Modpack

Liminal Industries
Rank 24
Rank 16 among modpacks

Quick rating

Liminal Industries

Overall rating distribution
0.5★ (no ratings)
1.0★ (no ratings)
1.5★ (no ratings)
1 rating (5%) · 2.0★
2.5★ (no ratings)
3.0★ (no ratings)
4 ratings (21%) · 3.5★
6 ratings (32%) · 4.0★
1 rating (5%) · 4.5★
7 ratings (37%) · 5.0★
0.5★ 5★
Gameplay rating distribution
0.5★ (no reviews)
1.0★ (no reviews)
1.5★ (no reviews)
2.0★ (no reviews)
2.5★ (no reviews)
3 reviews (30%) · 3.0★
2 reviews (20%) · 3.5★
4 reviews (40%) · 4.0★
1 review (10%) · 4.5★
5.0★ (no reviews)
0.5★ 5★
Aesthetics rating distribution
0.5★ (no reviews)
1.0★ (no reviews)
1.5★ (no reviews)
2.0★ (no reviews)
2.5★ (no reviews)
3.0★ (no reviews)
3.5★ (no reviews)
2 reviews (20%) · 4.0★
4.5★ (no reviews)
8 reviews (80%) · 5.0★
0.5★ 5★
Performance rating distribution
0.5★ (no reviews)
1.0★ (no reviews)
1.5★ (no reviews)
2.0★ (no reviews)
2.5★ (no reviews)
3.0★ (no reviews)
3.5★ (no reviews)
4 reviews (40%) · 4.0★
1 review (10%) · 4.5★
5 reviews (50%) · 5.0★
0.5★ 5★

Explore, conquer and industrialise the liminal backrooms with tech and magic

Industrial
Tech
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Factory Sim
Magitech
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Questing
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Minecraft

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3.5
nikeron2002

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Posted: July 9, 2026 at 12:32:23 PM UTC
MC 1.20 Completed · 100 hrs
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.5

I played like 88 hours in pack, its start boring for me when its no enough resources like gold diamond , reality frame is ass too
eyes crafts are deterministic , i give it ) and other ender io staffs , i cant play it in this moment , idk why
no minimap , yeah maybe its atmospheric , but annoying for me
Ae2 should be disabled channels i think its much more better for pack like this
I think i droped this , but finish with give)

0
0
3.5
nikeron2002

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Posted: July 9, 2026 at 12:32:23 PM UTC
MC 1.20 Completed · 100 hrs
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.5

I played like 88 hours in pack, its start boring for me when its no enough resources like gold diamond , reality frame is ass too
eyes crafts are deterministic , i give it ) and other ender io staffs , i cant play it in this moment , idk why
no minimap , yeah maybe its atmospheric , but annoying for me
Ae2 should be disabled channels i think its much more better for pack like this
I think i droped this , but finish with give)

0
0
3.5
nikeron2002

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Posted: July 9, 2026 at 12:32:23 PM UTC
MC 1.20 Completed · 100 hrs
The version(s) the reviewer played
0
0
3.5
Panzerschrekt

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Posted: June 5, 2026 at 5:02:03 PM UTC
56 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.0

First of all, this is a re-review of this modpack, it simply has one of the greatest potential ever. It nails the best part of backroom, that is the feeling of being stuck, loneliness in a liminal space...

With that being said, being stuck, feels boring... like don't get me wrong, i actually liked this modpack until i realise (20 minutes in) that it only gives you the use of Create to solve everything in the early up until endgame, yep, just look at the quest book, it's majority Create. I don't hate Create but i personally think that too much modpacks nowadays has used Create as a one slap fix of progression for their tech tree and i feel that it's on an extremely low bar of boring. Like, i don't expect packs that has the literal name "Liminal Industries" only cares so much about Create in it, like yes i know the pack has both Botania and Mekanism but they feel so much so dwarfed compared to the spotlight that is being given to Create, it's just absurd amounts of difference, like please if you want Create as the main focus, atleast make it bearable, dillute it better so i can feel the sense of coherency and interactions between all the mods being put together, and the joy of making an actual Industry in the Liminal Space instead of just playing Create pack repacked as Backrooms tech-pack. WIth that being said, i still love that the modpack is properly configured, i do dislike the lack of monsters, and having them only spawn from sculks as reference to the bacteria is just a bit, meh, doesn't make me feel anything, just, bored.

So what really now? i've played further into the pack and see the enjoyment to it. Still just stuck with create, botania, mekanism and what not, still sucks a bit i suppose, but i guess that's for the best of this pack right now, i do wanna reiterate that there is certainly so many potential to this pack that can be improved, especially from the technological interactions between mods as you can see from my thoughts on it before. Immersiveness can be improved, maybe having some shaders on by default would work as a quick fix. Better fix would be to either have a mod that adds in the actual bacteria rather than simply sculks, but that's all i can say for now.

If you're new to modpacks, this could be a decent one, do note that early game can be boring

1
0
Last edited: June 15, 2026 at 9:18:15 AM UTC
3.5
Panzerschrekt

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Posted: June 5, 2026 at 5:02:03 PM UTC
56 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.0

First of all, this is a re-review of this modpack, it simply has one of the greatest potential ever. It nails the best part of backroom, that is the feeling of being stuck, loneliness in a liminal space...

