About This GameAntichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward.Several years in the making, Antichamber received over 25 awards and honors throughout its development, in major competitions including the Independent Games Festival, the PAX10, IndieCade and Make Something Unreal. Antichamber was also supported by the Indie Fund. Key Features. A deeply psychological experience that will make you question everything you know about how a game works. Mind-bending challenges that will subvert your expectations at every twist and turn. An enormous, seamless non-Euclidean world to explore.
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Once you understand the mechanics of the game, it's really, really fun to speed run. There's no RNG so it's 100% skill. The only thing I dislike about it is how strange the map is laid out and how difficult that makes for planning routes (the one I use here is largely based off the one used by /u/Californ1a).But I would recommend speedrunning this.
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Lifelike soundscapes developed by Robin Arnott and an ambient soundtrack composed by Siddhartha Barnhoorn. A gun that can create, destroy and manipulate matter, allowing you to discover new ways to overcome your surroundings.
What is?is a subreddit for the speedrunning community.Speedrunning is a play-through of a video game performed with the intent of completing a goal as fast as possible.Click below to search by flairClick below to filter out flairUpcoming Marathons, April 17-19, April 19-26An archive of marathon VOD threads can be found.If you know of an upcoming marathon, please! Resources for Newcomersfrom and ZE3ZNeed an explanation on anything speedrun?Looking for a specific community discord? Speedrunning Sites & News, the largest general speedrunning discord channelfor finding speedrun streamsfor all Tool Assisted Runsfor glitching help and tutorials. Speedrunning ToolsLive streaming software.Free live streaming software.One of the best timers around.useful timeruseful timer (Mac compatible!)timer for AndroidIRC client to be used with speedrunsliveMac IRC client to be used with speedrunsliveTwitch emotes are enabled in comments!Use (/EmoteName), eg (/FrankerZ). Had been held for about 2 months, and earlier today the run was cut in half and is still dropping.In Antichamber you can click on any room on the map you have previously visited and you will be able to warp there, and when you hit Esc it brings you back to the main hub area to select a different room. When you hit Esc, it clears all the cubes you've placed and removes the cube gun from your hand, and when you click a room it gives you the gun back. This new glitch takes advantage of a previously-known glitch where you could allow cubes to stay where you placed them during mapping (hit Esc after shooting a cube but before it lands, and it will land during mapping after placed cubes are cleared), but the new part is when cubes are placed in the location you're meant to spawn in any given room.
When you try to map to a room where a cube is blocking your spawn location, the game returns you to the main hub, but without removing your gun. We're still unsure exactly why, but this allows you to choose any room on the map, even unvisited rooms, to warp to.TL;DR The new glitch allows you to theoretically warp to any mapping location (some rooms may be impossible to click on, not sure yet) by blocking the spawn location in a previously-visited room you try to warp to.If you've never seen Antichamber before, we have our guides fully kitted out for anyone wanting to join in (still working on updating them for this new glitch, though, but you're free to join the Antichamber if you want to learn this glitch).Edit: Now down to!.
The developer describes it as a metroidvania where 'powerups' (in this case, the guns) are hidden throughout the map and you have to figure out how to get to each one in order to backtrack and use each new gun to get through previously-found areas. Once you know where all the guns are, then it becomes as simple as finding the best route to get to each one before heading to the end, but the game is also built in such a way that most puzzles are intentionally able to be solved with previous guns if you have enough knowledge about the mechanics (for example, the red gun is completely optional and you can get every sign in the game without it), and then there's glitches and ways to bypass requiring even the lowest-possible gun. It's definitely not going to be a separate category since this is still just 'any%' but as for the filters, I'm still not sure yet. It's actually looking more like we might do away with the current lag/lagless and HS filters entirely, since this sort of voids both, but it would certainly be much easier to just add a new filter even if it doesn't really make much sense in context with the other two filters.Personally, I see no reason at the top of the board to keep any filters, but I also know that some people may not want to use these glitches and would like to have the filters in order to compare against times using the same filters (even if those runs are from years ago or only done by beginners). It's also possible that there may be hardware or OS limitations since this is a PC game, and it'd be nice to have the board set up in such a way to facilitate those who can't use a particular route/glitch. Lag glitch, for example, may be more difficult to cause on higher-end machines, so then the board would be excluding those potential runners if they couldn't compete against other lagless times.HS is slightly different since, in the current route, HS is 'required' for the blue gun finish because of the setup required to get the gun into the hub where you pretty much have to HS cubes into a different room to set up the glitch, but with green gun HS isn't required because the green gun room is already fine for the setup.
That said, the only time you use HS is if you're finishing with the blue gun, and the only time you wouldn't use HS is if you're finishing with green. At that point, it's not really HS that needs the filter, but rather which gun you finish with.There's a lot to consider and I don't want to just jump right into changing the board up before I'm sure that's how we should go forward with it. I really wish speedrun.com had a 'preview' feature where you could change a bunch of settings and tweak/delete/add stuff without actually changing the live board; that would help a lot in situations like this where large glitches are found later on. Yeah, someone else suggested an interesting alternative which sounds like the best option right now - Make a new category 'any% warpless' for all the old runs keeping the filters, and then use 'any%' for this new route without filters. This is probably what I'll end up doing.The downside to this is for categories like 120 signs or any% all guns that have some regular runners but not nearly as many as any%.
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You can still use this warp glitch in those categories (or any of the other misc categories) but there would be no separate category or filter for it. Making them all separate categories would be unnecessary because of the low runner count for those, but adding a filter to them for this glitch would be the same issue as adding a filter for it on any%; it's basically nonsensical when used in combination with the other two filters. Yes, it could be, but honestly, I don't really see any use for it in 120 signs or other longer categories where you need to go to most if not all the rooms anyway. It could possibly be used to get the red gun faster, but after that, it's probably not very useful to be able to warp anywhere since you're already needing to go to all the rooms. The only potential after getting red gun I could see is if you skip a puzzle that takes a bit of time to solve and warp into the room after that puzzle if you're able to backtrack and get that sign (a lot fo the time you aren't able to backtrack, which is why the map exists in the first place).
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