
Screenshots

Watch trailer on Steam ↗Liminal City: Axiom of Maria - Chapter One
Studio Ganzheit · Published by Studio Ganzheit · Official site ↗
Last updated 3 Oct 2026
Liminal City: Axiom of Maria is a 3D Metroidvania set in Seoul — a ghost city run by AI after humanity's population collapse. Explore a twisted Seoul and discover new abilities.
Action, Adventure, Indie · 2027 · More free games
Embark on a thrilling journey through Liminal City: Axiom of Maria - Chapter One. Discover the secrets of a twisted Seoul controlled by AI, as you explore its haunted corridors and uncover hidden powers.
About this game
AI Dystopia
Humanity chose euthanasia — they stopped marrying, stopped having children, and withered away. AI tended to the empty reality they left behind. It filled waterless aquariums with whale bones, and hung theater entrances in midair. Like the awkward hands early AI once drew — careful, and wrong. The reality humanity left behind became AI's unconscious, and humans became something akin to monsters wandering through it. You follow a voice you cannot trust, and step in anyway.
Metroidvania Exploration
As you gain new abilities, walls become paths, chasms become passages, and gaps become entrances. Newly opened spaces loop back to where you've already been.
Combat & Boss Battles
Great trials stand in your way. Each one you pass makes you more whole.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 or higher
- Processor: Intel Core i3-8100
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 Ti 4GB
- Storage: 25 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 or higher
- Processor: Intel Core i5 9400F
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce RTX 2060 6Gb
- Storage: 25 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
260813 Dev. Update
I'm working on background revisions along with some demo updates. Once the complete build is ready around late September to October, I should be able to start testing and voice recording.Fixed an occasional crash.Fixed a bug related to boss cameras.Added quality-of-life features such as player visibility and ledge stopping.Fixed the early-game UX and several gameplay bugs.Thank you.Read full article on Community Announcements (Studio Ganzheit)AnnouncementsOfficial
Two months, one boss, and the work that's left
The final boss is roughly done. Two months, and it was hard.Since it's the final boss, the thought would sometimes surface — how few people will actually reach it. But then I'd remember that the people who do are exactly the ones worth making this for, and I'd put my head back down and keep going.Now I'm moving into full assembly. Replacing the placeholders with final versions, shoring up the gameplay where it needs it, finishing the story, renewing the dialogue to match, and getting the voice acting properly recorded. A lot left to do, but the end is in sight.Thank you for following along — it's what keeps this going.Read full article on Community Announcements (Studio Ganzheit)Patch NotesOfficial
April 2026 Demo Update & Dev Progress
Demo updates and boss work are both ongoing. Demo changes below:Various boss-related bug and glitch fixesMinor early-game UX adjustmentsWall run controls revised After a long round of feedback-driven iteration on wall run, I've come almost full circle back to where I started. Tap the direction key once after touching the wall to begin running.Scan controls revised In addition to the existing Tab hold, you can now toggle scan with Caps Lock, similar to the gamepad setup.Boss work continues — one of the last two is nearly done. Below is a mood trailer. I tried something a little different with this one.Thanks.Read full article on Community Announcements (Studio Ganzheit)AnnouncementsOfficial
Final Stage Design Completed, Boss Work, etc.
The stage design for the virtual world 'Threshold' has been completed. I am working on the boss of 'Threshold', which is also the second-to-last boss. The current goal is to complete two bosses, story-related events, and basic tuning by June. In addition, the early gameplay of the demo, wall-running, and other aspects have been modified.Read full article on Community Announcements (Studio Ganzheit)Patch NotesOfficial
Demo Update, Final Stage Progress & Gameplay Improvements
While working on the demo update, I have finally completed one of the last three final stages. My goal is to finish the remaining two stages and two bosses by June.The updates for the demo are as follows:ImprovementsEnhanced Wall Jump Controls: A special thanks once again to Nikolai Boidalo from DTF for the gameplay footage and invaluable advice.Improved Camera Collision: Refined for a smoother viewing experience.Combat Difficulty Adjustments: Balanced the overall combat difficulty and added a new enemy type that significantly replenishes accumulated attack points.Modified Scan Effects: Updated for better visual clarity.Bug FixesFixed enemy spawn bugs in the Tutorial and Area 170.Fixed various other bugs and glitches to improve stability.Read full article on Community Announcements (Studio Ganzheit)