With that being said, being stuck, feels boring... like don't get me wrong, i actually liked this modpack until i realise (20 minutes in) that it only gives you the use of Create to solve everything in the early up until endgame, yep, just look at the quest book, it's majority Create. I don't hate Create but i personally think that too much modpacks nowadays has used Create as a one slap fix of progression for their tech tree and i feel that it's on an extremely low bar of boring. Like, i don't expect packs that has the literal name "Liminal Industries" only cares so much about Create in it, like yes i know the pack has both Botania and Mekanism but they feel so much so dwarfed compared to the spotlight that is being given to Create, it's just absurd amounts of difference, like please if you want Create as the main focus, atleast make it bearable, dillute it better so i can feel the sense of coherency and interactions between all the mods being put together, and the joy of making an actual Industry in the Liminal Space instead of just playing Create pack repacked as Backrooms tech-pack. WIth that being said, i still love that the modpack is properly configured, i do dislike the lack of monsters, and having them only spawn from sculks as reference to the bacteria is just a bit, meh, doesn't make me feel anything, just, bored.

So what really now? i've played further into the pack and see the enjoyment to it. Still just stuck with create, botania, mekanism and what not, still sucks a bit i suppose, but i guess that's for the best of this pack right now, i do wanna reiterate that there is certainly so many potential to this pack that can be improved, especially from the technological interactions between mods as you can see from my thoughts on it before. Immersiveness can be improved, maybe having some shaders on by default would work as a quick fix. Better fix would be to either have a mod that adds in the actual bacteria rather than simply sculks, but that's all i can say for now.

If you're new to modpacks, this could be a decent one, do note that early game can be boring

1
0
Last edited: June 15, 2026 at 9:18:15 AM UTC
3.5
Panzerschrekt

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Posted: June 5, 2026 at 5:02:03 PM UTC
56 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
1
0
5.0
Emery

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Posted: June 4, 2026 at 11:45:39 PM UTC
20 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Played through the early game a couple times but haven't finished it yet, have seen a few videos though so I know all about the later game stuff.
Recently got a friend into modded Minecraft and began replaying this and, man, the atmosphere of this pack is unmatched.

The quests are all meaningful and give new info in each one; from what I've played through, there's never any points where it slows down as long as you've got your automation done. The real gripe I've seen is with that automation; if you don't plan ahead and automate everything by Chapter 5 you may have a tough time completing the pack, however in the early and mid-game it's a consistently smooth experience.

The main way you get resources is by looting whatever miscellaneous items you can find around the seemingly infinite stretch of space that is the backrooms. Furniture for wood, silverfish hiding in the floor for food, damp carpet on the floor for water, concrete under the carpet to get lava, and even various real-life tech like microwaves and pipes to get metals later. No(well, minimal) mobs spawning means it's easy to get lost in the looting frenzy. It drives you crazy the way you think, "Well, maybe if I just go down this way there'll be something good..."

Create is the main gateway to the early automation; the buffed steam engines are a lot more fun than spamming waterwheels, which you only unlock later.
This may not seem like it, but it is in fact a Create pack like Arcane Engineering or Above & Beyond, so that's a big focus until close to the end; even then, there's a lot of recipes involving spouts, presses, and mixers. Whether that's a positive or negative is up to you.
Pretty much every crafting recipe is redone to have something to do with the items you find scattered around the backrooms, adding to its cohesion.

As I mentioned earlier, the aesthetic design is unmatched by any other pack. It's unnerving without being completely jumpscare-y, no dwellers or "noodle" monsters like many other versions of the backrooms have.
Visually, the textures are all really nice-looking and consistent. All the mods with "vanilla+ textures" like Farmer's Delight or Create feel very consistent together, and the later-game stuff, although unchanged visually, also feel like they match with each other.

Performance is pretty decent, I had no problems or anything. I've heard gripes with some of the loading in stuff and the sculk mobs , but I had zero issues personally.

I'd recommend this pack to everyone even remotely interested in tech; I don't think it's a good beginners modpack, but if you have a friend who plays modpacks and knows at least the basic mods, I would definitely recommend it for multiplayer. It does assume you have a bit of basic knowledge on how some stuff works, especially Create as I was saying before, but nowadays with pondering, guidebooks, and the pack's great quests, there's not much you can't figure out in-game.

TLDR; if you know anything about tech mods, play it. It's worth it.

2
0
5.0
Emery

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Posted: June 4, 2026 at 11:45:39 PM UTC
20 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Played through the early game a couple times but haven't finished it yet, have seen a few videos though so I know all about the later game stuff.
Recently got a friend into modded Minecraft and began replaying this and, man, the atmosphere of this pack is unmatched.

The quests are all meaningful and give new info in each one; from what I've played through, there's never any points where it slows down as long as you've got your automation done. The real gripe I've seen is with that automation; if you don't plan ahead and automate everything by Chapter 5 you may have a tough time completing the pack, however in the early and mid-game it's a consistently smooth experience.

The main way you get resources is by looting whatever miscellaneous items you can find around the seemingly infinite stretch of space that is the backrooms. Furniture for wood, silverfish hiding in the floor for food, damp carpet on the floor for water, concrete under the carpet to get lava, and even various real-life tech like microwaves and pipes to get metals later. No(well, minimal) mobs spawning means it's easy to get lost in the looting frenzy. It drives you crazy the way you think, "Well, maybe if I just go down this way there'll be something good..."

Create is the main gateway to the early automation; the buffed steam engines are a lot more fun than spamming waterwheels, which you only unlock later.
This may not seem like it, but it is in fact a Create pack like Arcane Engineering or Above & Beyond, so that's a big focus until close to the end; even then, there's a lot of recipes involving spouts, presses, and mixers. Whether that's a positive or negative is up to you.
Pretty much every crafting recipe is redone to have something to do with the items you find scattered around the backrooms, adding to its cohesion.

