About this project
THANK YOU SO MUCH!
All of us at Flying Mollusk are SO grateful for all of your generous support of Nevermind! Together, we look forward to changing the future of games and health through biofeedback!
Miss out on the campaign?
Don't worry! Check out our website at www.nevermindgame.com for the latest updates on the project and details on how to get the game when it launches!
3 DAYS TO GO: Randy Pitchford Offers His Support!
Among all the amazing tweets and messages we've seen over the past few days on social media, we were thrilled to see Gearbox CEO Randy Pitchford (of Borderlands fame) offer his support for Nevermind, noting:
Remember: When you back Nevermind, you are not only supporting our ability to create a unique biofeedback horror game, you are also helping to open the door for a wide variety of uniquely compelling biofeedback-driven experiences moving forward!
Join us today! Help us forge the future!
Nevermind is a biofeedback-enhanced horror adventure game that takes you into the dark and twisted world within the subconscious minds of psychological trauma victims.
As you explore surreal labyrinths and solve the puzzles of the mind, a biofeedback sensor monitors how scared or stressed you become 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 also teaches players how to be more aware of their unique 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 world…
For more info, check out this playthrough of the original proof of concept of Nevermind by Markiplier!
WARNING: Some of the content in this video depicts intense imagery and situations relating to the psychological trauma experienced by a fictional character. This video and all Nevermind content in general, may upset, disturb, and act as a trigger for some viewers/players. As always, your discretion is advised.
Back in February 2014, we launched a Kickstarter for Nevermind in the hope that it would let us make the first biofeedback-enhanced horror game a reality. Although we didn’t end up hitting our funding goal (we came close!), our campaign got the attention of the fine folks over at Intel, who approached us about creating Nevermind to support their new Intel® RealSense™ camera technology.
Fast forward to October, and Intel has provided us with the support to make an incredible experience for PCs leveraging the RealSense camera. This includes raising the quality bar for the game, creating two brand new levels, and supporting their new RealSense camera technology (which can detect your heart rate using only their camera).
This has been HUGE for us. We’ve been able to use the funding to hire a team, secure a small studio space, get the equipment we need, and really dig into making Nevermind a reality. For that, we can’t thank Intel enough!
That said, this is just the beginning -- there is SO much more we want to do with Nevermind to realize its full potential!
Our dream for Nevermind has always been to provide as much game as possible for as many platforms as we can so you don’t have to invest in additional biofeedback hardware.
If this new Kickstarter is successfully funded, it will allow us to create the following:
INCREASED DEVICE SUPPORT
Although we already support the Intel RealSense camera and the Garmin Heart Rate Chest Strap, we want to support EVEN MORE ways in which we can track your Heart Rate data, including potential solutions such as:
Wild Divine Iom Sensor
- Apple Watch
- Affectiva Affdex software (no new hardware needed)
- Intel BioSport Headphones
- Intel Basis Peak Smartwatch
This is by no means a complete list, but rather a subset of devices we would like to support. The more prominent the device, the higher it will be on our list!
You may notice that this time around we didn’t include a biofeedback sensor reward tier option. That is because we’re hoping to find a way to provide a solution that doesn’t require *any* additional hardware (or, minimally, support as many existing hardware options as possible). In brief, we don’t want you to spend $100 on a chest strap that you may not even need!
We know many of you out there are Mac users -- we want to make sure that you are able to play Nevermind (with sensor support) as well!
OCULUS RIFT INTEGRATION
We’re HUGE believers in the potential of the Oculus Rift to change immersive experiences as we know them. Furthermore, games like Nevermind are uniquely equipped to capitalize on some of the most compelling elements that virtual experiences like Oculus have to offer. For example, imagine a horror game that plays with the fact that we know exactly what is/isn’t in your peripheral vision. We can’t WAIT to bring Nevermind to Oculus, including tuning all existing content to suit the technology.
