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Sanatorium: A card-based adventure exploring the harsh realities of mental asylums

Set in a fictionalised version of the 1920s where the lines between modern psychiatric treatment and pseudoscience are still muddy at best, Sanatorium is a card-based workplace adventure where you test, diagnose, and treat patients.

Shoreline Games’ newly published ‘Sanatorium: A Mental Asylum Simulator’ explores the history of mental health stigma and the cruel ways in which mental illness was treated.

Safe In Our World chatted with the team behind the game to gain a deeper understanding of the passion and motivations behind developing a game that tackles mental health stigma. We asked the team about their process and what they want players to take from the experience.


The Inspiration Behind Sanatorium

Sanatorium: A Mental Health Asylum Simulator addresses some pretty heavy topics, such as the awful and archaic treatment of patients. What inspired you to tackle these intense topics through the medium of video games?

The core inspiration was the fascination with a ‘profession’ where the rules are constantly shifting or where adherence to regulations is expected – but with the crucial twist that we allow players the opportunity to break those rules.

Screenshot from Sanatorium video game

A mental asylum in the 1920s offered the ideal framework for this. This era is particularly revealing because it shows us how much the period’s ideas of ‘normalcy’ were reflected in the diagnoses being made. For instance, consider Prohibition: even minimal alcohol consumption led to a diagnosis of ‘Inebriate’ – a condition deemed in need of treatment.

Although the treatments shown in the game are historically documented, we have combined them in ways that would likely not have occurred in the reality of the 1920s.

An Authentic Development Process

During the development process for Sanatorium, what sort of steps did you take to ensure you were covering this topic sensitively, while not shying away from the reality of what has happened in the past?

We took several key steps to navigate this sensitive topic. The most crucial decision was making it clear that the target of our satire and critique is the institution and its practices, not the patients themselves. We wanted to emphasize how patients were historically treated like ‘something that needs to be worked through.’

To keep the game experience respectful, we implemented strict limitations: there is no direct depiction of violence or gore. Hurting patients is impossible; the treatment mechanics are highly abstract and are represented only by playing cards, with just a few accompanying sound effects.

On the research side, we ensured accuracy by taking a field trip to the Museum of Psychiatry in Bern, Switzerland, and consulting with its curator, a professor of psychiatry. This fieldwork provided essential insights into the threats patients faced and the stark difference between institutional life then and now.

Interior of the Museum of Psychiatry in Bern

Giving Control to the Players

Sanatorium gives players the opportunity to make decisions about how they care for patients, allowing them to choose a more compassionate treatment option, or one that is crueller (but more historically accurate). Why did you decide to give players the responsibility of making this choice?

We decided to give players this responsibility because the game’s core challenge is rooted in a constant moral and economic balancing act.

Your objective is to earn enough money and build a reputation without losing face, but the institution itself only cares that the doctors perform their job. The truly interesting point for us is how players react when they are put in a tight spot.

Screenshot from Sanatorium video game

For example: A wealthy patient pays significantly more per day than a poor one. You have the option to keep them even after they are ‘healed’ to justify using more expensive (and profitable) treatments. We leave it up to the player to decide: Are you willing to cross that line?

And what do you hope players will get out of their experience with Sanatorium?

We wanted to make a game people enjoy. Sanatorium is a cartoon, a noir with references to the 1920s… But it’s also intended as an educational tool. We hope that the moral questions raised in the game will leave players thinking about historical attitudes toward mental health.


Thoughts from a Level Up partner

Safe In Our World sent keys to some of our ambassadors, Level Up partners, and charity friends, keen to try out Sanatorium: A Mental Asylum Simulator for themselves. Will Dyball, from friend and Level Up partner Futurlab, shared his thoughts with us after playing the game.

Sanatorium: A Mental Asylum Simulator puts you in the shoes of a struggling journalist in the roaring twenties. After receiving a cryptic letter about a story at Castle Woods Sanatorium, you adjust your credentials, secure a job, and begin investigating.

The story unfolds across four wards, gradually raising the difficulty by introducing new brain region categories and symptoms. Progress hinges on increasing your reputation by accurately diagnosing and treating patients.

The core gameplay loop consists of four phases: prep, diagnose, treat, and explore:

  • PREP – Purchase diagnosis, treatment and upgrade cards using the station briefing as a guide of upcoming symptom categories.
  • DIAGNOSE – Listen to the patient and use the diagnosis cards to identify and categories symptoms.
  • TREAT – Use treatment cards on patients (failing to reach a minimum treatment requirement for any patient harms your reputation).
  • EXPLORE – Wander the asylum, collect objects, and interact with characters to uncover hidden mysteries.

Screenshot from Sanatorium video game showing series of "treatment cards".

The game’s 1920s aesthetic shines through the art style and moody atmosphere, echoing the asylums of the era.Sections of the asylum appear poorly maintained and the patients are locked behind large metal doors. The primitive psychiatric practices of the time are present, from the lingering belief in phrenology to treatments such as lobotomies and physical restraints. Together, these elements remind the player just how severely people suffered within institutions like this.

“Sanatorium serves both as an engaging historical simulation and a reminder of the progress we’ve made.” – Will Dyball, Futurlab

Since the 1920s, mental health care has shifted dramatically from institution-centred models that often restrained, isolated or subjected patients to untested therapies, to today’s patient-first, evidence-based practice that stresses informed consent and collaborative treatment planning. Modern practitioners recognise recovery as a personal journey and that empathy, cultural sensitivity and a strong therapeutic alliance are now key to any treatment. This shift reflects society’s growing view of mental illness as a medical condition deserving dignity rather than stigma.

You can learn more about Sanatorium: A Mental Asylum Simulator on their website.

Skills utilised:
Games & apps

Oppidum – A survival game built with accessibility in mind

How was survival game, Oppidum, developed with accessibility in mind? We spoke to EP Games for more.

Hi everyone! We’re EP Games, the developer studio behind Oppidum – and we want to present to you its accessibility features, of which we are especially proud.

Oppidum is a narrative adventure with survival elements, designed to be enjoyed solo or with friends (up to four players). Picture this, you have just arrived at Insule – a mysterious land whose fate hangs in the balance! As you uncover its secrets, explore its landscapes, and make use of the vast array of resources the island offers, you will discover your role in Insule’s salvation.

And unlike many other survival games, the plot is a the centre of the gameplay experience! But what else makes this game really stand out, and why can’t the Safe In Our World team stop playing it?

Making new worlds more accessible

According to the developers, the accessibility in Oppidum has always been a priority. “Oppidum was built with some accessibility features in mind since it was mere bare bones,” says EP Games. “For example, given it is a narrative game, the quest markers have a deeper meaning in how to story evolves, and what kind of quests have been created.”

“Not everyone can manage to orient themselves in a new world or map, nor can they necessarily remember what NPCs they need to talk to. Some prefer the compass markers, some like markers on top of NPCs heads, and others prefer markers on the map.”

A screenshot from the video game Oppidum, showing the quest marker feature.

All options are available in the game, although the last one comes after some hours of gameplay, when you can actually have access to an enhanced map with a custom markers feature. You can mark a location using custom icons, to identify if you’ve found resources and materials, or simply that you’d like to return to explore properly when you’ve not got your head lost in a different quest.

A screenshot from the video game Oppidum, showing pins on the game map.

Configuring game difficulty levels

Oppidum positions itself as a game within the survival genre that tries to include and accommodate as many audiences as possible. Everyone should be able to enjoy this genre! One way Oppidum stands out is by giving players the ability to configure their game to their own needs and preferences (physically and emotionally).

We added four different game difficulty levels, right from the very beginning of the development process.

Difficulty level screen in Oppidum video game, showing currently set to "smooth".

More on sliders

A great example of giving more control to the player can be seen in the configurable difficulty settings – one of which removes player death entirely!

One difficulty level where players do not receive damage proved to be quite an amazing experience during our playtests for players who needed that feature.

The developers also allowed players to configure other sliders to reflect personal preferences: resources multiplier, aggro range, health recovery rate, and so on. One we personally appreciated was whether you lose your inventory on death (a big pet peeve in the Safe In Our World team).

Configure your experience settings for Oppidum video game.

Tweak accessibility as you go

When playing a new game (or a new genre of game) for the first time, you might not know what accessibility tweaks you need straight away. When players load into Oppidum, the pop up menu gives you some of the essentials to get started – like camera sensitivity for those with motion sickness, or single-press controls for those who struggle with their motor functions. But players can get back to any of these features from the menu, to adjust as they go!

Focusing in one one of the many accessibility options, the Single-Press Controls not only helps players to build, but also FISH! Oppidum has a fishing mini-game (as it should), that requires the player to adjust to keep the green bar on the fish (classic). Now depending on your accessibility settings, you can tweak the difficulty of this mini-game. With single-press controls, you can simply press the button each time the fish moves, and the green back will jump to where the fish is. You do this every time the fish moves, with the green bar automatically tracking the fish, removing the need to keep pressing the button to adjust manually.

Likewise, the single-press controls helps when your character is running around. It removes the need to hold a button, instead giving you a toggle on/off feature with press of a button! This is great news for all those out there who have RSI (repetitive strain injury).

Fishing mini-game in Oppidum video game.

Prioritising player experience

The developers of Oppidum set out to make a game with accessibility in mind, and recognised that to do so, they had to think about the diversity of needs their players might have – the situations that they might be put in during the game, and the specific challenges they might face in those situations. By considering these angles from the very beginning of the development process, they were able to build a game where accessibility feels natural, and carefully designed to fit in the world they’ve created.

The reason behind adding so many accessibility options since the beginning was that we wanted to create an experience for as many people as possible, whoever they were, however they preferred to play.

One of the ways EP Games has considered ALL their players, has been through their game’s achievements – an often overlooked part of building an accessible gameplay experience! Players have celebrated Oppidum for not having achievements that depend on a specific difficulty level.

“The development of the achievements was carefully thought out, with players in mind, and not so much on one developer’s personal desires or beliefs,” says EP Games. “Because of that, when playing Oppidum, players will be unlocking achievements because they learned new features, completed certain collections, dared to face some challenges or progressed the story. Players don’t need to fight against themselves or against the game to win.”

I am a psychologist, as well as the producer in the team, and I could never have imagined a better and more beautiful way to join both worlds, while serving the society by creating an experience that could add a bit of joy to the lives of those who played it. And so, that’s how Oppidum was crafted.

To find out more about Oppidum, or any other projects from this developer, you can visit the EP Games website.

Skills utilised:
Games & apps, Stories

Fireside Feelings | A game of cozy campfire conversations

In Fireside Feelings, players sit by a cozy campfire and have conversations with strangers. Let’s unpack with Mashfiq Ahmed.

Upon opening the game, you’re greeted by a talking campfire named Spark who introduces you to how this game experience works. Spark also tells you the core philosophy of the Fireside Feelings: sharing emotions and experiences and growing together to foster empathy. This occurs by having conversations with real people in-game. However, these interactions are not live and instead you’re forming a conversation based on what a previous player (with an anonymous name) has said to Spark’s discussion prompts.

A smiling campfire holding a beverage, with conversation in bubbles above. The campfire called Spark says "This is what they wanted to share with you, communicating without speaking to you directly. And now, I'd like to ask you the same question. What beautiful emotion would you like to pass on to the next person who starts this game?" The response to send reads "I hope you find happiness and joy."

Before you go into this warm and welcoming experience, you first customize your own character. You have a variety of animals to choose from such as a penguin, an axolotl, and a bee.

I opted for the bear as it reminded me of one of my favourite childhood shows, Arthur. What I love about the character customization process is how it tells a story as you’re creating your avatar. When I first selected the bear, they were wearing a suit and looking restless in their office job. By the end, they threw out their business attire and made their way to the campfire.