As I mentioned earlier, the aesthetic design is unmatched by any other pack. It's unnerving without being completely jumpscare-y, no dwellers or "noodle" monsters like many other versions of the backrooms have.
Visually, the textures are all really nice-looking and consistent. All the mods with "vanilla+ textures" like Farmer's Delight or Create feel very consistent together, and the later-game stuff, although unchanged visually, also feel like they match with each other.

Performance is pretty decent, I had no problems or anything. I've heard gripes with some of the loading in stuff and the sculk mobs , but I had zero issues personally.

I'd recommend this pack to everyone even remotely interested in tech; I don't think it's a good beginners modpack, but if you have a friend who plays modpacks and knows at least the basic mods, I would definitely recommend it for multiplayer. It does assume you have a bit of basic knowledge on how some stuff works, especially Create as I was saying before, but nowadays with pondering, guidebooks, and the pack's great quests, there's not much you can't figure out in-game.

TLDR; if you know anything about tech mods, play it. It's worth it.

2
0
5.0
Emery

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Guide 500 pts
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Posted: June 4, 2026 at 11:45:39 PM UTC
20 hrs
Total hours played at time of review
MC 1.20 Playing
The version(s) the reviewer played
2
0
4.0
Cosmo

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Posted: April 20, 2026 at 5:20:02 PM UTC
100 hrs
Total hours played at time of review
MC 1.19.3, l… MC 1.19.3, latest as of this review being posted
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

I don't typically enjoy tech packs, but this is an exception. This pack made me get automation online and enjoy doing it. I spent about 193 hours in this pack.

Here are my thoughts!

Praise:

-Ambient sounds are so cool in this pack. Aesthetic is on point

-Thank god there isn't a wire monster. Would've been very easy to market the pack to children and focus really bad horror mods for clickbait. Opting to not do this was a fantastic decision.

-Mod integration is very well done. To make progress in one mod, you need the others, which I appreciate

-The mods for the most part progress together and the scaling for what mods you get access to and when was really well done

-Almost no recipes are left untouched, and I love that. These mods are integrated super well with the environment

-I like that there are a so many different ways to do certain things. I got to design farms as I pleased and do whatever I felt necessary, with only some minor nudging in the quest book. Things like "it may be best to automate this process" or "do not progress further without some automation otherwise the next chapters will be hard" are really nice to have as someone that doesn't play many tech packs and would've squeezed by with the minimum necessary resources. This pack pushed me out of my comfort zone in a lot of ways while not making it an unpleasant experience.

-Locking water wheels behind more of an expensive recipe + not buffing their stress units was a great way to prevent water wheel spam. This plus making copper blocks, pipes and tanks spawn in the rooms really pushes the player to get a steam engine online

-The pool rooms are cool as hell, love that the ability to get some more difficult to craft items like AE2 controllers and crafting terminals lowers the barrier to entry with the mod and may push players to explore it instead of sticking with create storage or drawers. Same for the cake eating flower from Botania. I wasn't lucky enough to find it, but I like that it's possible

-This pack's version of the nether is incredibly creative, and portal linking being such a useful form of navigation was really fun. The nether never becomes irrelevant to progression the way it tends to in packs

Critique:

-Sculked mobs are a cool idea, wish they were executed better. Having them be so few and far between was a great decision, I wish they were more than retextured and buffed vanilla mobs

-Magma cubes can only be spawned by a bucket of magma being specifically placed down by the player. Deployers and dispensers don't work. The only solution I was able to find was using auto-placers, which isn't actually mentioned anywhere in the guides. I don't know if this is intentional, but I feel it should be communicated or fixed so dispensers and deployers work as well

-I would like more Botania integrated into the main questline, or explained a bit more as an option in this pack. Maybe not more forced progression with it, because I know a lot of people dislike it, but I would love to see it shown off more here. You can get by with just using the endoflame if you're patient enough, and given that the pack tackled water wheel spam pretty well, I'd like to see a solution to endoflame spam from them at some point.

-Need more clear communication about the Ender Chests and how they work. I had to do external research to figure out that they can be independently linked if you dye the bands on them. This probably isn't an issue for people that know the mod already, but would be good for people that don't (aka me)

-Not sure how I feel about the igneous extruder and the infinite resource mechanics in this pack. I think they're okay for now and for progression reasons, but I'd like to see this part of the pack revisited to avoid the "mc block that just does stuff without any input" thing.

-Eidolon feels a little out of place in the later game since it is such a crazy challenge to automate the crucible in comparison to the other mods present. I would like to see the mod revisited or maybe replaced with Botania mechanics in some aspects

-GIVE THE SCULK TENDRILS AN ASSIGNED DESTRUCTION TOOL PLEEEEEASE

-Light blocks. Wish the devs would make it so they're overridden by plants growing and deployers placing things, or include a disclaimer about them in the quest book. It took me quite awhile to figure out why some bamboo just wouldn't grow, and why my deployers couldn't place blocks on certain spots. Plus my elven gateway wouldn't activate because of one being in the way. It's not major, but it is super annoying.

