This presentation examines how video games set in Italy mobilise religious heritage as a spatial and semiotic infrastructure, and how this valorisation of the sacred reconfigures visibility, access, and symbolic recognition. Building on cultural geography's understanding of space as socially produced and politically contested (Lefebvre, 1991; Soja, 2010), and on liminality as a threshold condition where identities and hierarchies can be renegotiated (Turner, 1969), we analyse the ways sacred sites (basilicas, cathedrals, shrines), devotional atmospheres, and ritualised routes are transformed into playable systems: landmarks that organise navigation, gated interiors, vertical vantage points, moralised zones, and narrative engines. The argument is that game design does not merely represent the sacred; it operationalises it through mechanics that distribute attention and movement unequally, producing distinctive regimes of inclusion/exclusion and centre/periphery within the gameworld. Empirically, the study adopts a comparative, multi-layered approach across three types of Italian sacred-setting games: (1) large-scale historical reconstruction, where monumental churches become nodal points of traversal and control; (2) fantasy refunctionalisation of Italian religious iconography and architecture, where sacred landmarks are re-coded as arenas of conflict and metamorphosis; and (3) institutional heritage gamification, where the sacred is curated within an educational-patrimonial frame. Methodologically, we combine socio-semiotic, and spatial close reading with a lightweight mapping protocol that codes sacred nodes (site type, visibility, access conditions, mobility functions, reward/punishment) and liminal passages (thresholds, margins, interstices).