A bear character in the character creator for Fireside Feelings.

In my first session, Spark brought up the topic of friendship. Sitting across from me was another player who was an orange fox in a blue hoodie. Spark first asked simple questions such as whether you prefer to have a large or small group of friends and when was the last time you made a genuine friend. This is what I expected Fireside Feelings to be like. However shortly after that, Spark started hitting me with deeper questions.

Our adorable talking campfire asked me if I had ever been in love with one of my friends and how that turned out. They asked me if I ever lost a friend and the story behind it. With a traditional video game, if a player is really engaged in it they might lean forward with their controller and really focus. It felt like I was having that moment but there was no need to physically lean in.

Fireside Feelings offered me a great moment of reflection. I began to think back to my past friendships and their highs and lows. I thought about how they turned out, why they turned out that way, and how it impacted me.

Throughout this entire process, the orange fox player was also offering lengthy responses to Spark’s questions on friendship. It was comforting to know that I was not alone and others had similar experiences with their friendships. The fox player shared a story about how they had feelings for one of their friends but it wasn’t mutual. They eventually stopped being so close but a few years later they rekindled their friendship for each other.

Even though I have no idea who this person is, I really felt for them. It was like reading an engaging story except a real human being was opening up to me. Through this brief experience, I fully felt Fireside Feelings’ philosophy of sharing and empathy.

Bear and fox character talking with Spark in Fireside Feelings, text reading "It was a sweet and tender moment, I'll remember it for a long time. But before you go to bed, you can take the camera I hid behind that rock, so you never forget that tonight, you had a real heart-to-heart moment with a stranger."

After several questions, Spark started to wrap up the conversation between me and my fox friend. It seemed like this would be the experience: enter the game, have a conversation around the campfire, rinse and repeat. But what happened next was a pleasant surprise.

The game provides you with a camera to take a snapshot to forever remember your time with the other player. Afterwards, the photo is added to a collection hanging above your character’s bed with string lights.

String lights holding a polaroid shot of a scene from the game Fireside Feelings.

You know that part in an open-world game where they finally let you explore said open world? After hanging up my photo, I felt something similar when I realized there were plenty more maps to have campfire conversations in. You can also customize the campfire settings by adding and moving various furniture and items! It felt like I had just scratched the surface with Fireside Feelings.

I was eager to have another conversation, something that I never thought my introverted self would ever say. Before diving in, the game asks what theme I want for the conversation: life goals, food, or everyday life.

I kind of wanted something light after that reflective conversation about friendships, so I opted for a food conversation. Coincidentally, the new stranger was also a fox character! And the warm conversations began again…

A fox who listens in Fireside Feelings with dialogue "I really enjoy any sort of ramen. I know it's a little bit of a basic answer, but I enjoy how versatile and flavourful it is! There's so many different styles and ways to prepare it too."

I was born and raised in New York City and spent my entire life there. The closest I ever got to camping was watching The Camping Episode of Spongebob Squarepants. While I imagine traditional camping is more intense (or should I say in-tents!), it was still great to experience the virtual comfort of chatting around a campfire.

In an age of AI, it’s also nice to know that you’re receiving genuine human responses in this game. We’re living in a world that is becoming more and more isolating but Fireside Feelings helps remind us that we’re not alone and there are others facing similar issues.

Since this game is very reliant on text, I appreciate certain accessibility features such as having a dyslexia friendly font which is something I have never seen before in a game.

A game like Fireside Feelings will naturally bring up concerns about safety and inappropriate messages. The game ensures you that all answers to questions are moderated and filtered before other players receive them. Additionally, I love how you can choose from 18 different content/trigger warnings to hide conversations for certain difficult topics. You can also tag your own responses with these warnings as well to help out future players.

Content warning filter from Fireside Feelings. showing options you can hide to "shield yourself". Triggers are communicated with icons.

After playing it, I can truly say that Fireside Feelings has had a positive impact on my mental health. I’ve been playing this game for about half an hour right before going to sleep and it’s provided me with a nice therapeutic experience. Its cute art style and atmosphere provides a comfortable, welcoming environment and the conversations with other players are helping me learn to open up more no matter how complex the topic is. My initial responses were brief, but as I kept playing they became more detailed.

Fireside Feelings does an amazing job at creating a virtual safe space where you feel compelled to share what’s on your mind. As a teacher who uses video games in the classroom, I’m always looking to find games for my students to try out. Fireside Feelings can be a great social-emotional learning tool for students and it provides all players with a sense of warmth and welcome. Its philosophy of sharing experiences and working together to foster empathy should be welcomed in all classrooms.

Skills utilised:
Games & apps, Stories

Quantum Witch: Against All Odds

How I channeled my trauma into games, because making a game is easy and stress free, right? Oh dear.

⚠️ Content Warning: The game discussed in this article contains depictions of the abuse of power and religious trauma, inspired by real-life experiences.

We’ve all done it, haven’t we? There we are, age 10, telling a doctor that, yes, we would prefer to die than accept medical procedures that god said were forbidden. It’s just a regular part of growing up, isn’t it.

No? Well you must have been locked out of the house by your parents while they scream at you, telling you how god is going to kill you at Armageddon because of what you did wrong, but because you’re an undiagnosed autistic child (going to a “worldly” psychiatrist for help with this was a big no-no), you have no idea what you did. Also, autism is caused by demons, and demons can live in second hand furniture so we’d best burn the chairs we bought to cure the weird behaviour.

Oh come on, that’s a childhood staple. Happens all the time, right?

Next you’ll be telling me that you didn’t have to keep quiet about child abuse because it would make the religious group you grew up in look bad if you went to the police. Um… you mean it’s also not normal to have to sit in a soulless hall as a closeted queer, listening to men telling you how great it’ll be once all the lesbians are dead?

Maybe my childhood was slightly atypical. Yes, I use humour as a coping mechanism. I’m not claiming it’s a healthy coping mechanism, but at least I’ve got one.

