Knock knock.

You can free yourself, but only when you change your perspective...

Keep one eye on the clock.


  • WASD / ZQSD / Arrows: Move

  • Shift: Sprint

  • Mouse: Look

  • Escape: Unlock mouse

Linux Version

Made by:

Code & Art: Baku

Music & SFX: kbjwes77

Listen to the music again

You must be logged in to leave feedback
Log in Register an account
  • Tero Hannula

    Just putting the link here of gameplay:

    also for the experience in this site :'D

  • Jupiter Hadley

    Really interesting world! I included it in my GM48: Collect! compilation video series, if you’d like to take a look. :)

  • battleZays

    Looks amazing feels amazing to play BUT REALLY CRAZY HARD :D I don't even know if its winnable

  • Kwis
    • Level 67

    2yrs ago

    Delivery for you guys:

    • baku

      2yrs ago

      Thanks for making a video, kwis 💖

      This jam has, more than anything, taught me that what I might find fairly obvious is very much not obvious to everyone else 😅

  • Mimpy
    • Level 26

    2yrs ago

    Very moody and atmospheric, and excellently executed 3D work.

    The music and the mellow gradients give you a calm, sleepy vibe, and the non Euclidean geometry is very dreamy too. Top notch job on immersion.

    I love the perspective elements of the puzzles, but finding the sweetspot that is accepted as a solution seemed a bit narrow at times, especially for the first one. You can know the answer and spend a lot of time trying to figure out where exactly to stand to have the game recognize that you know it.

    Walking backwards through portals does give kinda a very sudden tearing transition into seeing inside the portal, but I guess there's no real solution to that besides disabling walking backwards, heh.

    Graze Days

    Graze Days

    • baku

      2yrs ago

      Thanks, Minty 💖

      I considered a few options in regards to walking backwards through the portals. First, I could've made the "back" of the portal solid, but I like being able to see through them. Second, I could've written some code to disable the portal (both functionally and visually) if the player walks backwards, and only enable it again once the player looks away (if that makes any sense). This would've probably been the best option, but there were always higher priority problems to work on... 😅

  • Naxos
    • Level 7

    2yrs ago

    I happen to catch someone else playing this game on a stream, and I could kick myself for that. It's really something you want to experience blind. I'm super impressed you guys made not only a 3D game in the jam, but a 3D game with frikkin' portals! Are you insane? It also reminded me a lot of Antichamber. Was that an influence at all?

    The game was pretty and I thought the music fit perfectly.

    I loved that moment when I realized that the green room with the 4 was actually the same room I just left. Very sneaky portal.

    On the other hand, I'm not sure if I would've had any idea what I was doing without the spoilers, but I guess I'll never know for sure :(

    Finding the numbers is a little finicky but I can forgive it for how cool it is! And people have already mentioned the floating mouse, not a huge deal though. Also it was a little weird that I was 'walking' with step sounds in the water area.

    I did it twice to make sure nothing changes. The ending makes me think it's some kind of hell or purgatory haha.

    Very cool!

    PS. I dunno how useful it'll be for you, but I made a video of me playing SOMNIUM

    PPS. fish without arms!

    • baku

      2yrs ago

      Hey, thanks for the feedback! I haven't actually played Antichamber, but I know of the game, so it was subconscious if anything. The Witness was an intentional inspiration though.

      Yeah, there are no differences after the game restarts. I've been thinking about how to possibly expand the game, and that would involve differences appearing after "restarting", and the game leading you down different paths.

      Mouse floatyness and footsteps in water were on purpose. It was supposed to feel like a weird dream, aha

      Video comments:

      • 2:10 wow yeah ok, this shows really well how I could've been a lot more generous with when numbers get discovered 😱
      • 2:46 I totally hadn't noticed until now that you can see the portal appear/disappear when the game is teleporting the player around 😱
      • 3:25 the clock wobble being super strong here is a bug that happens due to accidentally having only halfway implemented a z-position check for the wobble strength 😅

      Lots if fish without arms, but did you spot any with legs? 😉

  • WangleLine 🌸

    It took me a solid 10 minutes of running around to figure out the mechanics of this game, but everything after that was an absolute vivid experience. What a great and creative entry :D

    Mal's Game

    Mal's Game

    • baku

      2yrs ago

      Thanks! 💖

      Tried to make the different environments as vivid and dreamlike as possible (within the time constraint), in contrast to the boring starting room.

      As far as I can tell, most people have no clue what to do for a good while, until they randomly find the first number. Could've made it clearer for sure!

  • Thomas Childs

    Wow! Just wow! The work behind this is so impressive. How did you get your camera to look all the way up and down without capping at ~30 degrees? And how did you import so many interesting models!

    This whole game had me going "how did they manage this in 48 hours, let alone in game maker!".

    Very, very impressive. This will hopefully score highly!

    Only negative I could say is the slightly confusing story end, and a slight difficulty in lining up the perspectives. I'm sure others got it, but it left me feeling a little in the dark! If only this was a 72 hour jam, so you could have fleshed these out slightly further. Would definitely love to see this developed more!