-Chapter five was a bit of a let down. It went back to more conventional magic box tech mods which I don't typically enjoy. This pack taught me I reeeeally don't like Ender IO and Mekanism. Most of the quests at that point don't have descriptions or guides, so I really struggled here as someone that was unfamiliar with almost every mod in play. It needs work, and doesn't flow near as well as the previous chapters in my opinion. Plus, I feel like I'm just messing around in GUI after GUI, and making a million tables that just felt like reskins of each other. I believe chapter 5 is unfinished because of these things, so I'm a lot more willing to give leeway, but it was not as good as the rest of the pack.

Disclaimer: I attached photos of the pool rooms and nether. Keep in mind I'm running Complimentary Reimagined shaders, which I don't believe come with the pack by default. They look nice, but they break the antiblock effect in the pool rooms. I recommend disabling shaders in the pool rooms as a result. They also break some stuff with the 'overworld' so disable them before going though your end portal. If you want to run shaders in the main backrooms level I've found no conflicts or issues so far. I added Create Better FPS and Entity Culling to my client to help with performance when running shaders

  • Screenshot 1: The First Time I Enjoyed Automation
  • Screenshot 2: The First Time I Enjoyed Automation
2
0
4.0
Cosmo

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
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Posted: April 20, 2026 at 5:20:02 PM UTC
100 hrs
Total hours played at time of review
MC 1.19.3, l… MC 1.19.3, latest as of this review being posted
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

I don't typically enjoy tech packs, but this is an exception. This pack made me get automation online and enjoy doing it. I spent about 193 hours in this pack.

Here are my thoughts!

Praise:

-Ambient sounds are so cool in this pack. Aesthetic is on point

-Thank god there isn't a wire monster. Would've been very easy to market the pack to children and focus really bad horror mods for clickbait. Opting to not do this was a fantastic decision.

-Mod integration is very well done. To make progress in one mod, you need the others, which I appreciate

-The mods for the most part progress together and the scaling for what mods you get access to and when was really well done

-Almost no recipes are left untouched, and I love that. These mods are integrated super well with the environment

-I like that there are a so many different ways to do certain things. I got to design farms as I pleased and do whatever I felt necessary, with only some minor nudging in the quest book. Things like "it may be best to automate this process" or "do not progress further without some automation otherwise the next chapters will be hard" are really nice to have as someone that doesn't play many tech packs and would've squeezed by with the minimum necessary resources. This pack pushed me out of my comfort zone in a lot of ways while not making it an unpleasant experience.

-Locking water wheels behind more of an expensive recipe + not buffing their stress units was a great way to prevent water wheel spam. This plus making copper blocks, pipes and tanks spawn in the rooms really pushes the player to get a steam engine online

-The pool rooms are cool as hell, love that the ability to get some more difficult to craft items like AE2 controllers and crafting terminals lowers the barrier to entry with the mod and may push players to explore it instead of sticking with create storage or drawers. Same for the cake eating flower from Botania. I wasn't lucky enough to find it, but I like that it's possible

-This pack's version of the nether is incredibly creative, and portal linking being such a useful form of navigation was really fun. The nether never becomes irrelevant to progression the way it tends to in packs

Critique:

-Sculked mobs are a cool idea, wish they were executed better. Having them be so few and far between was a great decision, I wish they were more than retextured and buffed vanilla mobs

-Magma cubes can only be spawned by a bucket of magma being specifically placed down by the player. Deployers and dispensers don't work. The only solution I was able to find was using auto-placers, which isn't actually mentioned anywhere in the guides. I don't know if this is intentional, but I feel it should be communicated or fixed so dispensers and deployers work as well

-I would like more Botania integrated into the main questline, or explained a bit more as an option in this pack. Maybe not more forced progression with it, because I know a lot of people dislike it, but I would love to see it shown off more here. You can get by with just using the endoflame if you're patient enough, and given that the pack tackled water wheel spam pretty well, I'd like to see a solution to endoflame spam from them at some point.

-Need more clear communication about the Ender Chests and how they work. I had to do external research to figure out that they can be independently linked if you dye the bands on them. This probably isn't an issue for people that know the mod already, but would be good for people that don't (aka me)

-Not sure how I feel about the igneous extruder and the infinite resource mechanics in this pack. I think they're okay for now and for progression reasons, but I'd like to see this part of the pack revisited to avoid the "mc block that just does stuff without any input" thing.

-Eidolon feels a little out of place in the later game since it is such a crazy challenge to automate the crucible in comparison to the other mods present. I would like to see the mod revisited or maybe replaced with Botania mechanics in some aspects

-GIVE THE SCULK TENDRILS AN ASSIGNED DESTRUCTION TOOL PLEEEEEASE

-Light blocks. Wish the devs would make it so they're overridden by plants growing and deployers placing things, or include a disclaimer about them in the quest book. It took me quite awhile to figure out why some bamboo just wouldn't grow, and why my deployers couldn't place blocks on certain spots. Plus my elven gateway wouldn't activate because of one being in the way. It's not major, but it is super annoying.

-Chapter five was a bit of a let down. It went back to more conventional magic box tech mods which I don't typically enjoy. This pack taught me I reeeeally don't like Ender IO and Mekanism. Most of the quests at that point don't have descriptions or guides, so I really struggled here as someone that was unfamiliar with almost every mod in play. It needs work, and doesn't flow near as well as the previous chapters in my opinion. Plus, I feel like I'm just messing around in GUI after GUI, and making a million tables that just felt like reskins of each other. I believe chapter 5 is unfinished because of these things, so I'm a lot more willing to give leeway, but it was not as good as the rest of the pack.