XBOX ONE VERSION
Although the game would be primarily played with the controller, the Xbox One's basic Kinect 2.0 comes with built-in biofeedback technology just waiting to be tapped into! This was one of our most common requests from the first Kickstarter campaign, and we have gotten TONS of great support from the folks at ID@XBOX. We have the kits - now we just need the funding to make it happen!
NOTE: For those of you that don’t own an Xbox One, this version will minimally help us generate additional revenue, which will - in turn - be poured back into making more great level content for Nevermind!
Lastly, we want to create more great content for Nevermind. Even with the new levels from Intel, we are only scratching the surface of the breadth of ideas and topics that we want to tackle with Nevermind. Trauma affects us all in so many ways that we often don’t realize -- with Nevermind, we have a unique opportunity to use our surreal, immersive canvas to shed light on psychological trauma in a manner other media can’t.
Naturally, all of us are pretty excited about Nevermind and its potential - but don’t just take our word for it. Here is just some of the press coverage we received with just our early proof of concept version!
As seen in: Kotaku, Polygon, Huffington Post, Fox News Business, Upworthy, GameTrailers, Joystiq, IGN, GameInformer, WiredUK, GamesBeat, FastCompany, PCGamer, KillScreen, BloodyDisgusting, GizMag, PSFK, Rock, Paper, Shotgun and many more!
“This sounds super cool, if you ask me.” - Kirk Hamilton, 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
“If you’re interested in seeing this game come to [...] Xbox One, fund it. If you support indie game developers, fund it. If you love horror, fund it. Hell, if you just take games seriously and think that they have more applications than just fun and random bits of escapism, fund it. I did.” - Jonathan Gronli, Technology Tell
By popular demand, we removed most of our physical tiers and instead made them add-ons! To get any of these add-ons, simply add the appropriate amount listed below to your pledge:
Once the campaign is over we will confirm your reward based on the extra Kickstarter funds beyond your current tier.
If your current reward tier does NOT include any physical goods, please make sure to add $15 for shipping ($25 international) to your pledge.
NOTE: The first 500 backers will get a thank you card from Erin in the mail featuring limited edition artwork exclusive to this note!
NAME IN CREDITS
All Backers will have their name included in the credits and will be listed according to their Pledge Tier.
DIGITAL DOWNLOAD OF NEVERMIND
(PC | MAC | XBOX ONE*)
A digital download of the final version of Nevermind on the available platform of your choice.
EARLY ACCESS (PC/Mac): If you choose Steam (Windows or Mac), this will be an Early Access build that lets you play the game throughout development at 20-40% off the final price! Unfortunately, Early Access will not be available for Xbox One players.
XBOX ONE: Due to Xbox Live constraints, our number of Xbox One codes may be limited. If this is the case, codes will be granted to backers on a first come, first served basis.
A digital download of the full Nevermind soundtrack for the final game composed by Derek Baird, including EXCLUSIVE tracks only available to Kickstarter Backers.
DIGITAL ART BOOK
A digital PDF of the Nevermind Art Book containing 40+ pages of concepts, sketches and commentary from the development of the game, including unused materials.
BE IMMORTALIZED IN NEVERMIND
You will be prominently immortalized in Nevermind!
Once the campaign is over, we will provide a full list of all of the locations in game where your name and/or likeness can manifest in game, and you will be able to select your preferred option on a first-come, first-served basis -- so get your pledge in quickly to reserve the spot of your choice!
- Neurostalgia Welcome Hall - Become a permanent part of Nevermind history! That could be YOU cutting the ribbon in the framed photo of the opening day ceremony, YOUR face amongst the opulent Founders oil paintings, or YOUR name forever etched into a donor plaque for every new Neuroprober to see!
- Fellow Neuroprobers - Have your name listed on the handful of other Neuroprober offices in the institute!
- Patient Mindscapes - Each mindscape presents several opportunities for names to be woven into the world. Perhaps you were a friend or a family member, or perhaps you authored a book, the title of which serves as a clue to a puzzle. The sky is the limit!
