Challenge Mode is unlocked after Superliminal is played all the way through.
This mode increases the difficulty of the Superliminal puzzles by adding additional obstacles and limiting the actions that the player can make (the amount of times the player can interact with objects and how many times they can jump). If the action limit is surpassed, the current puzzle must be restarted. A keybind is added to reset from checkpoint, and the checkpoints' locations are adjusted to match the beginning of challenges
Related Achievements
| Image | Achievement Name | How to get |
|---|---|---|
|
Mindful | Finish all challenges in Challenge Mode |
Walkthrough
Induction - 9 Challenges
- Move one of the numbered cubes out of the way using your FIRST GRAB then place the chessboard to form a ramp leading to the exit using the SECOND GRAB.
- Grab the numbered cube through the enter/do not enter door, then place it on the switch using your FIRST GRAB then walk past the door and grab the cube from as close as you possibly can, and place it as a step underneath the exit using your SECOND GRAB. USE BOTH JUMPS to reach the exit by jumping on the cube and then from it to the door.
- Grab the pawn in the left window and carry it to the second window using your FIRST GRAB. Note that in the right window two glass barriers have been added to make the puzzle harder. Place the pawn on the right edge of the left glass barrier so it falls on the switch.
- Enlarge the "Cheese Ramp" using your FIRST GRAB and then place it as close as possible to the exit make your FIRST JUMP clear the gap to reach it.
- Because the giant cube cannot be shrinked that much using your FIRST GRAB, walk behind the cube to grab one of the planks blocking the doorway to the Dream Soda and place it on the button.
- This one is trully hard. Position yourself in the corner to the right of the entrance and then grab the cube using your FIRST GRAB and then place it ON the crack in the window next to the button. The cube will fall, press it and you'll be able to exit.
- Remember to use your FIRST GRAB to grab and drop the cube on the left side of the addajcent room, or else it won't hit the button.
- Walk up to the on/off sign as close as you possibly can, then grab it using your FIRST GRAB and then rotate it so it lands on both buttons. The easiest way to do so is by standing next to the door.
- Pretty much the same as normal - use your FIRST GRAB to grab the "Cheese Ramp" or the Exit Sign and then drop them to topple one of the panels to make an exit. Note that the finish barrier for this one is in the final hallway, so make sure not to jump before you end the challange.
Optical - 4 Challenges
- Probably the easiest in the entire game. Use your FIRST GRAB to move the first "Push Handle To Open" Door out of the way, then walk towards the looping hallway.
- Use BOTH GRABS to make one of the Exit Signs a ramp, use your FIRST JUMP to get on top of it, then spare your SECOND JUMP to climb to the exit doorway near Dr. Glenn Pierce's radio. Remember not to leap on the boxes, as then you would have to jump one more time. Jump directly on the ledge instead.
- Use TWO JUMPS and the FIRST GRAB to grab the cube and put it beneath the doorway, then use the jumps to reach it. Then, use your SECOND GRAB to pick up the stairway cube and place it directly under the second doorway. Remember to make it as big as possible, as you have to reach the doorway with the rest THREE JUMPS. Leap onto the materace on the cube, then on it's top and from there to the exit.
- Use the FIRST GRAB to pick up the moon and enlarge it as much as possible, then utilize the SECOND GRAB to make the exit doorway big enough for you to enter.
Cubism - 4 Challenges
- Use your FIRST GRAB to place the dice as a step to the hallway above, use TWO JUMPS to make it to the second room, utilize the SECOND GRAB on the cube you've just jumped off and place it below the second doorway. Make it the size so that you can climb and then jump to the doorway using TWO JUMPS.
- Jump onto the right wobbly dice using your FIRST JUMP, then use your SECOND JUMP to make it onto the ledge.
- Take off the top of one of the dices, then place it like a ramp using your FIRST GRAB, then walk out of the room.
- In this one you have to be pretty lucky. Use your FIRST GRAB to pick up the dice and place it next to the ledge to make it explode, then use BOTH JUMPS to make it onto the ledge. If none of the dice piecies stay on top, you're practically done. Then, use your SECOND GRAB to open the shaft in the dice. Go towards the elevator.
Blackout - 1 Challenge
Even if there is only a single one here, it is long and hard.
- Don't waste two jumps to make it over the fire extiguishers - use the FIRST JUMP to make it over the ledge by leaping from the fire extiguisher laying on the floor. Continue forward not using any of the jumps or grabs until the room with the cardboard maze. Use your (Optional) FIRST GRAB to pick up the Exit Sign an use it as a light to navigate the maze. Use your SECOND, THIRD AND FOURTH JUMPS to make it onto the structure's hallway. In the following room, DO NOT PICK UP the Exit Sign, you can navigate in the dark and use the FIFTH, SIXTH AND SEVENTH JUMPS to make it out of the room. A tip is to look towards the window, so you can keep track of on which of the steps you are and if you can turn around and exit. Continue walking to the "IDEA" power generator.