Disclaimer: I attached photos of the pool rooms and nether. Keep in mind I'm running Complimentary Reimagined shaders, which I don't believe come with the pack by default. They look nice, but they break the antiblock effect in the pool rooms. I recommend disabling shaders in the pool rooms as a result. They also break some stuff with the 'overworld' so disable them before going though your end portal. If you want to run shaders in the main backrooms level I've found no conflicts or issues so far. I added Create Better FPS and Entity Culling to my client to help with performance when running shaders

  • Screenshot 1: The First Time I Enjoyed Automation
  • Screenshot 2: The First Time I Enjoyed Automation
2
0
4.0
Cosmo

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Posted: April 20, 2026 at 5:20:02 PM UTC
100 hrs
Total hours played at time of review
MC 1.19.3, l… MC 1.19.3, latest as of this review being posted
2
0
5.0
SharksBark

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
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About reputation ranks
Posted: April 8, 2026 at 6:23:13 AM UTC
MC 1.19.3
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Almost everything is so well made, so well thought out, and beautiful. The ending stage drags on if you don't start working on the Eyes early, but up until then, every chapter is well-paced, and each gate of progression felt amazing to break through.

I didn't know Create very well, and this pack has made it one of my favourite mods. Not getting to use the tools I'm used to being so easy and available in other packs, having to rethink how I do factories - it was so much fun!

I had to learn KubeJS and make nine automatable recipes for items that weren't pleasant to make in bulk, but beyond that, the recipes were reasonable, and I'm happy this was my first expert pack - even if I had no idea it was an expert pack until maybe the second chapter.

The secret chapter was my favourite part, but I won't say any more about that.

What struck me the most was how the sculken mobs made me feel genuine fear. I haven't felt afraid of Minecraft in years, and it was so refreshing to feel my heart pounding.

Even with its flaws, this is the best pack I've played yet, and I worry I won't be able to enjoy packs that don't stand up to it.

2
0
5.0
SharksBark

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About reputation ranks
Posted: April 8, 2026 at 6:23:13 AM UTC
MC 1.19.3
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Almost everything is so well made, so well thought out, and beautiful. The ending stage drags on if you don't start working on the Eyes early, but up until then, every chapter is well-paced, and each gate of progression felt amazing to break through.

I didn't know Create very well, and this pack has made it one of my favourite mods. Not getting to use the tools I'm used to being so easy and available in other packs, having to rethink how I do factories - it was so much fun!

I had to learn KubeJS and make nine automatable recipes for items that weren't pleasant to make in bulk, but beyond that, the recipes were reasonable, and I'm happy this was my first expert pack - even if I had no idea it was an expert pack until maybe the second chapter.

The secret chapter was my favourite part, but I won't say any more about that.

What struck me the most was how the sculken mobs made me feel genuine fear. I haven't felt afraid of Minecraft in years, and it was so refreshing to feel my heart pounding.

Even with its flaws, this is the best pack I've played yet, and I worry I won't be able to enjoy packs that don't stand up to it.

2
0
5.0
SharksBark

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About reputation ranks
Posted: April 8, 2026 at 6:23:13 AM UTC
MC 1.19.3
2
0
4.0
Snoof-Art

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About reputation ranks
Posted: March 4, 2026 at 8:42:33 AM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

This modpack takes an incredibly unique spin on exploration/tech packs. I'm typically not a fan of "one block" tech mods like thermal series or ender io, but this mod blends them seamlessly with create to make a well rounded experience.

To get it out of the way, the visuals, atmosphere, and exploration of this pack is immaculate. Every new unique room we found was such a joy, and sometimes scary. (highly recommend using the MCVHC shader pack.) Exploring to find new resources never got old (though we did get lucky by having every renewable resource right by our base.)

The tech progression of this pack is really good. There are a few tedious aspects to it that prevent it from getting 5 stars, mainly the machine frame -> void chassis -> steel casing crafting tree getting old by the end of the pack. This pack fixes my biggest problem with Botania, mostly by skipping early game mana generation and letting you find a Kekimurus if you can brave the poolrooms. It also actually integrates Botania into the main progression in a way that makes sense.

I highly recommend playing this pack with a friend, as I imagine playing it solo could be pretty rough, but that goes for most modpacks. I played it with one friend, so your play time would likely be about double ours, which was 54 hours.

Overall, this is one of my favorite modpacks I've played since the classic era. It solves a lot of my gripes with tech packs, and properly integrates exploration into the tech progression. A solid 4.5/5, only brought down by some crafting recipes being a little much, and being disappointed in how little there is in the Nether/Infinite Library compared to the poolrooms, which I hope gets expanded on if this pack continues to get updates.

  • Screenshot 1: Incredible direction and unique take on tech progression
  • Screenshot 2: Incredible direction and unique take on tech progression
  • Screenshot 3: Incredible direction and unique take on tech progression
1
0
4.0
Snoof-Art

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Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Posted: March 4, 2026 at 8:42:33 AM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

This modpack takes an incredibly unique spin on exploration/tech packs. I'm typically not a fan of "one block" tech mods like thermal series or ender io, but this mod blends them seamlessly with create to make a well rounded experience.

To get it out of the way, the visuals, atmosphere, and exploration of this pack is immaculate. Every new unique room we found was such a joy, and sometimes scary. (highly recommend using the MCVHC shader pack.) Exploring to find new resources never got old (though we did get lucky by having every renewable resource right by our base.)

The tech progression of this pack is really good. There are a few tedious aspects to it that prevent it from getting 5 stars, mainly the machine frame -> void chassis -> steel casing crafting tree getting old by the end of the pack. This pack fixes my biggest problem with Botania, mostly by skipping early game mana generation and letting you find a Kekimurus if you can brave the poolrooms. It also actually integrates Botania into the main progression in a way that makes sense.

