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Platform(s): PC
Genre: Action/Adventure
Developer: Flying Mollusk
Release Date: 2015

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'Nevermind' Launches Kickstarter Campaign

by Rainier on Feb. 6, 2014 @ 3:05 a.m. PST

Nevermind is a biofeedback-enhanced adventure horror game that takes you into the dark and twisted world of the subconscious.

The mystery-adventure title blends the horror genre and puzzles in a surreal, near-future setting. Players become Neuroprobers, specialized physicians who use cutting-edge technology to venture into the minds of victims devastated by psychological trauma.

As you explore surreal labyrinths and solve the puzzles of the mind, a biofeeback sensor will monitor how scared or stressed you become moment-to-moment.  If you let your fears get the best of you, the game will become harder. If you’re able to calm yourself in the face of terror, the game will be more forgiving.

Nevermind’s goal is to create an unforgettable gameplay experience that also teaches players how to be more aware of their internal responses to stressful situations. If you can learn to control your anxiety within the disturbing realm of Nevermind, just imagine what you can do when it comes to those inevitable stressful moments in the real word...

Nevermind  was originally conceived as a Master’s degree thesis by industry veteran Erin Reynolds, who created an innovative prototype that haunted her nights as unfinished business. After the original student team moved on, Reynolds dreamed of completing the game. Now she has voluntarily left her job in order to make Nevermind the first game to fully leverage biofeedback science.

Nevermind  offers players an new horror gaming experience, challenging them to:

  • Keep calm. The game will get harder as you get scared. It does so by reading your heart rate variability - the consistency of the duration between heartbeats.
  • Solve puzzles. Players navigate the broken, chaotic minds of the deeply disturbed, coming face to face with horrors that would torment even the most calm and capable of players.
  • Develop real-world skills. Learn methods by which they can manage stress and anxiety outside the game, all while uncovering the deep, dark secrets that ruptured a patients’ sanity

Nevermind has been pre-approved by Valve for release on Steam, and Flying Mollusk are actively in conversation with Microsoft about bringing Nevermind to the Xbox One!

Although the biofeedback element takes Nevermind to the next level, you can always play Nevermind without ANY biofeedback hardware and still have a great time. In the absence of hardware technology, we use secondary responsive cues (such as camera and player movement) to emulate the biofeedback experience. 

Flying Mollusk has launched a kickstarter campaign looking for $250,000 to fund the development of Nevermind.

“I couldn’t just let  Nevermind  disappear into the subconscious of gamers,” said Reynolds, who is the creative director, project lead, artist and designer for  Nevermind. “We want gamers to confront their fears in the dark and twisted world of  Nevermind, knowing that only they can save themselves. We know with the support of new and existing fans for our Kickstarter, we’ll create a truly twisted yet meaningful game.”

Nevermind  has a lot of potential to actually help people through mindfulness techniques to manage their own stress and anxiety,” USC Creative Media & Behavioral Health Center Director Marientina Gotsis said. “I’ve been yearning for years for something like this to be put out in public. This is in tune with what we know in affective neuroscience, in terms of how the brain works, and is a very exciting experiment to combine both games and potential health benefits.”

All participants in the Kickstarter will receive a copy of the final game in addition to other rewards, including limited edition artwork, personalized art books, their name in the game’s credits, a unique bust in the Hall of Fears - where one’s own fears will be visually represented, and even a personalized mini-level designed and developed in custom  Nevermind  style.  Nevermind  has also set several stretch goals, including development for Oculus Rift and Xbox One, additional hardware support and an ever-growing list of levels and patients.

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