    • baku

      2yrs ago


      This article by YAL has an example on how to correctly rotate a 3D camera around. It's for a 3rd person camera but gets the point across, you can easily convert it to first person.

      I used a custom .obj to vertex buffer converter, based on this one, to import my models.

      Might develop the game further if I can think of a good way to expand it.

  • Seltzy

    Really enjoyed my time with this and it left me with good vibes. The objective really capitalizes on the fact that it's 3D which is cool. 3D is obviously technically impressive and it's aesthetically nice on top of that.

    Psyched for the baku horror game.

    Good stuff :)

  • DallinZW

    I spent a lot of time trying to find the sweet spot where the game registers that I'm looking at the number in the right place. Perhaps a forgiveness mechanic could be implemented?



    • baku

      2yrs ago

      It already is a bit forgiving in terms of both position, angle and pitch, but in hindsight I do agree that it could've been even more so

  • The Great Gatsby

    really good! I liked the 3d, I really want to try making a 3d game like this. Really well polished and professional, I think that If you added more levels, the game could be shipped. Finally, I couldn't figure out how to beat it, I got all the way to the last number, and then I couldn't progress more... I'll try some more later.



    • baku

      2yrs ago


      I've thought about expanding it, but I don't have a clear about how to do so yet. If I get one, I might!

      I hope you'll find the last number!

  • nyx
    • Level 4

    2yrs ago

    I had so much fun with this game! The puzzles are challenging and entertaining, I love how subtly the solutions are introduced. Playing with perspective and finally lining everything up properly is very satisfying. The different environments and ethereal atmosphere accompanied by the music are fantastic. Also, the ending made me laugh for some reason. It all came together in a very clever way. Amazing job!



  • Nyveon


    Just like last jam, I'm blown away by the 3D graphics, love the colours and shapes too.

    I'll admit, I spent way longer than I should have in the first level trying to figure out what it was I was supposed to do. But it was very satisfying to progress, and once you get the hang of it it all sort of clicks and makes sense.

    I believe the cursor constantly drifts up constantly, not sure if that was intentional or not (I think something might have happened to the breathing animation, somehow). The controls in the second level were a bit strange, but still usable.

    The level design was great, and I love every bit of this game as a puzzle game, simply fantastic. I'm trying to be vague here to not give anything away to other people who might read the feedback before playing :P

    Overall, really well done :)



  • Luke No Further

    Wow wow wow wow wow

    Fantastic art style - great minimalist approach with the colour palette and simple forms and gradients and atmosphere - It's giving me an early 3D PS1-era vibe, plus the music and the perspective shifting, it feels like Kula World - don't know if you remember that?

    I love the non-euclidean level design - feels really dreamlike and magical - Are you just switching level geometry on/off based on environmental triggers the player walks over? Or are you teleporting the player around? I just can't figure it out!

    Extremely impressive technically and just super beautiful - the gameplay, although simplistic - is very creative and complements the atmosphere - like the the Witness but made in 48 hours instead of 7 years :D (kinda).

    OMG and then when the alarm turned upside down and it said HELP and then the game restarted in the spooky room at the beginning..!...!!..!..! the DRAMA! D:<! ! a really clever ending

  • TobyMoby

    Cool game and fun idea! I think the 3D looks great and surreal and the soundtrack fits nice. I actually liked the floaty controls, gave it quite a unique touch.

    The gameplay was a bit too simple for my taste, run until the clock shakes and look around...but I cant even try to understand how this all was technically achieved :D

    Lastly, I think this would have fit better with "perspective" or similar as a theme.

    • baku

      2yrs ago

      Thanks for the feedback :D

      The controls were made just a tad floaty on purpose to fit with the dream-like aesthetic.

      Haha, we were joking about how the game could work with a lot of different themes when making it! Since the player is collecting the missing numbers for their alarm clock, albeit through a unique way, I think it fits collect well enough

  • JCx64
    • Level 3

    2yrs ago

    My first thought was "wow, is that Game Maker?".

    The mechanics are so fun and immersive. I'm stuck at the legged fish, any clue? :)

    • baku

      2yrs ago

      The clock shakes more as you get closer.

      Remember you can move on the z-axis in that area as well.

  • Fachewachewa

    Oh hey that pretty good :3

    I guess the biggest issue is the fact that you have to aim at the right spot, even if you can already see the shape. The "underwater" controls are a bit weird too, but that's because I'm used to space & ctrl in that type of situations. I did have to do weird some kine of weird vertical parallel parking in the corridor though :D

    Apart from that, it's so polished, not sure what to say apart from good job :D

    Oh yeah one last thing, the bamboo thing in the room doesn't really read as a wall, especially since you can walk on the other piece of bamboo. I think it adds a little too much to the initial confusion.

    • baku

      2yrs ago

      Thanks :D

      Yes, in hindsight I could've been even more lenient about what position/perspective counts...

      Being able to walk through the smaller fallen bamboo thingy is an oversight on my part. It has collision, but I forgot to update it after rotating the model >.<