Antichamber

The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life.

[1] A version originally sold with the Humble Indie Bundle 11 in 2014 added support for Linux and OS X.

[3] Regarding typical notions of Euclidean space, Bruce has stated that "breaking down all those expectations and then remaking them is essentially the core mechanic of the game".

Initially, the gun can pick up any number of small cubes, storing them, and then place them on surfaces; these can be used to block the aforementioned laser beams, or used as platforms for the player to get over obstacles.

Upon completing a core set of puzzles, the player can then access the exit door, upon which they start to chase down a black cloud-like shape, using all the solving techniques they have learnt before.

Eventually they are able to capture the cloud as a black cube within their gun, and enter a final, more expansive area, where they return the shape to a waiting shell.

[3][4][5] Part of this change came about how he was able to create Impossible Object spaces within the Unreal Engine, which came about as a result of a "rookie error" in coding.

[citation needed] The music evolves over the course of the game, starting with nothing more than one ambient layer in the first level and gradually progressing into a complex soundscape.

In an interview with IndieGames.com, Barnhoorn revealed that the soundtrack comprises sounds from various guitars, the shakuhachi, the koto, and synth pads.

"[22] National Post gave it a score of nine out of ten, saying, "In its own way, Antichamber serves as an antithesis to modern day video game design.

"[27] Metro gave it eight out of ten, saying, "Frustrating and confusing almost by design, Antichamber is nevertheless one of the most intelligent and imaginative puzzle games for years.

"[38] However, The Digital Fix gave it seven out of ten, saying, "Like a lot of various other media and art, I can appreciate the technical skill involved in its creation, but find it a tad too vexing for my own personal enjoyment.

"[39] Toronto Sun gave it seven out of ten, saying, "As an experimental bit of game design full of intriguing puzzles that defy earthly geometry, Antichamber is a success.

A gallery room in Antichamber demonstrating the use of the impossible object geometries; looking face on to each wall of these individual cubes will show a different scene. The player's manipulation "gun" is shown in the bottom right.
Alexander Bruce at the 2010 Game Developers Conference