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  3. The Unconscious as a Source of Horror

The Unconscious as a Source of Horror

[p]That was one of the first questions we asked ourselves when we began developing Parasomnia: No REM.[/p][p]We decided to explore a theme never before seen in horror video games: sleepwalking.[/p][p]The game is a first-person psychological horror experience in which the protagonist suffers episodes of sleepwalking that drag him into a world twisted by the traumas of his childhood.[/p][p][/p][h3]The unconscious as a source of terror[/h3][p]The terror in Parasomnia: No REM is built around the No REM state, a scientifically real state where the real world and the world of dreams become fused.[/p][p]During development, we understood this state as an opportunity to work with the unconscious: incomplete perceptions, fragmented memories, and shifting rules governed by dreams.[/p][p]Instead of confronting the player with constant jumpscares, fear emerges from inhabiting a world that stops responding to clear logic and becomes a reflection of a damaged mind, where repressed memories inevitably seep through.[/p][p][/p][h3]Gameplay based on sleepwalking[/h3][p]The experience revolves around:[/p]
  • [p]Switching between being awake and sleepwalking[/p]
  • [p]Connecting with your sleepwalking body in the real world[/p]
  • [p]Solving puzzles by combining both planes[/p]
[p]In Parasomnia: No REM, puzzles are not abstract objects: they are fragmented memories that gradually help our protagonist reconstruct events he tried to forget.[/p][p]This is just the beginning. [/p][p]In upcoming devlogs, we’ll dive deeper into how these ideas translate into mechanics, level design, and atmosphere.[/p][p]👁️ You can now add it to your Steam wishlist: [/p][p][dynamiclink][/dynamiclink][/p]