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Antichamber (2013) is a independently developed first-person computer game focused, in large part, on the concept of navigable space as it can only be accessed through a computer.  Antichamber is a puzzle game set in non-Euclidean space.  You – the silent first-person protagonist – are set in a laboratory or maze, navigating through passageways that change as you access them.  For example, you may climb a flight of stairs to end up at the same place you started, or else take four 90-degree turns on a flat level and end up two stories above where you began.  It creates a physically impossible space that is entirely natural within the world of the game, and challenges the player to navigate through that space.

It also challenges the distinction between haptic and optic interface in a very interesting way.  Some objects are affected literally only through vision – paths open and close as you look towards them or away.  In one puzzle, you are stuck in a room, the floor of which collapses out from under you if and only if you look directly downward at it.  Antichamber’s navigable spaces follow their own curious laws, which often make internal, consistent sense, but are ‘wonderfully creepy’ in their divergence from the modes of navigation enforced in real life.