As you're constantly reminded, perception is reality in Superliminal. Like other first person puzzlers, one single, mind-bending concept is the focus, and this time, it's all about scale and perspective. Objects are as they should be before you pick them up, but depth vanishes once you do. To borrow an example from Father Ted: in this game, the sheep is both small and far away.
A child's building block can be the size of a pea or a house depending on your perspective. Most of the puzzles revolve around this idea of scaling things up or down in relation to where you are. It's a hard concept to express in words, but like Portal, it begins to make sense after playing a while. Things are as big or as small as they look, and once that clicks, the game throws all kinds of crazy puzzles and bizarre environments your way. Early examples include using a chess piece to push down a seemingly unreachable button, or using dice to form a staircase to a higher platform.
There's more here than just brainteasers, though. An understated narrative moves with you, again taking cues from Valve's seminal puzzler, but doing enough to stand by itself. Tonally, the game shifts between light and dark, dipping its toes in comedy and horror in equal measure. There are some surprisingly tense moments throughout the short runtime. This story element somewhat takes over as you get towards the end, and while it's a shame the puzzles lose steam, it all culminates in a surprisingly profound message. It might not push its core concept to the absolute fullest, but the overall experience is a charming and enjoyable one.