I highly recommend playing this pack with a friend, as I imagine playing it solo could be pretty rough, but that goes for most modpacks. I played it with one friend, so your play time would likely be about double ours, which was 54 hours.

Overall, this is one of my favorite modpacks I've played since the classic era. It solves a lot of my gripes with tech packs, and properly integrates exploration into the tech progression. A solid 4.5/5, only brought down by some crafting recipes being a little much, and being disappointed in how little there is in the Nether/Infinite Library compared to the poolrooms, which I hope gets expanded on if this pack continues to get updates.

  • Screenshot 1: Incredible direction and unique take on tech progression
  • Screenshot 2: Incredible direction and unique take on tech progression
  • Screenshot 3: Incredible direction and unique take on tech progression
1
0
4.0
Snoof-Art

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Luminary 4,000 pts

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About reputation ranks
Posted: March 4, 2026 at 8:42:33 AM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
1
0
5.0
UnstableGiraffe

Reputation ranks

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Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Posted: February 13, 2026 at 5:33:29 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

Liminal industries is aesthetically extremely strong. Each of the dimensions you have to go to are interesting and fun to explore, and while the poolrooms can get a bit repetitive, there is more than enough generation designed for the backrooms to make every journey away from your base unique and unsettling.

The tech progression itself is solid, but I wish it was more entangled with the setting. The first two chapters feel like they take advantage of the backrooms really well, but as the tech tree spreads out into all these different mods it feels like the cool, integrated elements like echo shard production and having to route items from your igneous extruders in different dimensions get drowned out by all the noise.

That being said, a modpack with the same progression but without Liminal Industries incredible setting would still be like a 6/10, and overall it is more than impressive enough to be a 5/5 in my book. Lastly, as others have already noted the late game is a bit bare.

1
0
5.0
UnstableGiraffe

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Luminary 4,000 pts

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About reputation ranks
Posted: February 13, 2026 at 5:33:29 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

Liminal industries is aesthetically extremely strong. Each of the dimensions you have to go to are interesting and fun to explore, and while the poolrooms can get a bit repetitive, there is more than enough generation designed for the backrooms to make every journey away from your base unique and unsettling.

The tech progression itself is solid, but I wish it was more entangled with the setting. The first two chapters feel like they take advantage of the backrooms really well, but as the tech tree spreads out into all these different mods it feels like the cool, integrated elements like echo shard production and having to route items from your igneous extruders in different dimensions get drowned out by all the noise.

That being said, a modpack with the same progression but without Liminal Industries incredible setting would still be like a 6/10, and overall it is more than impressive enough to be a 5/5 in my book. Lastly, as others have already noted the late game is a bit bare.

1
0
5.0
UnstableGiraffe

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Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: February 13, 2026 at 5:33:29 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
1
0
4.0
LabyrinthGuard

Reputation ranks

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Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Posted: January 21, 2026 at 4:53:34 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

Liminal Industries has a strong aethetic design, the generation of rooms is well dont, each room has design and care put into them, and it is very interesting to explore. I have put so much time exploring the different rooms and still find new secret passages and rooms.
The game performs well, other than a visual glitch (? its possibly intentional) that I've experienced where textures will have individual pixels horizontally stretch at the edges of the screen, that makes long sessions nauseating
(If it is intentional, I've found no way to turn it off)

The beginning progression of the game I've found enjoyable, but it quickly becomes reliant on the Create mod for all progression, with only small bits that require the use of the other tech & magic mods.

While I don't mind the emptiness and lack of enemies overall, some people do find that boring. Hostile Mobs tend to only spawn in specific 'sculked' areas with exception to ravagers which I believe (can't confirm) can spawn in unsculked areas

There are a few small glitches as well, like I discovered an exploit where if you use the soap item on a dyed cooler (which can be easily found around the backrooms) then it will duplicate all the items inside it

But overall its a very enjoyable experienced, I wouldn't suggest trying to go through the progression, instead giving this modpack a go just to explore the world

0
0
4.0
LabyrinthGuard

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 21, 2026 at 4:53:34 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

Liminal Industries has a strong aethetic design, the generation of rooms is well dont, each room has design and care put into them, and it is very interesting to explore. I have put so much time exploring the different rooms and still find new secret passages and rooms.
The game performs well, other than a visual glitch (? its possibly intentional) that I've experienced where textures will have individual pixels horizontally stretch at the edges of the screen, that makes long sessions nauseating
(If it is intentional, I've found no way to turn it off)

The beginning progression of the game I've found enjoyable, but it quickly becomes reliant on the Create mod for all progression, with only small bits that require the use of the other tech & magic mods.

While I don't mind the emptiness and lack of enemies overall, some people do find that boring. Hostile Mobs tend to only spawn in specific 'sculked' areas with exception to ravagers which I believe (can't confirm) can spawn in unsculked areas

There are a few small glitches as well, like I discovered an exploit where if you use the soap item on a dyed cooler (which can be easily found around the backrooms) then it will duplicate all the items inside it

But overall its a very enjoyable experienced, I wouldn't suggest trying to go through the progression, instead giving this modpack a go just to explore the world

0
0
4.0
LabyrinthGuard

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 21, 2026 at 4:53:34 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
0
0
4.0
smart-fella

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: December 25, 2025 at 9:25:54 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I was considering leaving a lower star score for this pack because of how weak the late game is, but it made me hopelessly obsessed with Create which I feel probably meant it did it's job at least in some way.