Hello, I’m NikkiJay and I grew up in a cult that forbade friendships outside of the group and would shun you completely if you left, totally cutting off your social network and support structure, leaving you absolutely alone. And all that stuff I said above, too. So how did I end up the level headed, well balanced individual I am today?

IT WAS THE VIDEO GAMES.

Oh hang on, I’ve been told by my editor (me) that I need to mention that I am making a video game that uses humour to explore themes of religious trauma and coercive control in a fantasy setting where there’s a dancing skeleton who can see through time. It’s called Quantum Witch and it’s presented like a saturday morning cartoon made out of retro styled pixels where you are in control of how the story unfolds. The vast majority of the characters in it are some flavour of queer. Write what you know, right? More about that later though. Let’s talk about escapism, mental health, and the absurdity of reality.

Key art from the video game Quantum Witch

I knew I wanted to make video games the moment I played one back in the 80s. It was called Trashman and all you did was collect bins, empty them into a truck, and try to help the people you met on your way up the street. It wasn’t amazing by today’s standards, but it was a self contained coherent world that captured my imagination. The fact that someone created this world inside the computer entranced me. I wanted to do the same.

As I grew up and had to deal with bullying at school due to the isolationism the cult forced upon us, I needed an escape. My summer holidays were spent indoors, learning to program and create ridiculous little text adventures to amuse myself and my siblings on that most charming of 80s microcomputers, the ZX Spectrum. Creating my own worlds gave me an outlet, a way of pretending that I wasn’t actually in the absolutely upside down, fear filled, hate fuelled world that I was actually in. This was my holding pattern for about a decade, the computers and consoles might have changed, but the life around them was the same. Wake up, school, study cult materials, go to cult meetings, repeat until the weekend when we’d go out and try to recruit for the cult. Every spare moment I had was either watching Red Dwarf, or holed up in my room playing games, escaping into their worlds.

Eventually I managed to get a job, unsurprisingly in a video game shop, where Satan took control of my mind and the spirit of the world swallowed me up and took me away from The Truth™. If you need a translation of that, it means “I started thinking for myself and made some friends”. Bonding, of course, over a shared love of video games. At that point, they were still very much a needed form of escapism – I was physically out of the cult and had stopped participating in their meetings and recruitment drives, although mentally I still had the ingrained fear, depression, and judgement they had installed. It’s much easier to take the girl out of the cult than get the cult out of the girl.

It was when I came out that everything fell apart. The penalty for being yourself when you aren’t what the cult considers right is the total loss of all friends and family.

There’s a group you can find in Quantum Witch called The Shadies. When I was a kid I’d make games just for the love of them and the desire to world-build. But with Quantum Witch, I wanted to do more. I wanted to put my experiences and learned lessons into the game, surfacing as absurd characters and situations through the lens of a Douglas Adams trained sense of humour that let the game deal with heavy subjects while keeping things as cozy as possible. The Shadies will be instantly recognizable to anyone who grew up in the same group as I did. In fact, I’ve had messages that start with “I think we grew up in the same group…” and that’s immensely satisfying. My highest hope for Quantum Witch is that someone who is going through similar things to my experiences, plays it and knows they’re not alone. I’d want to give them some hope that others have been through this and come out of the other side.

A screenshot from the game Quantum Witch, showing a collection of people dressed in purple, saying "blessing of the lampshade to you, welcome!"

It’s a scary thing taking your first step into the world completely by yourself. I left my family home knowing I really had nowhere to go. All I had was a backpack of clothes, a guitar, my love of video games, and the programming knowledge I’d built up with the primary aim of making more video games. Thankfully, that last item was actually of some use and allowed me to find a job, which let me find an actual place to live in. I expanded my knowledge with supplements from the local library. I owe so much to the books I found there. Support your local library, folks.

When you have nothing, you still have your mind. It’s the most valuable thing you can have, so fight for it. Fight for your right to think, to feel, to be yourself. No matter how hard others can dig their claws into it, your mind is both your weapon against that influence and the treasure you gain.

Cults want to take your thinking and agency away, and so agency and choice is a major theme in Quantum Witch. I wanted players to have a real sense of ownership of the story. There are no Game Over screens. The choices you make take you to an ending, whether it’s the one you wanted or not. The more times you play and the more you choose differently, the more you learn about the backstory of the world and the characters. Perhaps some folk aren’t quite what they seemed to be on your first playthrough. Perhaps some are more sympathetic than you thought. Technically, yes, it’s a platformer in the sense that there are platforms and you jump on them. But it’s not a platformer, really. It’s a plotformer. You have choices, and your choices combine into the eventual fate of your world and the characters you meet. Sometimes a valid choice is just to reject all the ones that seem to be on offer. It’s like if the Stanley Parable had a single story weaved throughout all the options open to you, but in 2D and with low resolution sprites. And a dancing skeleton who can see through time. And everyone is gay.

Losing all sense of purpose and meaning was probably the greatest loss I suffered leaving the cult. It used to be all laid out for me, and then suddenly… it vanished. There was no great story I was part of. There was no higher purpose, no ultimate meaning, nothing was worthwhile, everything was absurd and meaningless. I became very aware that I had held two opposing beliefs at the same time – one saying that there was this plan I was definitely a part of because I was a member of the group chosen by god, and the other belief that knew I wasn’t a part of it simply because of who I was. The things that would have to happen to lose either of those beliefs would have left me empty, and I’m grateful I chose the path I did. Eventually I came to the conclusion that there was no higher purpose set by an all-powerful being and the universe was not created specifically for me. There was no intrinsic meaning in anything, it was all going to end and our obsessions, cares, hopes, dreams, and endeavors were all absolutely absurd because they were taking place on a tiny blue dot lost in the infinitely expanding universe and nothing was going to alter the fact that eventually the universe would suffer heat death and be over forever.

And I was happy about it.

