Nevermind ushers you into dark and surreal worlds within the minds of trauma patients. When played with biofeedback technology (either via a standard webcam or supported heart rate sensor), Nevermind picks up on indications of fear - lashing out if you allow your feelings of anxiety to get the better of you.
User reviews:
Mostly Positive (170 reviews) - 71% of the 170 user reviews for this game are positive.
Release Date: Sep 29, 2015

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Recent updates View all (31)

October 18

Apple Watch Support & Update on Upcoming NEW Levels

Hi Everyone!

We have one piece of exciting news and an update on our upcoming new Nevermind levels (which will be made available as part of a free update)!

Apple Watch Support!

At long last, Nevermind now supports Apple Watch on all currently available platforms - including Mac and Windows!

To use the Apple Watch as a sensor, all you need to do is:
  1. Download the iPhone Nevermind Companion App
    ( )
    IMPORTANT: As with all Apple Watch apps, an iPhone 5 or later is required.
  2. Make sure that the Apple Watch app installs alongside it. You may need to go into “Watch” app on your phone to ensure that it has permission to install to your watch.
  3. Launch the app from your phone. Make sure to enable it read Heart Rate data when it asks.
  4. Open up the app on the Watch (if it didn’t open automatically).
  5. Give the Watch app a few moments to start reading your heart rate. You should see it update on the phone shortly thereafter.
  6. Launch Nevermind from your Mac or Windows machine.
  7. When you are done playing, press “Stop” on either the iPhone or Watch app and close the iPhone app completely. If you don’t press “Stop,” the Watch app will keep reading your heart rate in the background and, before you know it, drain your watch’s battery power. Closing out the iPhone app will ensure that it can properly reconnect with the game next time you use it.

We’re so excited to be adding Apple Watch to our family of supported sensors. As always, if you have any questions or run into any issues with it or any of our supported sensors, please email us at

New Content
The two new Clients for Nevermind are almost ready for Steam - and as soon as they are, we’ll post a major game update that will have the new content, overall remastering/optimization, and additional hardware support! Perhaps there will be even a few more goodies in there as well. :)

We expect to have the new levels ready for Steam in November and will keep all of you posted if it looks like anything will change.

We’re super excited about sharing the new stuff as a FREE update to the game as soon as it’s ready. In the meantime, if you have any questions or concerns, feel free to let us know in the comments or email us directly at

~Erin & the Nevermind Team

3 comments Read more

May 12

Exciting News!

Great news!

I'm ultra excited to announce that we'll be creating two brand new Nevermind levels!

It goes without saying, but we are thrilled beyond words to be able to expand Nevermind by introducing two new Clients to the Neurostalgia Institute. While we already have a whole host of ideas regarding which of our currently designed levels we’re going to build, there will be, nonetheless, a lot of work ahead of us for the next several months.

The two new levels will become part of the full game - so those who have already purchased Nevermind will be automatically receiving those levels FOR FREE when we make them available on Steam.

Although we would love to share more details regarding level specifics, release dates and the like, we’re still in the early stages of getting everything sorted out - so, we unfortunately won’t have too much to share in the immediate future. That said, rest assured that as soon as we’re ready to say more, we’ll let everyone know. As always, we’ll be working as hard and as fast as we can to make Nevermind the best it can be to ensure that the new content is 100% worth the wait.

We can’t wait for you to meet the Neurostalgia Institute’s newest Clients!

8 comments Read more

About This Game

NOTE: You do NOT need a heart rate sensor to play Nevermind. With or without a heart rate sensor, emotion-based biofeedback will be available via almost any standard webcam on a min-spec (or higher) Windows or Mac machine. Without a webcam or heart rate sensor, the biofeedback-specific features will be unavailable, but the core game itself will be fully playable and enjoyable as an atmospheric mystery-adventure game.


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 currently contains 3 “Clients” (levels), totaling on average to about 3-4 hours of gameplay (not including secrets and optional content). We hope to be able to provide even more clients in future updates, depending on the success of the current version. All proceeds go directly into supporting the game’s growth.

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…

Gameplay Highlights

  • A one-of-a-kind atmospheric terror game that can sense your feelings of fear - creating an experience unlike anything you've played before
  • A hauntingly surreal interpretation of psychological trauma
  • Players must unravel the mystery of each patient's buried trauma, exploring darkly beautiful landscapes, solving puzzles, and unearthing clues along the way
  • If played with biofeedback technology, Nevermind challenges you to stay calm in the face of stressful scenarios, helping equip you with the tools to manage stress and anxiety in everyday life
  • Supports a range of biofeedback options, Tobii EyeX eye-tracking controller, and (coming soon) virtual reality.