The backrooms are a perfectly executed and absolutely fantastic setting in this pack. The environment is generally very chill so it's a lot of fun to find new rooms, figure out where you want to set up shop, and it lets the few unsettling parts it has hit a lot harder.

This is one of the most fine tuned Create experiences I've seen, and it accomplishes this with basically a single add-on; the presence of Create Low-Heated allows the pack to make actively heated Steam Engines the second source of stress generation you get after Hand Cranks and in tandem with Create 6's Chain Conveyors allows the Steam Boiler to be the core of your base that you get to gradually expand as you progress and it feels great.

The biggest flaw with the pack is that it feels like it doesn't have enough faith in it's Create experience; late into the pack you will be interacting with other mods a lot more that don't go together that well with Create. I stopped building out my automation somewhere halfway through Chapter 4 and at that point it became ferrying materials between various tech mod progression machines. The inclusion of Immersive Engineering is a massive negative after early game especially considering a particularly intrusive bug involving the Mixer interacting with Create pipes.

At some point it stops holding your hand and it feels like it expects a lot of previous knowledge about the mods involved, which gets especially rough with mods that have been updated and mods that have messed up quests associated. There is a quest in Chapter 5 that asks you to make the Osmium Compressor from Mekanism; it doesn't do anything, and the associated github issue has not been touched for months. I got kind of confused and exhausted at this point since it has been years since I last played with Mekanism.

Other notes;

  • Late game eyes feel like afterthoughts; one is essentially "throw 1000 managlass into the alfheim portal" and the other is "summon dragons breath ten times at the Eidolon brazier and then break your mouse spam right clicking". The eyes in general could've been more involved to add more credence to the "industries" part of the pack name.
  • Performance is great due to the low mod count and simple environment, although in singleplayer watch out for the potentially required Nether train chunkloading your base if you don't chunkload both ends and spiking your ram usage when you're exploring away from it.
  • There are a handful of mods I didn't really get to explore fully; for those I think this pack might be better enjoyed with friends to divide the labor up. Some mods are included to help with that such as Simple Voice Chat and Simple Radio.
  • Screenshot 1: More Liminal than Industries
1
0
4.0
smart-fella

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: December 25, 2025 at 9:25:54 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I was considering leaving a lower star score for this pack because of how weak the late game is, but it made me hopelessly obsessed with Create which I feel probably meant it did it's job at least in some way.

The backrooms are a perfectly executed and absolutely fantastic setting in this pack. The environment is generally very chill so it's a lot of fun to find new rooms, figure out where you want to set up shop, and it lets the few unsettling parts it has hit a lot harder.

This is one of the most fine tuned Create experiences I've seen, and it accomplishes this with basically a single add-on; the presence of Create Low-Heated allows the pack to make actively heated Steam Engines the second source of stress generation you get after Hand Cranks and in tandem with Create 6's Chain Conveyors allows the Steam Boiler to be the core of your base that you get to gradually expand as you progress and it feels great.

The biggest flaw with the pack is that it feels like it doesn't have enough faith in it's Create experience; late into the pack you will be interacting with other mods a lot more that don't go together that well with Create. I stopped building out my automation somewhere halfway through Chapter 4 and at that point it became ferrying materials between various tech mod progression machines. The inclusion of Immersive Engineering is a massive negative after early game especially considering a particularly intrusive bug involving the Mixer interacting with Create pipes.

At some point it stops holding your hand and it feels like it expects a lot of previous knowledge about the mods involved, which gets especially rough with mods that have been updated and mods that have messed up quests associated. There is a quest in Chapter 5 that asks you to make the Osmium Compressor from Mekanism; it doesn't do anything, and the associated github issue has not been touched for months. I got kind of confused and exhausted at this point since it has been years since I last played with Mekanism.

Other notes;

  • Late game eyes feel like afterthoughts; one is essentially "throw 1000 managlass into the alfheim portal" and the other is "summon dragons breath ten times at the Eidolon brazier and then break your mouse spam right clicking". The eyes in general could've been more involved to add more credence to the "industries" part of the pack name.
  • Performance is great due to the low mod count and simple environment, although in singleplayer watch out for the potentially required Nether train chunkloading your base if you don't chunkload both ends and spiking your ram usage when you're exploring away from it.
  • There are a handful of mods I didn't really get to explore fully; for those I think this pack might be better enjoyed with friends to divide the labor up. Some mods are included to help with that such as Simple Voice Chat and Simple Radio.
  • Screenshot 1: More Liminal than Industries
1
0
4.0
smart-fella

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: December 25, 2025 at 9:25:54 PM UTC
100 hrs
Total hours played at time of review
The version(s) the reviewer played
1
0
4.0
Riyo-Fateburn

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 27, 2025 at 7:51:39 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

In the fairness of transparency, i am adding that i added two cosmetic things to this modpack, nothing that changes the modpack itself. Just some shaders to fit the atmosphere more and a model change to my character.

I have yet to finish this modpack, but. Liminal industries is awesome. Fair warning now if you are not a fan of create this modpack tends to use it quite a bit. The experience of being of the backrooms is honestly really cool. There isnt really any jumpscare or anything, it just happens to be minecraft but in the original concept of the backrooms mostly. Even without jumpscares playing this modpack alone gives me a little bit of building anxiety just from the environment. There's a ton of different rooms, and once you think youve seen them all you somehow manage to find another room you've yet to run into. Its quite varied. Its so much fun running through the environment and collecting resources to cobble your own.