If there is nothing dictating meaning to me, it means I get to decide what’s meaningful. If there’s nothing telling me what my purpose is, I get to decide that. This new attitude reminded me of creating games as a kid. The games didn’t exist as entities in and of themselves at first. The universe was in a state of gamelessness until we decided to think of rules, and ways of playing, and create the games. From that point, they had intrinsic meaning. We had brought meaning, the possibility of fulfilment, and goals into existence. So what if it’s going to end one day? Is a game any less fun because you’ll eventually stop playing it? I’d argue it’s even more fun. It’s to be savoured because it will end. The meaning comes from how special each moment is.

A screenshot from the game Quantum Witch, showing a pixel shop, with someone saying "what a weird collection of objects - a duck, a model cucumber, a rather cold looking axe, I wonder where they all came from!"

To me, details matter. The little things that add up to something special. We, as humans, are far more than the sum of our parts, and if there is a soul, then perhaps it’s that part which is the difference between the sum of all the chemicals fizzing away in our brains and the extraordinary things we can achieve with that brain. Details matter because they combine into something greater than any individual detail could be.

For example: the shadows in Quantum Witch. Each character’s sprite has a shadow that’s displayed when they’re on the ground. But if they’re on the edge of a platform and the shadow would extend into thin air, then the engine hides the shadow. It’s a tiny detail that I don’t think anyone playing would consciously notice. If it wasn’t there though, everyone would notice. A nice easter egg comes later in the game where two characters meet each other and they’re both wearing the same coloured bracelet. The bracelet is literally a single pixel on each sprite, but the meaning it has in the story could send shivers through the players if they’ve been paying attention. Two pixels, placed with intent to make something more than two randomly placed pixels could. The game is full of tiny details like this, multiple endings that expand the world’s lore and backstory of the characters. There’s a lot more to it than a silly dancing skeleton sprite might imply.

That’s not to say I magically came to these conclusions overnight and suddenly felt great. Many years of therapy, reading about critical thinking and philosophy, medication, and self examination had to happen to get rid of the constant dread and the cult-like thinking. Even writing the story of Quantum Witch has been a journey and forced me to think about my own backstory. I hope I’ve made something that both resonates with folk who have been through similar things, and entertains those who haven’t. From the feedback I’ve got so far, I think I’ve got the balance right.

Balance. Not just an important value to me, but also a callback to the intro of this article. I’ve seen ex-cult members leave one cult and dive directly into another group where their sense of special belonging is fulfilled and they can be just as judgemental and superior as they felt before. From everything I’ve written here you might have thought I would have gone the same route, albeit with an anti-religious bent. For a while, I did. But I needed to find balance, and the point I’ve ended up at is that I’m absolutely, 100 percent, for freedom of religion. That’s because freedom of religion also means freedom from the religions of others. Am I talking about my own life or the plot of Quantum Witch at this point? Well done if you said “both”!

If any of this has felt familiar to you, there is help out there. There is no shame in seeking therapy, and there is quite literally nothing to lose and everything to gain. You’re not alone in your experiences and feelings. You can make the choice.


NikkiJay
NikkiJay is the developer of Quantum Witch.

Skills utilised:
Games & apps, Stories

“How were you treated at work today?”: Call it! App and Psychological Safety

What if there was an app to improve workplace culture? Can technology help us build more psychological safety at work? Introducing the ‘Call it!’ app!

This month we’re focusing on the topic of psychological safety. Psychological safety plays a key role in creating a healthy workplace culture, where employees at all levels feel empowered to express themselves.

Building psychological safety allows everyone to feel confident in communicating their concerns, taking risks, and asking questions; and, crucially, being able to do so without the fear of consequences.

It can be difficult to build a culture of psychological safety: there isn’t a specific set of rules to put in place to foster it, however there are steps you can take to create safer and more supportive working environments.

We’ve been talking with Delyth Thomas from Call it!, an app designed to measure workplace culture. The app helps to track employees’ concerns around health and safety, working conditions, unacceptable behaviours, and instances of bullying, harassment and discrimination.

Tell us a bit about the ‘Call it!’ app

Safe In Our World: Why did you start developing it? What issues are you seeking to address?

Delyth: Call it! is a workplace culture app that raises industry standards by committing to safer, fairer working environments. It’s a data collection and signposting tool which compliments and amplifies a company’s existing policies and procedures – and it is 100% anonymous in-app!

Speaking out has always been risky – there are often repercussions. This could be friction between colleagues, damaging career prospects, or in a worst-case scenario, losing your job.

This is especially true for freelancers. Most freelancers will have experienced or witnessed poor behaviour. It was when I saw a tweet from a young actor with whom I’d worked, saying they didn’t feel safe speaking up about an issue that I decided to ‘do’ something.

Together with co-founders Jules Hussey and Kate Wilson, we came up with the idea of Call it! The idea was to create an anonymous app which could empower everyone in the workplace to contribute towards creating a good working environment. It’s a not-for-profit company and totally independent.

Four screenshots showing the process of logging a day in the Call it! app.

How does the ‘Call it!’ app work?

Safe In Our World: Talk us through it. How does someone get started with the ‘Call it!’ app?

Delyth: Firstly, download Call it! to a smartphone and try the in-app demo. Then scan in the unique project QR code that management or leadership will have generated for a specific project. Users can have multiple QR codes if they are working across several projects.

The user can then anonymously log:

  • How they were treated at work that day via a “traffic light system” (green, amber and red buttons)
  • If they had any concerns about Health and Safety, safeguarding, or working conditions
  • If they experienced bullying and harassment and if it involved any of the legally protected characteristics

The final page of the app points the user to further resources and actions:

1. Tell your employer

The app signposts to two different email addresses of representatives within their organisation, giving easy access to the right person with whom to start a confidential conversation. Having two options is important as individuals might be reluctant to speak out if their only option for reporting doesn’t feel safe (or is part of the problem).

2. Read relevant policies and procedures

The user will be able to easily access policies and procedures via the app. This removes any barriers of not knowing where to find company policy, so that should they want to make a formal report, they will know how to do it and what to expect.

