Nevermind Press Kit
Based in Los Angeles, California
Oculus Rift Store - https://www.oculus.com/experiences/rift/830475783742031/
Microsoft Store - https://www.microsoft.com/p/nevermind/c3zhxsd83k2h
Humble Bundle Store - https://www.humblebundle.com/store/nevermind
PEGI: 16 (Applies only to the Xbox One version of Nevermind)
Windows/Mac: Fall 2015
VR Platforms: Fall 2016
Xbox One: Winter 2017
Nevermind is a biofeedback-enhanced psychological thriller that takes you into the dark and surreal world within the subconscious minds of psychological trauma patients.
As you solve puzzles and explore the twisted labyrinths of the mind, biofeedback technology monitors your feelings of fear, tension, and anxiety with each passing moment. If you let your fears get the best of you, the game becomes 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 can help teach you to be more aware of your unique internal responses to stressful situations. If you can learn to control your feelings of stress and anxiety within the disturbing realm of Nevermind, just imagine what you can do when faced with those inevitable stressful moments in the real world…
Nevermind is the first commercial biofeedback-enhanced adventure game to use consumer-level biosensors. Nevermind uses biofeedback technology to detect your feelings of stress while playing. When you start to become scared or anxious, the game will dynamically respond to your feelings of stress, which in turn directly affects gameplay.
Although the biofeedback element makes for a completely unique experience, you can always play Nevermind without ANY biofeedback hardware and still have a great time. Flying Mollusk is always working toward supporting new and additional sensors. Please refer to our sensor page on the Nevermind website for the most up-to-date list of supported sensors.
Note: This game has not been evaluated by the FDA and is not intended to diagnose, treat, cure, or prevent any disease. The consumer-grade sensors supported by Nevermind are not medical biofeedback devices nor should they be considered medical instruments.
Please use any of the following media when discussing Flying Mollusk and/or Nevermind.
Flying Mollusk Media
Awards and Recognition
International Conference on Interactive Digital Storytelling - Selected Art Exhibition Participant, 2016
Indie Arcade: Coast to Coast - Official Selection, 2016
Indiecade - Finalist, 2015
SIGGRAPH - Student Research Competition Finalist, 2013
Kickstarter Project of the Day - March 1, 2014
Games for Change Most Innovative Award - Nominee, 2012
Unity Unite Awards - Finalist, 2012
Serious Games Showcase and Challenge - Finalist, 2012
IndieCade - Official Selection, 2012
"If a game like this can turn my frenzied day around in 5 minutes, I know it has incredible power." - Kimmy Erin, Horror Buzz
"It's a mysterious, frightening process that, thanks to great audio-visuals..., is as compelling and addictive as reading someone else's diary. "- Neilie Johnson, Common Sense Media
"Either way, I can’t wait to keep playing. The game lived up to its promise in one sense by pulling me out of my own head.... But, also, I find the game terrifying in a way I wish more games could match." - Charlotte Hyde, Not Your Mamma’s Game
"Even after all these years, I'm still excited about the promises behind Nevermind, what it means for the industry as well as for people suffering from anxiety."- Rob Manuel, Syfy Games
"I’ve never before encountered a game with this close an understanding of the human mind — not just because it measures and responds to your emotional state, but because its environments and stories reflect a deep familiarity with the things about our world that are truly terrifying." - Zoya Street, CGMagazine
"...let's just say it's like if Telltale made a creepier, slightly more puzzle-oriented horror game that makes you question your own sanity." - Tina Amini, Kotaku
"And it works. Not only was the game obviously tuned to my emotional state, by the end of the journey I found myself pausing and taking a deep breath to slow my heart rate and more calmly tackle the nightmares that confronted me." - Brian Crecente, Polygon
"It’ll play a bit like a free-roaming version of Myst, but with the scare factor of Slender and the visual aesthetic of a Nine Inch Nails video directed by Kyle Cooper of Se7en’s title sequence fame. You know, the stuff bad dreams are made of." - Will Johnston, Xbox One Gamer Magazine