  • Extensive Intel® RealSense™ technology support for physiological biofeedback tracking, unique gesture detection, and facial recognition events that can ONLY be experienced with RealSense!
  • Affectiva’s Affdex technology enables emotional biofeedback tracking via virtually any standard webcam!
  • Confirmed physiological biofeedback detection via the Wild Divine IomPE, Garmin Heart Rate Chest Strap, Mio LINK sensors, and more.
  • Players can combine both physiological and emotional biofeedback for an incredibly accurate and responsive experience!
  • For more information about supported devices, please see

    Note: This game has not been evaluated by the U.S. 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.

    Controller Support

    Tobii EyeX Eye-Tracking Controller
    Nevermind supports eye-tracking technology! With a Tobii EyeX eye-tracking controller, several aspects of the game can be influenced by simple eye movement - unlocking new features throughout the entire game as well as some brand new surprises within each level.

    For more information about the Tobii EyeX, please see

    We will continue to tune and enhance the Tobii integration features in our upcoming updates over the next few weeks. As always, please let us know if you have any feedback!

    Game Pads
    Nevermind currently has limited controller support for several D-pad controllers (a keyboard is still needed to enter the doctor’s name during the registration process). We currently support:
    • Wired USB Xbox 360 Controller
    • Wired USB Xbox One Controller
    • Logitech’s RumblePad 2 Controller
    • Logitech Gamepad F310
    • Logitech Gamepad F710.
    • We are hoping to support additional controllers in future updates.

System Requirements

Mac OS X
    • OS: Windows 8 (64-bit)
    • Processor: i5 5000 series @1.6 Ghz
    • Memory: 4 GB RAM
    • Graphics: Intel Iris Pro Graphics 5200
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: Familiarity with WASD controls is encouraged. Nevermind is playable on Windows 7, though it is not fully supported (e.g., Bluetooth sensor devices will not work on Win7). RealSense™ functions are operational on min spec machines, however RealSense™ heart rate detection may not work on some low/min spec machines. For best results with RealSense™ heart rate detection, play Nevermind on machines with NVIDIA GeForce GTX 800 series graphics cards or better and processors with speeds of 2.50 Ghz or better.
    • OS: Windows 8.1 (64-bit)
    • Processor: i7 4790 @3.6 Ghz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 750 TI
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: Familiarity with WASD controls is encouraged. Nevermind is playable on Windows 7, though it is not fully supported (e.g., Bluetooth sensor devices will not work on Win7).
    • OS: OS X Mavericks (OS 10.9)
    • Processor: Intel i5 2.0 Ghz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 5000 series
    • Storage: 5 GB available space
    • Additional Notes: Yosemite users may experience some instability. Familiarity with WASD controls is encouraged.
    • OS: OS X Mavericks (OS 10.9)
    • Processor: Intel i7 @ 2.3 Ghz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 775M
    • Storage: 5 GB available space
    • Additional Notes: Yosemite users may experience some instability. Familiarity with WASD controls is encouraged.
Customer reviews
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Mostly Positive (170 reviews)
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103 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
4 of 12 people (33%) found this review helpful
Not Recommended
3.9 hrs on record
Posted: September 24
+Creepy scenery
+Great premise
+Interesting use of biofeedback

-The premise never really pans out. This is not what PTSD is like. I appreciate what Flying Mollusk was attempting to do, but they wound up using kind of tired stereotypes about trauma to make it seem ~*sPoOkY*~ which sells the experience short.
-It wasn't particularly difficult, which is fine, but when it was difficult it was difficult for the wrong reasons. The biofeedback was too sensitive and got in the way of actually playing the game. This is adjustable, but still, "normal" should be playable even for people with high anxiety. I'm also not sure that people who suffer from anxiety can be compelled to calm down with jump scares. This is counterintuitive, right? I'm also not sure how much value there is to the game's assumption that you SHOULD calm down in terrifying situations. Our fight-or-flight reactions exist for a reason. The problem with anxiety is that those reactions happen in response to what should be just "normal life," like going out of the house or socializing, which is pointedly NOT the environment the game drops you into. So, neat idea, bad delivery.