NEVERMIND T-SHIRT (LIMITED EDITION)
A unique Nevermind T-shirt that will be designed and printed ONLY for Kickstarter Backers.
HARDCOVER ART BOOK (SIGNED)
A physical, hardcover edition of the Nevermind Art Book from the folks at Blue Canvas (makers of The Art of Journey) containing 40+ pages of concepts, sketches and commentary from the development of the game (including unused materials) - signed by the team!
HARDCOVER ART BOOK (PERSONALIZED)
As above, but also personalized via a unique creepy doodle by Erin!
RELIC IN THE HALL OF FEARS
(PLUS A SKETCH OF YOUR OWN PERSONAL FEAR)
There is a special room in the Neurostalgia institute dedicated to chronicling fear and trauma triggers of past patients. If you support us at this level, you will be asked to provide us a list of your fears (the more unique the better!) and we will create a unique “relic” statue in the final game dedicated to your fear! (final content subject to creative discretion of the dev team)
Upon completion of the campaign, we’ll send out a survey to all backers to get a list of your fears. We will do our best to accommodate as many of your first requests as possible, but it is likely that SOME fears will be shared amongst backers. That said, regardless of the final statue, you will receive a unique, one-of-a-kind sketch by Erin representing your fear!
UNIQUE POSTCARD DRAWING BY ERIN
A unique, Nevermind inspired hand-illustrated postcard-sized piece by Erin!
ORIGINAL CONCEPT PAINTING
You will be able to choose one of a variety of original concept art pieces (primarily paintings). Backers will get to choose on a first come, first served basis. Pieces will range in size - 4x5 inches and up!
Nevermind is - at its core - an adventure game (in the spirit of classic games like Myst), where you must explore strange worlds and solve puzzles to unlock the terrifying mystery that lurks within each patient’s inner psyche.
In Nevermind, you are a Neuroprober at the Neurostalgia Institute - a unique physician of the not-too-distant future who, through the use of cutting-edge technology, is able to venture into the minds of psychological trauma victims for whom traditional treatment methods have proved ineffective.
As such, each “level” in Nevermind takes place within the surreal subconscious of one of these victims. Your goal is to explore the often dark and twisted world within, solving abstract puzzles as you recover fragments of memories (represented by photographs) surrounding the traumatic event.
Traumatic experiences, especially those left untreated, take their toll in countless ways, often triggering other serious problems as the victim’s subconscious desperately tries to cope. As a result, the patient’s mind doesn’t take kindly to those who attempt to peel back these layers, often prompting it to lash out in terrifying, unexpected ways.
Only the most vigilant of Neuroprobers can survive the horrors of the mind to help their patient find peace at last.
Nevermind uses biofeedback technology to detect your Heart Rate Variability while playing. When you start to become scared or anxious, the game will dynamically respond to your stress levels, which in turn directly affects gameplay.
Nevermind currently supports both the Intel RealSense camera and the off-the-shelf Garmin Heart Rate Monitor strap (similar to what one would use for exercise). Nonetheless, our goal is to support as many hardware devices as possible to ensure every player has the opportunity to use a low cost, multi-function biofeedback device to “enjoy” the true Nevermind experience.
NO HARDWARE? NO PROBLEM.
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.
As a prime example of our passion to create "games that give back", one of our long-term goals is to craft a health-centric version of Nevermind specifically targeted to help actual patients develop tools to manage and ultimately overcome their conditions. Funding from this Kickstarter Campaign will help support these efforts.
Nevermind started as a 2012 MFA thesis project at USC’s Interactive Media Program, led by industry veteran Erin Reynolds - who returned to academia to pursue new ways to create “positive” games for traditional gaming audiences. After an academic year, Erin and the Nevermind student development team were able to create one fully-functional level - a proof of concept that demonstrated Nevermind’s unique vision and the feasibility of the core technology.
Nevermind has since been featured in numerous festivals and conferences, and nominated for several awards for innovation and technical achievement, including at IndieCade, Games for Change, SIGGRAPH, Unity Unite Awards, and the Serious Games Showcase and Challenge.
