Clearing out my old notes from the notes app, and I stumble across a video game idea I had which was sort of liminal/backrooms themed, idk shi about video game creation and it probably wouldn't have a plot anyway so here you go. Enjoy what my brain created: House of the Mind, inspired by the Panic! At The Disco song, House of Memories. I've tried to colour code it as much as possible for ease of reading.
The Driveway - an expansive immaculately neat lawn with several sidewalk paths going in numerous directions. You might encounter the occasional STOP sign, but if you look at it or think about it for too long your mind may start to believe things that aren't true, and getting out of that thought cycle is very challenging. [Mind]
The Garden - a vast field of flowers unheard of in our world. It seems to go on and can be almost impossible escape if you don't know the right way out. Some flowers can be invaluable on your journey, but the friendliest ones might be the most sinister [Mind]
The Backyard - paved cobblestone roads covered with beautiful chalk drawings. A single basketball hoop stands in corner, glinting in the sun. Maybe I'll play for a little while...
The Living Room - a generally safe space to be, the Living Room is filled with chairs to rest your legs and shelves to store belongings. This Room is perfect to come to if you feel lost but do not take it for granted. Ensure that nothing valuable is left behind, it's rude to ask for gifts back [Sight]
The Hallways - Quiet, carpeted and saturated with humming of flourescent lights, the Hallways don't have a lot to offer. It is however completely windowless, and time is a bit strange here. It's best not to hang around for long, claustrophobia isn't fun. [Hearing and Time]
The Bedroom - warm and comforting, the Bedroom is the ultimate safe spot. It looks completely different depending on who enters, which can cause a few conflicts. What one considers homely another might consider their worst nightmare realised and vice versa. With a little practice and a LOT of patience, you can make the room look almost the same for all parties. But beware! This effect doesn't last long and uses up a lot of energy, and as a result, a lot of precious time [Touch]
The Kitchen - The Kitchen can be a little overwhelming with all the aromas everywhere. You may also experience a sharp sensation on your tongue. Careful, the last thing you'd want is the Kitchen turning on you. [Smell and taste]
Elevators- the Elevators will take you wherever you want, but once you reach you cannot go back with them; you'll have to find some other route if you change your mind. Elevators won't give up on you so easily though. Sometimes it might sense if you're in any trouble and show up, but other times it might simply choose not to. For about 5 seconds after entering you might find it hard to breathe. After that, it's smooth sailing to your destination.
Staircases - Staircases are ever-changing. They might turn into an infinite spiral with no way out or will take you back to your previous location as if you never left. Sometimes it will take you to a place you've visited but a version that's slightly off; that beanbag was definitely not there before and that sofa was grey, not pink with yellow spots. If the Staircases don't want you they might turn slippery or into impossibly steep ramps to keep you away. Trust them and turn back, they have seen some things.
Voids- these are kind of like that one creaky stair, try avoiding it if possible, and if you fall in by mistake you'll end up in Limbo and you'll just have to wait until it gets bored and spits you back out.
Bathroom- despite its name, the Bathroom is the most hygienic Room, almost too much. It is reminiscent of the (in)famous Poolrooms, but instead of being calm with stagnant water, the only thing you can hear is the deafening sound of water running through the pipes. Every inch of this place has been scrubbed clean and dry, and there is NO room for uncleanliness.
Storage- a seemingly endless Room with shelves all around. The shelves are filled with boxes of things you have lost throughout your life, but unfortunately after all the time they were separated from you they developed a mind of their own and no longer recognise you.
Library- Every single book describes in detail every experience you've been through and what exactly went on in the minds of the people who were present in that situation. If you were alone, you see alternate situations you could have faced if you had changed one minor thing. But here's the catch - you are never alone.
Attic- a tiny 10x10 corner of the Realm. Completely dark save for the one oil lamp that never seems to stop burning. There's also a painting of an eerily familiar woman whose paint never seems to fully dry, and a small plate of carefully cut apple slices that never go brown or rot.
The Balcony: Lined with Alice in Wonderland-esque black and white checkered tiles, it is a large circular floating platform with railings that probably don't do much since it looks only knee length. Despite being confident you've reached somewhat close to these railings you always find yourself in the middle.
Clock Room: While time is certainly strange in the whole Realm, it might be the most unusual here. In this Room you are old and young, in the future and the past, full of hope and devoid of it. You wonder what century you even are in. Digital clocks are suddenly foreign to you and somehow outdated at the same time. Clocks and timepieces fill every inch of the walls and ceiling, while the floor, a pitch black colour, vibrates ever so softly and rhythmically; an unsettling but somehow alive 'bump-bump-bump'. You don't know when you are.
Train room: A nicer but rarer cousin of the Elevators, it has pretty much the same function but with two exceptions-- you MUST be accompanied by someone you truly trust and you MUST have your Ticket. Do not lose your Ticket under any circumstances. Safe travels! :)
The Theatre: A place to watch every moment of your life, both current and past, played back to you. In the basement of the Theatre, is the screen for Repressed Memories, a dark and lonely place. It is advised that you do not watch too many of these as it can alter your entire perception of reality. Turn right at the entrance and you'll find the room of Core Memories. You can play these back as many times as you like but once you step out of the Theatre you can no longer recollect any of these moments. The rest of your memories will still be intact.
The Waterpark: Float, wade around and relax in the comforting dessertedness of the Swimming Pools. The water never goes above thigh length no matter your height so you never have to worry about drowning. Slide on the many twisty slides and play with the inflatable pool toys to your heart's content. Please don't drink or pollute the water though, it's inconsiderate. When you are ready, the slides will take you to your next destination.
Telephone room: a very narrow and long hallway reminiscent of an old school telephone booth. Pick up the receiver and express your fears, passions, and thoughts. If you're lucky, someone might answer back.
The Balloon Zone: Sometimes known as the floaty room or the helium room, the Balloon Zone has considerably less gravity than other parts. Every balloon is symbolic of a moment in your life when you've felt heavy and filled with sorrow. Bursting them is not recommended as doing so will bring those memories crashing back more vividly than experiencing it for the first time. Oh, and try not to touch the ground.
Basement - The Basement, or the Party Room is a truly tricky place. This is the perfect place for a birthday party or sleepover, but you're never invited. You will always be the last picked, the least considered and the only forgotten.
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Alternate names for phases: