
Entities
Presences that do not chase — they wait, and they persuade.
Archive File No. 000 — Classified
Liminal is a horror trading card game where you don't defeat your opponent by brute force—you unleash an Entity and complete its unique ritual before they do.
01 — What is LIMINAL
LIMINAL is an original psychological horror trading card game. There is no life total to grind down, no armies to clash. Instead, every card you play seeds a quiet dread that slowly transforms the reality of the table itself.
Entities do not defeat you. They convince you. Locations shift beneath your certainty. As fear accumulates, the rules you trusted begin to bend — until the space between what is remembered and what is real disappears entirely.
No Combat
Reality distortion replaces damage.
Rising Fear
A shared meter that warps every rule.
One Archive
A single, expanding story world.
02 — The World
Every card in LIMINAL belongs to one of four domains. Together they form the grammar of a nightmare still being written.

Presences that do not chase — they wait, and they persuade.

Rooms that remember you differently than you remember them.

The rising current that bends every rule at the table.

Fragile acts of control against a reality coming undone.
03 — Development Log
Day 1
LOG // 00:00:01
A single question written in the margin: what if the monster was never in the room, only in the certainty that it was? The core loop of LIMINAL begins here — fear as a resource, not a threat.
Day 2
LOG // 00:00:02
Entities, Locations, Fear and Rituals are separated into distinct decks. The reality-distortion mechanic is prototyped on index cards. First playtest ends in an argument about whether a door was ever really there.
Day 3
LOG // 00:00:03
Art direction locked: charcoal, grain, restraint. No gore, no jump scares — only the slow erosion of what is real. The first entity is illustrated. This website becomes the public record of everything that follows.
[ Archive updating — subsequent entries pending declassification ]
04 — Featured Entity

"You set the table for one. You have always set the table for one. So why is the second chair warm, and why can you no longer remember eating alone?"