If you like psychological horror and cool creepy scenery, dope, go ahead and buy this game, I guess. Just don't expect it to be therapeutic.
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Most Helpful Reviews  Overall
97 of 106 people (92%) found this review helpful
4 people found this review funny
9.8 hrs on record
Early Access Review
Posted: May 29, 2015
Alright, first off: Don't judge this game by its tutorial level. It seriously sets the wrong tone as far as what you should expect (particularly in terms of story quality). That said, I love this game. In a time that the market is heavily inundated with low-quality indie cash-ins, Nevermind really shines.

The concept is this: You're a "neuro-prober", an inception-style therapist that can enter the minds of psychologically troubled clients to help them sort through and ultimately deal with their past traumas. A concept very nicely executed by way of subtle imagery and level design that actually makes sense in the context of the trauma you're dealing with (as opposed to just filling a creepy place with a bunch of zombies and calling it a day). Throw in some pretty great (but not necessarily final-product) voice acting and you've got a pretty atmospheric story and setting.

Gameplay mechanic is simple, but intriguing. You collect photographs (no, wait, it's not what you think) that slowly develop a narrative as to the events that led to the client's trauma. You earn each photo after completing a puzzle related to it. When you've collected them all, you're presented with a collage and tasked with arranging certain photos to tell the story while avoiding red herring choices meant to distract you.

Scare-wise, the game is pretty tense. Don't expect constant jump scares (well, maybe one or two, but the game hardly relies on them to deliver the fear) but rather a creeping, building sense of dread. Throw in the fact that the game supports a heart-rate monitor mechanic and you'll find your environment changing to compliment your nervousness.

So far, Nevermind boasts a tutorial and first client, but promises more in the near future (their Twitter feed is constantly abuzz with new information on content updates, screenshots of upcoming areas, etc.). Definitely worth full price if you're looking for a horror game with some genuine effort behind it.
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101 of 120 people (84%) found this review helpful
3 people found this review funny
2.7 hrs on record
Posted: September 29, 2015
This game is creepy and sinister, but it has a heart of gold. Though the game frightens you and scares you, it seeks to help you literally control your emotions and confront your fears. It has been great to see this game evolve from a rough demo to a polished product. I'm so excited that the game finally launched. Hooray for Nevermind. More games like this, please.
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72 of 87 people (83%) found this review helpful
6 people found this review funny
4.7 hrs on record
Pre-Release Review
Posted: September 29, 2015
If you have not checked out Nevermind, I strongly suggest you do so if you fit under ANY of the following:

*You like Psychological Horror.

*You’re interested in the concept of the subconscious holding clues to aid in therapy.

*You have, or plan to get, a biofeedback device and want to try to take your coping to a game rather than the typical biofeedback software.

*You want to support a game headed by a female developer, created to explore whether games can fully stand on their own but also be used to aid those to whom Biofeeedback is actually helpful.

Nevermind prompted me to buy a cheap biofeedback device since I backed it on kickstarter and had early access. The stories are engaging, the biofeedback is fairly reliable. Some people argue that the ‘punish’ system doesn’t work but I think those people don’t actually have an anxiety disorder. When you start panicking in real life, things do start becoming blank to you. Fuzzy. They don’t quite match up. Everything is wrong and harder to figure out. If you get too upset in Nevermind, if you let your heart rate raise too high without paying attention to the warning signs that things are getting weirder, you can sometimes be yanked to a calming area to make you focus on relaxing again. But most of the time, when you start noticing things are harder to see, you can stop, breathe, and make things clearer again. So it’s not actually a ‘punishment’ system. It shifts the game world to the way the real world FEELS when you have an anxiety attack. But if you can calm down, you can see things clearly again and unaltered. You are rewarded for making yourself calm down. All in the safety of your own privacy so none of those humiliating “How many people noticed my brain went off-line just now?” questions.

The plot of the game is you work for a dream therapy company, essentially. You’re a doctor who uses advanced technology to dive in people’s memories/dreams. What you see there is the product of how the brain creates false memories to deal with traumatic occurrences or over-exaggerates fears in the subconscious. It’s your job to solve puzzles, figure out how to get through the level, stay calm while doing so, and collect ~10 memory “postcards”. At the end of your level, you try to take in what you’ve seen through the level and figure out the five postcards that are the ACTUAL reality of what happened to the patient. The tutorial level is simply a fairy tale to introduce people to the concept. Other levels deal with darker and very real topics but have always tried to be respectful to the sort of trauma they can induce. I’d give examples but if I did that, I’d honestly give away the solution to those levels.

I backed Nevermind because I believed in what she was trying to do - create games that actually can be used to help people like me gain control and yet are interesting themselves. I advocate others check it out because it is honestly a good game even if you DON’T have a biofeedback device to measure your heartrate. They really had to fight an uphill battle to get this game released (the first kickstarter didn’t quite make it) but it’s here now and it’s really well done.
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74 of 92 people (80%) found this review helpful
3 people found this review funny
3.6 hrs on record
Posted: September 29, 2015
As someone that has PTSD due to several instances while deployed to Afghanistan, this game hits the nail on the head.

For those with PTSD i'd reccommend this game to help you understand that you're not alone and people are going through the same problems and it can get better.

For those without PTSD I'd reccomend this game to help understand why people with PTSD act certin ways or why they seem distant, scared, anxious, or paranoid...

On top of spreading awareness, this is just a very well done puzzle game. If you really take your time you'll figure out the puzzles without too much stress and the stories are very well done. 10/10 Can't wait for more content to be released.
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53 of 64 people (83%) found this review helpful
3 people found this review funny
Not Recommended
2.8 hrs on record
Posted: September 30, 2015
$20 for a 2hr game?

Only 2 'clients available' and not listed as early access?

Entertaining but overpriced and way too short.

The promise of additional content should class this as early access.
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53 of 65 people (82%) found this review helpful
2 people found this review funny
Not Recommended
11.1 hrs on record
Posted: October 1, 2015
A really interesting game but barely any content, certainly not enough to justify the price. There's only a tutorial and two levels, each barely spanning an hour, and not much replay value for said levels. 5/10 tops.
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69 of 95 people (73%) found this review helpful
3 people found this review funny
Not Recommended
15.0 hrs on record
Posted: September 30, 2015
Yeah, not really as interesting or clever as I thought it would be...

Credit where it is due, there are two or three visually unique, rather impressive environmental designs...


But the game's short, very short and very unsatisfying...

There were two cases plus the tutorial, which, in total, took me a little shy of three hours...


If you think the price tag attached to this game justifies an experience which is one or two rungs above one of those Half-life 2 horror mods then I suppose you will be comfortable with this purchase...

Otherwise I recommend you avoid it...
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26 of 28 people (93%) found this review helpful
Not Recommended
1.8 hrs on record
Posted: October 1, 2015
What content there is, is actually extremely well made.

The problem with this game right now, however, is that despite more than a year in development only one level has been added to the game. This means that the entire game is literally two levels, one of which was free to download in alpha form last year. While following development, we were promised three to five levels. The second level was added to the game in July. With it now being October, I assumed that they would have added at least one, and probably more, clients before moving from early access to full release.

With only two total levels, and no obvious guarantee of any future content; I can't justify the current asking price.
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19 of 22 people (86%) found this review helpful
3.2 hrs on record
Early Access Review
Posted: April 1, 2015
NOTE: This is reviewed on Early Access as of 4/1/2015 - will update when more levels come out.

Been a follower and fan of this game since its original Kickstarter back in March 2014 and am incredibly happy to see it on Early Access. This game has taken a great step up from the early version and is well produced.

Nevermind places the player in the mind or subconcious of a stressed patient, one who has suffered a sort of trauma that is still effecting them. Your job is to travel the subconcious mind and put the pieces together, figure out what happened, and help the patient reach clarity or a breakthrough. However, be wary as your presence in the mind is unwelcome, causing the world to fight back to your presence. Can you survive the inner walls of their mind and help them, or will you be consumed by fear?

As the game stands in Early Access it is a great treat to play, especially with the optional monitors that create your own "fear response" - as you get more scared the gameplay changes slightly, whether increasing difficulty, pushing static onto the screen obscuring vision, or increasing the severity of the world's interactions. If you get too scared, the game pushes you back, forcing you to approach the situation with calm and collected thoughts, a truly unique experience.

Even without the optional monitors, Nevermind plays as a wonderfully surreal horror-adventure game. While only two levels are currently available they are well worth the time and money as a wonderfully unique experience that I hope is only the start from this great developer.
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Recently Posted
5.1 hrs
Posted: October 10
Well I finally got through the actual first storyline of the game outside of the tutorial.

I can't make up my mind if I like this game or not. It was certainly engaging, and I enjoy the story telling, but it has a few things that I struggled with.