3. Find external help and advice

The app can also link users to the Call it! website which hosts information about third-party resources and organisations, providing confidential support for mental health and wellbeing.

How can this data help to foster greater psychological safety?

Safe In Our World: We’re keen to learn more about the impact this could have in building safer workplaces. How will ‘Call it!’ create more psychological safety in creative industries?

Delyth: Answering the question ‘How was I treated at work today?’ can be hugely cathartic.

It’s easy to get stuck ruminating over a bad day. This might lead to a person taking the issue home with them, which can have an impact on rest and recovery. Hitting the red button can help draw a line under the stress of the day.

Recognising what a good or bad day actually looks like can help start conversations before it gets to breaking point. It helps to create a culture in which everyone can thrive. It also allows the user to reflect on how they, in turn, treated people that day.

The app gives bystanders a safe way to let the management know if they’ve witnessed poor behaviours. It’s important to log these incidents, even if you’re not the recipient of poor behaviour, because it can still negatively affect working conditions. It’s also a safe way to show up for colleagues and friends.

No one wants to work in an environment that’s psychologically unsafe. By regularly answering the questions in the Call it! app, employees can feel reassured that their feedback and data is going to get through to leadership, influencing decision-making which seeks to improve the workplace for everyone.

A close up of someone looking and tapping their phone screen.

Where does the data from  ‘Call it!’ go?

Safe In Our World: So companies are gathering information from their teams: what should they then do with this data? How should it be used?

Delyth: The information the app gathers is like taking a daily temperature check across the workforce. The leadership team (whether that’s HR, line manager, etc.) has access to a dashboard which shows all the responses. This will help leadership to identify any trends in behaviour and intervene before crisis point.

They might do this by reiterating the standard of behaviour expected in the workplace, signposting to relevant training courses, or encouraging workers to have a confidential conversion.

Where is the ‘Call it!’ app being used?

Safe In Our World: Can you tell us more about how ‘Call it!’ is already being used and the positive impact it’s having on creative industries?

Delyth: The Call it! app was designed for any workplace, but it made sense to start with our own industry (Film and TV). It was first trialled on RALPH AND KATIE, an off-spin of THE A WORD made by ITV Studios for BBC One in 2022.

RALPH AND KATIE starred two actors with Down Syndrome, the first British production with two disabled leads. On-set behaviour and workplace culture were monitored by the app, enabling the producers to create as fair and equitable a production as possible.

And they were successful: RALPH AND KATIE won the inaugural Best Inclusive Practice Award at the RTS North West Awards in 2023, the judges crediting the production as “one of the most inclusive pieces of content that we’ve seen on screen for a long, long time”, and praising an inclusive workplace that “celebrated diversity and supported a range of different accessibility needs”.

The success of the RALPH AND KATIE’s use of the App catalysed a longstanding, continuing partnership between Call it! and ITV Studios and their affiliate labels.

Outdoor film set, with crew of there people manning a large camera.

What’s next for the ‘Call it!’ app?

Safe In Our World: What is your goal for the future of the creative industries with the ‘Call it!’ app – what comes next?

Delyth: In an ideal world this tool would be adopted in every workplace! We’re all human, and Call it! is a tool for humans.

Where trust is at a low point this app can be a tool that helps rebuild bridges, leading to safer conversations, and ultimately, a fairer and safer workplace for everyone.


Sign up via the Call it! Website or reach out to Delyth or Kate for a discount code.

To find links to download the app, scan this QR code:

QR code for Call it! app

Skills utilised:
Games & apps, News

Wednesdays

In Wednesdays, the player unravels Tim’s childhood memories of sexual abuse from multiple perspectives.

You begin as Tim, who decides to play his childhood game, “Orco Park”, where you manage a theme park. However, this is no regular theme park as every time you buy a new ride, a childhood memory of Tim’s becomes unravelled. With each memory you experience, you unlock and play from a different perspective of the people who make up Tim’s childhood. The trailer is available here to learn more.

Wednesdays conveys intense subjects with grace

Creators Pierre Corbinais and The Pixel Hunt consider accessibility within the narrative and game design itself. As a game that explores the traumatic effects childhood sexual abuse has on an individual, a great deal of attention was given by the development team towards safeguarding, messaging and empowering players to opt out of any uncomfortable experiences.

Quote reading: 'The hardest part is not to speak up. It’s being heard.'

 

The developers placed a disclaimer at the beginning, going through what the game will cover, and that if the player feels uncomfortable with any specific memory, they can skip it.

Wednesdays does an amazing job of raising awareness about sensitive topics like childhood sexual abuse and making the game accessible to players while allowing them to see what they feel comfortable with seeing.

Furthermore, the game also provides great accessibility support such as an alternative font that is more readable, adjustable font sizing, and no speed or precision gameplay (or similar).

Dual Art Styles

Alongside its strong, impactful story, Wednesdays offers a lot of charm with its double art style – one based on 90s video games for Orco Park and alternative comics for the graphic novel aspect.

The dual art styles give Wednesdays a distinct pacing between different sections, and are a great indicator for the emotional tone ahead. Just like for Tim, the pixelated portions in Orco Park are a moment of respite and reflection, and the colours used in graphic novel chapters mirror the emotions the narrative conveys.

Features

  • Discover the intimate story of Tim and his relatives through his memories. With its hand-drawn visuals and comic-inspired art direction, Wednesdays encourages players to question the consequences of incest and domestic sexual violence in a honest and colourful story.
  • Manage your park to unlock every memory. During these colourful pixel-art sequences, take some time to relax between two memories and reflect on Wednesdays’ characters and their bonds.
  • Wednesdays is an accessible game and does not require any prior experience with video games. As a seasoned player or a gaming newbie, you will be able to adjust the settings to meet your preferences.

Wednesdays is available now on Steam


Wednesdays on mobile

Nominated for the Indie Game Awards and twice for the Independent Game Festival, Wednesdays won the Indiecade Jury Prize, Game 4 Change’s Global Voices Challenge, a Latam Indie Award, two Pégases Awards, and the Audience Award at Independent Game Festival. With 88% on Metacritic and 99% positive reviews on Steam, Wednesday has expanded to mobile (Android/iOS) on 26th March 2026 and is completely free (and ad-free). Supporters can purchase the Supporters Edition, featuring an exclusive interactive Q&A with developers.


Nathan Dunton wears glasses and is smiling at the camera

Author | Nathan Dunton

Nathan is a neurodivergent Lead QA Tester from Head Tilt Games, and a class of 2025 SIOW Ambassador


Content Warnings

This game addresses the topics of incest, sexual abuse of minors, and more specifically living on as a victim following these crimes.Though it does not depict sexual abuse in any way, some scenes do suggest consensual sexual relationships between minors of the same age. Any scene may be skipped at any time through the Pause menu by pressing the Escape or B key.Timothée’s experience is that of a victim whose family believed him and supported him, who was not traumatized, and who managed to pull through. This may be particularly troubling for victims who have had a different experience.In addition, this game may contain:
– Mentions of incest and rape of a minor
– Non-explicit text enactments of consensual sex acts among minors of similar ages
– Explicit descriptions of sexual abuse of minors
– Mentions of traumatic amnesia
– Mentions of intrusive thoughts (in this case, the fear of an incest victim to reproduce what they have themselves experienced)
– Mentions of unwanted physiological pleasure
– Brief mentions of self-harm
– Brief mention of child pornography and child abuse material
– Internalized and normalized homophobia and biphobia
– Confrontation between a victim and their incest abuser

This game contains NO:
– Enactments of rape, incest, or sexual abuse
– Explicit visual representations of any act of a sexual nature


Skills utilised:
Games & apps, News

Valley of Shadow

Valley of Shadow is a narrative puzzle game that tells a poignant true story of loss and grief through the discovery of real-life home videos and photographs. Harness mysterious abilities to solve puzzles and heal a broken family.

Content Information: Valley of Shadow is a journey filled with direct references to shame, guilt, alcoholism, substance abuse, domestic abuse, suicide and death. You will follow one man’s path through therapy as he explains and details his struggles from childhood to adulthood and how he both experienced and overcame these traumas. Tobacco, alcohol and prescription medications make regular occurrences throughout the experience, as well as references to shame, suicidal ideation and human burial.

Synersteel Studios, the developers, brought a uniquely personal touch to this game by retelling the trauma they experienced when they were younger alongside their healing journey.

If you’d like to learn more about the ins and outs of the game development of Valley of Shadow, you can read our exclusive interview with Synersteel Studios here.

Features:

  • a deeply personal true-to-life narrative telling a poignant story
  • real family photos and videos
  • 80’s, 90’s and 00’s nostalgic references throughout the game
  • fantasy element implementing spells and magic
  • simple and challenging puzzles
  • CBT-derived dialogue between characters

Skills utilised:
Games & apps

Closer the Distance

Closer the Distance is a slice-of-life sim telling an emotional story around grief, and the aftermath of tragedy.

CW: Closer the Distance deals with themes of death, illness and grief.

After the death of Conny’s sister, Angela, players will guide Conny and the residents of Yesterby through the aftermath. Developed by Osmotic Studios, this point and click life sim tells a genuine and moving tale that creates opportunities to discuss the reality of death and grief.

One of the most compelling mechanics that I found in Closer the Distance was the differences in how each character needed to grieve. Each character in the town has various wishes and needs, highlighting the different ways we as humans deal with tragedies and loss. What might comfort one character, may cause another to shut down.

As a player, wanting the characters to seize opportunities to connect and deal with their grief in healthy ways was a huge motivation for me, but it isn’t always as straightforward as it may seem to make that happen. Even the art style and filters across the town reflects the lack of colour in our world when we lose people we love. Allowing players to see everyone from a birds eye view, and encouraging healthier choices made it difficult to not to connect it with my own coping mechanisms in times of despair, and what I might have done differently.

Everything about this game resonated with me in my own experiences of grief.

Features:

  • Control up to 14 characters in the town of Yesterby
  • Follow a powerful and real narrative surrounding the aftermath of grief
  • A beautiful and unique art style
  • Meaningful choices and optional/fail-able objectives

Skills utilised:
Games & apps

Copycat

Copycat follows the story of a newly adopted shelter cat discovering rejection, belonging and what home feels like after being replaced by a copycat stray.

Content Warning: This is an emotional game, especially for those who hold close relationships with pets or animals. It features abandonment of pets, and brief references to animal abuse. Please remember you can always pause, or stop playing at any time. There are some light spoilers ahead. 

Made by 2-player team ‘Spoonful of Wonder’, the game focuses around the the lives of Olive and Dawn.

a screenshot of Copycat, showing Olive, the elderly lady, sat on a plant pot outside her house, with two identical black cats (one wearing a collar) looking at her.

Players step into the paws of Dawn, a shelter cat with previous trauma from its owners. Olive, an elderly woman, rescues her from the shelter following their own cat going missing just a couple of months prior.

Olive has emphysema, a lung disease causing shortness of breath, coughing and fatigue, amongst other long-term symptoms. She is partly cared for by a nurse, as well as her daughter Mae. As players will find out, Mae is not the biggest fan of Dawn. a panther walking through an empty car park with blue cars, with words above the cars reading "Not Olive's car."

Throughout the game, Dawn will navigate dream sequences showing aspects of her experiences from the day’s events, but from the perspective of a big cat.

Copycat begins on a playful note, allowing players to dive into the chaos of being a cat; knocking things over, stealing food, and scratching furniture. Unfortunately, this is short-lived, as Olive suffers a complication due to her emphysema and is taken to the hospital, leaving Dawn to fend for herself.