But... there comes my crux with this modpack. After a bit you do less and less exploration. Eventually you start staying in one area as you can mostly make everything you need there at one point. The exploration sort of dips off and while its still fun it just loses that luster it had at the beginning. I wish there was more exploration to do in the later portion as you just quickly lose any reason to do so. Its not like it isnt fun anymore but i found the uniqueness of the modpack was the environment itself, was the backrooms. I hope that they expand on adding more to explore in the future to give more reason to not just huddle in one area after a bit. Still its fun to be able to turn the anxiety inducing backrooms into a home of your own.

  • Screenshot 1: Even The Backrooms Can Be a Home
  • Screenshot 2: Even The Backrooms Can Be a Home
  • Screenshot 3: Even The Backrooms Can Be a Home
2
0
4.0
Riyo-Fateburn

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 27, 2025 at 7:51:39 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

In the fairness of transparency, i am adding that i added two cosmetic things to this modpack, nothing that changes the modpack itself. Just some shaders to fit the atmosphere more and a model change to my character.

I have yet to finish this modpack, but. Liminal industries is awesome. Fair warning now if you are not a fan of create this modpack tends to use it quite a bit. The experience of being of the backrooms is honestly really cool. There isnt really any jumpscare or anything, it just happens to be minecraft but in the original concept of the backrooms mostly. Even without jumpscares playing this modpack alone gives me a little bit of building anxiety just from the environment. There's a ton of different rooms, and once you think youve seen them all you somehow manage to find another room you've yet to run into. Its quite varied. Its so much fun running through the environment and collecting resources to cobble your own.

But... there comes my crux with this modpack. After a bit you do less and less exploration. Eventually you start staying in one area as you can mostly make everything you need there at one point. The exploration sort of dips off and while its still fun it just loses that luster it had at the beginning. I wish there was more exploration to do in the later portion as you just quickly lose any reason to do so. Its not like it isnt fun anymore but i found the uniqueness of the modpack was the environment itself, was the backrooms. I hope that they expand on adding more to explore in the future to give more reason to not just huddle in one area after a bit. Still its fun to be able to turn the anxiety inducing backrooms into a home of your own.

  • Screenshot 1: Even The Backrooms Can Be a Home
  • Screenshot 2: Even The Backrooms Can Be a Home
  • Screenshot 3: Even The Backrooms Can Be a Home
2
0
4.0
Riyo-Fateburn

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: November 27, 2025 at 7:51:39 PM UTC
20 hrs
Total hours played at time of review
The version(s) the reviewer played
2
0

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Project Details

Type
Modpack
Pack Size
Medium 147 mods
Latest Version
Liminal Industries 1.19.3
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Description

As you find yourself inside the endlessly changing and evolving backrooms.

You realise that the only thing standing between you and your escape

is building your own automated factory in the middle of this liminal place.

Explore, conquer, and industrialise the backrooms with tech and magic.

Collect and repurpose forgotten furniture to fuel your automation endeavours.

Evolve your factory using a completely customised multi-chaptered tech tree.

Push your creations to their limits to escape into the overworld.

Collect and repurpose forgotten furniture to fuel your automation endeavours.

Play with your friends using Apex Hosting, use the link for 50% off! 
https://apexhost.gg/LiminalIndustries-RP

description_ae27d037-4177-4bc4-92b4-5153368e5119.png

Explore and exploit the liminal environment

description_c7775235-33a9-46aa-b386-9d848a3340ac.png

Evolve your factory to plan your eventual escape

Solve your liminal problems with custom mechanics and multiblocks

description_f869e1b3-23e0-45f2-8e7d-6e190107ba42.png

Transport resources with your own train network.

description_f7104f06-b797-42c5-8533-2c7f6272126b.png

Use magic to summon mobs from outside the backrooms

description_388887d8-9044-4864-91dd-503b10dfb2f2.png

Follow an endless generation that keeps changing and evolving

description_568a9d84-c744-42a1-b402-31103b2a9fe4.png

Fight customised sculked mobs to liberate high-value resources

description_2d0302d9-c2e5-4494-a911-ab546208dcd0.png

Screenshots

Gallery

  • Environment
    Environment
  • Environment
    Environment
  • Environment
    Environment
  • Environment
    Environment
  • Factory
    Factory
  • Factory
    Factory
  • Screenshot 1: The First Time I Enjoyed Automation
    Screenshot 1: The First Time I Enjoyed Automation
  • Screenshot 2: The First Time I Enjoyed Automation
    Screenshot 2: The First Time I Enjoyed Automation
  • Screenshot 1: Incredible direction and unique take on tech progression
    Screenshot 1: Incredible direction and unique take on tech progression
  • Screenshot 2: Incredible direction and unique take on tech progression
    Screenshot 2: Incredible direction and unique take on tech progression
  • Screenshot 3: Incredible direction and unique take on tech progression
    Screenshot 3: Incredible direction and unique take on tech progression
  • Screenshot 1: More Liminal than Industries
    Screenshot 1: More Liminal than Industries
  • Screenshot 1: Even The Backrooms Can Be a Home
    Screenshot 1: Even The Backrooms Can Be a Home
  • Screenshot 2: Even The Backrooms Can Be a Home
    Screenshot 2: Even The Backrooms Can Be a Home
  • Screenshot 3: Even The Backrooms Can Be a Home
    Screenshot 3: Even The Backrooms Can Be a Home

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When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
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