First of all, you can either purchase a biofeedback device that goes with this game, or use your webcam, or nothing. While I used my webcam, I found it fairly random in terms of what it created on screen and when. The first bit I played through even though the webcam was on- it didnt trigger the biofeedback and this seemed to create a bug in one of the levels for me. I just couldn't get through to the end of a particular maze. But once the webcam kicked in, it created the ending to the maze. It's supposed to work without the biofeedback but I'm not sure it does.

The biofeedback also randomly makes it harder to see by making the screen really grainy. At some points it'll go red and if you aren't careful you'll "die" and have to restart. I found this to mostly be very random. Occasionally you'd be experiencing something that would make you die but often my screen just started going red for no reason and it would take me multiple tries to get through a small portion of the game. That was infuriating.

The save system is great. It auto saves and you can also save on your own too.

I found the game quite dizzying and not in a good way. I had to keep taking breaks from playing because my eyes and head would hurt. That in combination with their weird biofeedback filter that made the screen hard to see wasn't a winning combination for me.

The mouse sensitivity was insanely high and even when I turned it way down I found it took some getting used to. I did try this with the steam controller as well and it worked well.

I got stuck in a loop because of the biofeedback issue and posted in the forums, and a DEV replied to me within an hour so that was actually pretty cool.

I'd like to try the advanced mode for each level but having trouble getting it to launch.

I didn't find it very scary, and I think the biofeedback is more random than anything else. I do think it's a good representation of PTSD it reminded me of a bad dream.

There aren't many episodes for it. The Devs announced back in early May there would be more but it's October and still aren't.

Overall, I think if it's on sale, go for it. It's not too hard but the swirling screen will give you an extra later of difficulty.

Helpful? Yes No Funny
3.1 hrs
Posted: October 7
Truly a unique experience. It can help shed light into some of the very real problems people face. I just wish I got the 'biofeedback' to work.
Helpful? Yes No Funny
4.7 hrs
Posted: October 2
I realy like the consept so much. At times it is great. but I just feel it live up to it. It could have been so much better if each patient where longer and much more complex. The gameplay I dont think is that good and more than ones I was wondering what I should do with no real led to guide me. But i recommend purely on that I think the consept is so awesome.
Helpful? Yes No Funny
9.3 hrs
Posted: September 18
ppetty good so far I cuould use a run option though so far I find it very interesting
Helpful? Yes No Funny
5.9 hrs
Posted: July 15
Ok First off, For those saying the game is not adapting, If you don't have the Biofeedback devices, Well then put two and two together here.. It's not going to work right.

Now! That being said. I do love an intricate game and that is exactly what Nevermind brings. Granted I got the game done in around 5 and a half hours. But it was a pretty damn good 5 hours. It challenges you to use your brain for a different way of thinking. I like the psychological horror aspect of it, Makes me wonder if this was really a therapy how the inside of my own brain would look xD
Helpful? Yes No Funny
1.0 hrs
Posted: July 11
it's not horrid but it's SLOW, boring, and nothing more than a walking sim
Some might find a deeper meanig for this game...but I almost fell asleep while playing it
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Crannberry Sauce
1.3 hrs
Posted: July 1
Incredibly boring, I love horror games and the gimmick is truly amazing but nothing happens in this game and i cannot recommend it. This game is supposed to adapt to your levels of fear but there's nothing that scary or even that creepy to even the most of squeamish. "Walking Sim" is an overplayed joke but i really think it fits this game well.
Helpful? Yes No Funny
9.9 hrs
Posted: June 29
I'm currently one photo short in the first client (after the tutorial) and I really like the game, but I cannot play it for long stretches as it is causing motion sickness, because the camera is so slow. You'd think that swift movements would be worse, but they're over quicker, so slow moving camera feels worse, because you need to watch the movement longer. I guess it could be a hardware problem, although I already set the graphics to the lowest setting. Otherwise I like the game and expect to play it through, even if just little by little.
Helpful? Yes No Funny
0.9 hrs
Posted: June 27
The Steam timer tells me that I played this game for 8 minutes. Not exactly. Actually I played it for about 3 minutes, and wasted another 5 trying to figure out controls.

No mouse cursor. Mouse buttons don't working either.

Can't adjust mouse sensitivity (for now the mouse is much oversensitive and I can't change that).

No hotkeys help.

Nearly impossible to navigate through menus (WASD combination worked from time to time). Barely managed to close the game without using CTRL-ALT-DEL.

Great. Just great.

Sorry for my English.
Helpful? Yes No Funny