
This unnamed device comes into the player's possession after completing a few introductory puzzles. At first cubes will be present only as a feature of the world but become a puzzle solving asset with the a cube manipulation gun. This can mean that the player can entirely avoid certain game mechanics involving the manipulation device if he or she is an exceptional problem solver.Ī player utilizing the yellow gun's ability to move cubes.Cubes are colored obstacles that exist around the world that can either hinder or assist the player. Due to the nonlinear progression of the game, it is possible for a player to complete Antichamber without discovering all locations or completing all puzzles. Other features of the world include jump pads, disappearing floors, and cube-disintegrating force fields.Īntichamber's world layout frequently teases upcoming areas by allowing the player to look through glass walls and force fields and puzzles that are currently impossible to surpass. Other rooms will have multiple entrances that, depending on which entrance the player uses, will deposit them into one of several areas that seem to all occupy the same space. One such area is a circular hallway that seemingly loops in on itself forever but eventually returns the player to an early location. This feature of the over world frequently appears in individual rooms as well as a part of solving puzzles. In fact, many sections of the world seem to jump from area to area that would be impossible in a logical 3D environment. The world of Antichamber does not follow an easily traceable linear path. In the world of Antichamber, rooms can occupy the same space as seen in this gallery. While finding the exit (and what lies beyond) is the only concrete goal the game introduces, the central theme of the game prompts the user to reflect on the nature of learning, progress, and the journey they take as they move through the world. Additionally, after or before completing a puzzle, the player can find short philosophical pieces of text that relate to the previous or coming challenges. How to achieve this and why are left completely ambiguous to the player, but the game makes efforts to teach the player how its world works by introducing simple puzzles that require the player to use the rules and physics demonstrated to him or her.


The game tasks the player with one simple goal: get to the exit. Currently Antichamber is released on Windows, Linux, and Mac OS X. The player must explore a stark 3D environment that is populated with colored lights that paint the walls and floors along with faint animal sounds that build upon the unreal ambiance of the world. Antichamber is an abstract puzzle game developed by Alexander Bruce and released and early 2013.
