey everyone,We’ve been closely monitoring player feedback, livestreams, Steam reviews, and much more over the past few days to continue identifying areas for improvement. Some of these areas include ongoing puzzle flow changes, and updates to the clarity of Subliminal’s narrative. We’re glad that the previous changes have had a positive impact on your experiences, and we will continue to improve upon these over the next few weeks! Speaking of future updates, we want to share a quick look at what’s coming next down the development pipeline. Below is a brief roadmap outlining Subliminal’s next
2 April 2026 09:01 UTC · Community Announcements · Subliminal
💡 Important NotesThis is the first of our planned patches this week to address all of the frustration and confusion we've seen caused by the our puzzles and chases. Expect quite large patches here (specifically in puzzle and chase content) as we nail down, rework and perfect everything we can here. Thank you all again for playing!🛠️ ChangesReworked the Bounce House Memory Loop puzzle.Changed the Light puzzle in Deep Storage and made more intuitive.Simplified the Light puzzle in the Bounce House closet.Reworked the puzzle area prior to reaching Memory Disposal, to improve usability and reduce
2 April 2026 01:04 UTC · Community Announcements · Chrille
Hey everyone, To start off, thank you to every single person who has played Subliminal so far. Your support means everything to us as a team. That being said, there's been some pretty valid feedback. At this point, we have looked through every single Steam review, a good amount of live streams, and as many YouTube videos as humanly possible. Before anything else, I (Sven) want to directly address anyone who had a subpar experience: I’m incredibly sorry. That’s not the experience I've wanted for you all, and I can promise you that we are dedicated to making this right over time. That being said
31 March 2026 07:06 UTC · Community Announcements · jerrythebird
First and foremost, thank you to the entire community for supporting us. To ensure you have the best experience possible, we highly recommend reading the following settings guide and known issues before you start playing:Motion Sickness & Comfort SettingsSubliminal has many visual effects enabled by default. If you feel dizzy or nauseous while playing, we recommend changing the following settings:Camera Shake: By default, this is set to 0.8x. If you experience discomfort it is suggested to lower the value to 0.3x, or disable completely (0.0x).Motion Blur and Depth of Field: While these setting
31 March 2026 07:06 UTC · Community Announcements · jerrythebird
Out Now on Steam!We're excited to announce that Subliminal is now available on Steam.Experience a psychological horror puzzle game inside of your mind where reality changes, memories deteriorate, and perception is everything. Built in Unreal Engine 5, Subliminal allows players to explore liminal spaces altered by light, perspective, and your own subconscious. Every memory holds a deeper story to uncover.To celebrate launch, Subliminal is available for $9.99 USD, with a 10% launch discount for the first week.Launch Bundle Available We've also partnered with Superliminal by Pillow Castle Games t
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