Liminal Laboratory

Apple games, folklore systems, field notes, and useful tools from the threshold.

Current public experiment

Witch of the Woods

A whimsical supernatural forest game for Apple devices, developed like a field expedition: specimen plates, measured prototypes, strange creatures, and a map that politely refuses to stay finished.

Antique scientific plate of a forest fox
Plate V. Vulpes liminalis, pathfinder and first known citizen of the Wychwood Province.

Liminal Laboratory makes Apple-first games and the tools needed to build them. The house style is half naturalist folio, half playable prototype: beautiful when it can be, measurable when it must be.

The Lyceum is being reserved for a different future project. This domain is the lab: the forge, field desk, and public notebook for Witch of the Woods.

Experiment

A game discovered by instruments

I

Player fantasy

You are a young witch entering a forest whose creatures, paths, and silences behave like living annotations. Magic begins as observation: read warmth, listen to bats, follow fox-trails, and learn which gaps in the map are invitations.

II

Native Apple feel

The prototype is being forged with SwiftUI, RealityKit, and ARKit experiments rather than a general-purpose game engine. The goal is immediate touch feel, device-tested performance, and an Apple-native toolchain.

III

Evidence before promises

The public site should not pretend the game is finished. It should show the specimens, the current technical truths, and the next clear experiment.

Biome

Residents of the Wychwood

Build ledger

What is true today

Obs. 01

Verified

There is already a playable iPhone forest slice.

The current prototype launches into a landscape-only virtual forest with third-person movement, a virtual joystick, HUD readouts, and a RealityKit camera.

Obs. 02

Verified

ARKit is used as a compass, not a camera-world.

Device yaw and pitch can steer the virtual camera while joystick movement keeps the player grounded in the rendered woods.

Obs. 03

Verified

The forest renderer has a known pressure point.

Runtime crossed-card trees work at modest density; one-entity-per-tree does not scale forever. The next renderer experiment is grouped cards or clustered impostors.

Tool 01

Tool

Witch World Weaver is the companion bench.

The editor workstream, currently USDSceneForge, is the macOS authoring side: open scenes, inspect assets, validate the contract, and keep the game world legible before it reaches the phone.

Apparatus

The lab bench

Game

Witch of the Woods is the playable surface: movement feel, camera comfort, forest density, creature language, and the first small systems of magic.

Tooling

Witch World Weaver and USDSceneForge are how the lab keeps content authoring close to the game instead of drifting into disconnected asset experiments.

Publishing

The site is static, fast, and Cloudflare-hosted. It can start as a field notebook and grow into press kit, devlog, wishlist funnel, and launch archive.

Correspondence

Follow the next clearing

For now this is a mock ledger entry point. Later it can become a real newsletter, press contact, or TestFlight interest form.

Mock form only. No data is sent.