NOTE: We have temporarily disabled the link below due to some reports that browsers are errantly marking it as potential malware. While the files are completely safe, we're looking into the matter and will re-enable the link shortly. Check back soon and sorry for the inconvenience.
Interested in experiencing Nevermind for yourself? Download the original (PC only) proof of concept of Nevermind for FREE!
NOTE: This is a TWO YEAR OLD version of the game - it looks and plays MUCH better now! This demo contains a rough version of the Neurostalgia Clinic and one full level (~45-90 minutes of gameplay).
WARNING: Some of the content in this demo depicts intense imagery and situations relating to the psychological trauma experienced by a fictional character. This demo and all Nevermind content in general, may upset, disturb, and act as a trigger for some viewers/players. As always, your discretion is advised.
Nevermind is being built by Flying Mollusk - a small, multifaceted, close-knit team of experienced developers each dedicated to both supporting and pushing each other to create the immersive, polished, compelling experience that players deserve.
For more about Erin and her inspirations for Nevermind, check out this fantastic (and in-depth!) interview with Jonathan Holmes on the Destructoid 'Sup Holmes Podcast!
As a result of Intel’s generous support to help get us started, every dollar you contribute to this Kickstarter will go directly into making our campaign goals a reality! Below is a brief breakdown of how our funding will shake out for our current goal (breakdown for stretch goals may vary):
20% - Additional biofeedback sensor integration, R&D, and support (including support for Mac-friendly devices)
- 20% - Oculus Rift development and support (mostly Engineering)
- 20% - Xbox One / Kinect 2.0 integration, optimization and support (mostly Engineering)
- 15% - Production, Design, and Art support as needed for aforementioned goals
- 10% - Kickstarter and Amazon Fulfillment Fees
- 10% - Taxes
5% - Unfulfilled payments
NOTE: This last entry is not an expense per se, but statistically ~5% of Kickstarter payments are never able to processed due to account issues, so alas, we need to take it into account.
Thank you so much for taking the time to learn more about Nevermind and it’s potential to change the way we look at positive games, biofeedback technology, and horror games as a whole.
Join us in helping to make this revolutionary new experience a reality so we can share this game to help and entertain players around the world. We are extremely passionate about this opportunity, and all your support is hugely appreciated.
Risks and challenges
Nevermind combines exciting, cutting-edge technology with the uniquely immersive experiences that video games have to offer. That said, much of this technology, has yet to be successfully integrated into a commercial video game. While we see this as an incredibly exciting challenge and are confident that we'll figure out solutions to any issues that arise (given our past experience with the proof of concept), it does present an element of uncertainty.
If we reach our funding goal, we will do everything in our power to research the current and future consumer-level biofeedback sensor options available. We will try our darnedest to make Nevermind as compatible as possible with as many sensors as possible - including sensors that are Mac-compatible, the Kinect 2.0 sensor, etc. However, at the end of the day, there is always a small chance that some of the sensor options available just won't work - and we won't know for certain until we have our hands on them and the dedicated time to deeply research them. It's a bit of a catch 22 because the Kickstarter funding will provide the resources necessary to this research and development, but it’s also very likely that certain sensor options won't work as well as we'd like.
In particular, although we feel confident that we will be able to find at least one solution (both the Apple Watch and Affectiva Affdex software come to mind), we do not yet have a Mac-friendly biofeedback sensor solution fully tested.
The good news is that we already have one sensor fully working on Windows PC (the Garmin chest strap) and are in the process of integrating another sensor (the Intel RealSense 3D Camera). We've done a ton of research on other sensor options and wouldn't have launched this Kickstarter campaign if we weren't confident that there are many other very viable sensors out there just waiting to be hooked up to Nevermind.
Nonetheless, we want to make sure everyone is aware of the potential uncertainties of the adventure ahead!Learn about accountability on Kickstarter
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