Clone - 5 Challanges
- Use all 3 GRABS to clone the door to form a staircase. Remember to click it while standing close to the door, and on the right side of the hallway, as making the stairs on the right side will bonk your head while climbing. Use your FIRST JUMP to make it onto the cloned doors, then position yourself to the right of the lights above the door, then use your SECOND JUMP to leap above the doorway.
- Use your FIRST GRAB to clone an alarm clock and place it the the side of the doorway, then place another one on the edge using your SECOND GRAB to form a ramp. Utilize BOTH JUMPS to make it onto the alarm clock "ramp" and then into the door.
- As usual, use your FIRST GRAB to clone the apple, then drop it from the highest point possible. The apple should move out of the way, and open thee door for you. If you need to, return the cloned apple, so it also won't stay on the button.
- Also as usual, use your FIRST GRAB to clone perspectively the apple so it pops on the switch.
- Clone the Somnasculpt
sleep clinicGALLERY sign from as far away as possible two times using BOTH GRABS, then jump onto it and then onto the ledge using BOTH JUMPS. Remember to return the sign so it moves out of your way. DO NOT try to make it to the nook on top, as you will fail the challenge.
Dollhouse - 4 Challenges
- Enlarge the cardboard dollhouse using your FIRST GRAB, but remember to make it just the size that you can barely enter it. Then, overcome the ledge using your FIRST JUMP, walk out and resize the house again using your SECOND GRAB. Make it the size so when you enter it, you can fit in the tiny doorway. Leap onto the suitcases using TWO JUMPS (on the stack of two suitcases, then to the exit).
- Pick up the fan using your FIRST GRAB, then enlarge it and hold it to the right/left of the direction the doorway is facing, so when you topple down the Jenga stack, you won't have to jump to reach it.
- This one is pretty tricky. Pick up the bouncy castle and resize it using your FIRST GRAB. Make it so you can reach it's base and you can also fit through the doorway using the FIRST JUMP. Then, walk into the castle, use your SECOND GRAB to pick it up from the vent and place it down next to the exit. You can also use your (Optional) THIRD GRAB to try to make it small in the vent, so placing it on the ledge would be much easier.
- Use your FIRST GRAB to pick up the smaller portal doorway. Do it from as far away as possible to make the doorway as small as possible. Place it sideways in the keyhole, then walk through the other portal. Fall down onto the table and utilize your SECOND GRAB to grab the cardboard dollhouse and put it nearby to enter it. Don't make it too small, or else you won't be able to fit through.
Labyrinth - 2 Challenges
- As usual use your BOTH GRABS to place the cube underneath the steps and use ALL of your JUMPS to make it onto the cube and from there to the ledges.
- Don't get bamboozled by the splashing queen chess piece and don't waste the grab on it - use your FIRST GRAB to pick up the knight and place it on the button.
Whitespace - 3 Challenges
- Use TWO GRABS to enlarge the Somnasculpt Diagnostick Framework building, then enter it to establish portal connection between the two, and then use your THIRD GRAB to carry the building through the portal to create a paradox and escape. Note that the Challenge End Barrier in this one is on the dark wood cutout after the building vanishes, so make sure not to jump earlier.
- Use ALL of the GRABS to pick up the chess piece kings, and place them on the tiles so that each of them touches two. This is because there isn't enough grabs to place the kings on individual tiles. Follow the same strategy as usual - place the king onto a tile, walk there, grab the other chess piece.
- This one is definetly the most mind-boggling. GRAB the numbered cube before the challenge even starts, and put it on the other side of the door to make it enterable for yourself. Use your FIRST GRAB of the challenge to pick up the cheese "ramp", and place it on the other side of the door to be able to come back. Then, place it underneath the doorway using your SECOND GRAB, and jump from the top of the cheese to the doorway using your FIRST JUMP.
Trivia
- The glass barriers in the third challenge of induction are the only change to the maps of superliminal within Challenge Mode, rest of the gameplay is exactly the same.
- Challenge End Barriers act the same as No Object Barriers, if you try to walk through them with an item, you won't be able to do so. However some of them don't have that property, because you have to reach to an object from behing the barrier.
- Clicking Dr. Glenn Pierce radios or interacting with anything that cannot be picked up doesn't count as a grab, however cloning not grabable objects does.
- When the limit of jumps/grabs is failed, the text turns red, and after a while instead of numbers for the quantity of them, there will be question/explamation marks.