Upon Olive’s return, her daughter Mae proceeds to kick Dawn out of the house, in a desperate attempt to give her mother less to focus on. Dawn is tasked with returning to the house, and after wriggling out of her collar through the hedge, is faced with her body double. This ‘copycat’, takes Dawn’s place at the home after Olive mistakes her for her new cat, and Dawn is left alone once again.

an image showing a No Dogs sign in a public garden, with floating text beside it reading "This should be a Nation-wide initiative".

Whilst I won’t deep dive into the full details of the rest of the story (to allow players to experience it for themselves), this game hit me harder than I thought it would. Reading and experiencing abandonment and rejection as a cat is more painful than you might initially expect. These words landed powerful blows and left me emotionally fragile, desperately trying to help Dawn navigate confusion and loss.

Of course, these experiences for Dawn are mirrored in other (human) characters in the game, allowing for an emotional symmetry amongst those who have experienced abandonment. Ultimately, this game is a poignant analogy of the emotions we can go through when we get left behind. Seeing characters lack empathy for someone clearly struggling to find somewhere to belong is an all-too common one we see in every day life.

A cat silhouette on a railing by a city at night. "You made me think I had a home" is written in the sky.

Copycat does a beautiful job on creating both mundane and powerful choices throughout the game, whether through dialogue or actions from Dawn. It pays homage to the ups and downs of finding where we are valued, where we belong, and what home truly feels like.

Features:

  • a captivating and emotional story
  • charming and peaceful soundtrack
  • short experience ~3 hours full playthough
  • bright & surreal dream sequences

Skills utilised:
Games & apps

Shady Part of Me

Shady Part of Me is a puzzle adventure from Douze Dixiemes, where players take on the role of a little girl and her shadow.

The game spans surreal and captivating dreamscapes, telling a personal journey intertwined with mental health and emotional struggles, filled with puzzles and a strong narrative.

These puzzles invite players to seek solutions to progress both the shadow and the protagonist through these dreamscapes; the girl is afraid of the light, but the shadow cannot be in total darkness. Due to this mechanic, the two characters must work together to both traverse these environments and move forwards.

The themes that run through the game, though poignant, are vague enough to allow players to explore their own interpretations and relate to the character in their own way; where one player may interpret loneliness and despair, another may find heavier themes of anxiety and depression within the narrative.

Shady Part of Me takes inspiration from games such as Inside, Limbo and Little Nightmares, whilst still carving out its own identity within this sphere of storytelling.

Features:

  • a beautiful soundtrack
  • thoughtful puzzles
  • captivating art direction and visual design
  • introspective narrative touching on emotional turmoil
  • short game – approx. 3 hours to complete

an image from Shady Part of Me, showing the little girl stoof in an ominous library hallway, with marble busts of people, and white writing on the door at the end that reads "look ahead".

Skills utilised:
Games & apps

Until Then

Until Then is a single-player narrative adventure game that tackles mental health themes such as anxiety, trauma, and grief, whilst perfectly capturing the nature of what it is to be human.

Content Warning for the game: Until Then features themes of depression, anxiety, low self-worth, trauma, physical abuse, death. Whilst none of these are graphic depictions, they are powerful and can invoke emotions, so please play with caution and remember that you can always put down or pause the game. 

Set in a Philippine-inspired landscape, this cinematic experience dives into the life of Mark and his friends. Mark’s world, though recovering from tragedies, still turns – and players get to experience the events that follow. Starting off in a high school, players will build (or burn) relationships and go through the daily routine of homework, classes, hobbies. Until Then does a fantastic job of highlighting the common anxieties that manifest in teenage life, whilst keeping them on an upbeat trajectory.

A comical scene from Until Then, showing Cathy anime-style pushing mark, whilst saying "you are the back up plan"

Mark’s mundane tasks are quickly taken off course after a fateful meeting, leading to disappearances and untrustworthy memories, shrouding the game in mystery.

Players will be faced with choices on how to pursue relationships and challenges, seeing a variety of outcomes throughout the game (and multiple endings).

a collage of 4 images from Until Then; 1) Mark and Cath stand side by side in the rain with their arms outstretched. 2) Cathy smiles with text reading "I want you to see my eyes shine too". 3) Mark and Cathy stood under an umbrella outside a shop. 4) Cathy and Mark's hands in the rain with text "can you feel it?"

Features of Until Then:

  • Use social media, emails and messaging on your phone to learn more about the world’s events, and piece together clues to unfold mysteries
  • Follow along a captivating story and shape the journey with your actions
  • Themes of love, loss, grief, trauma, mental illness and abuse
  • Simple, fun minigames embedded into the story
  • Beautiful soundtrack

A screenshot from Until Then, showing Nicole and Mark sat together on a questionably sturdy swing, tied to a palm tree. They are surrounded by water, and there are hills in the distance. There is a beautiful sunset behind them.

Skills utilised:
Games & apps

Vampire Therapist

Vampire Therapist is a dark comedy/visual novel game from Little Bat Games, in which players navigate therapeutic conversations with vampires using real cognitive behavioural therapy techniques.

Starring Cyrus Nemati, Francesca Meaux, Sarah Grayson, Kylie Clark and Matthew Mercer, Vampire Therapist hosts a talented cast of unique and thoughtful characters, inspired by the works of What We Do in the Shadows, Horrible Histories and Monty Python.

Players take on the role of Sam, former gunslinger-turned therapist trainee looking to help other vampires in his path.

A screenshot from the game, showing Andromachos saying to Samuel in a cosy living room with gothic decor "Fascinating, Samuel. These revelations that you had in the woods - mortal psychologists have a term for them. They are called "cognitive distortions".

The Home screen from Vampire Therapist, showing a red gothic cough in a moonlit room, with candles on the table. To the left is a series of options in stone - New Game, Continue, Settings and Exit. On the right, is a Safe In Our World logo which links back to the SafeInOurWorld.org page.

Safe In Our World resources linked in Vampire Therapist’s Home Screen

Features:

  • Real Therapy Concepts – Apply real CBT concepts to engaging vampire narratives
  • CBT concepts vetted by licensed therapists
  • Humorous tone and historical narrative
  • Cast includes Cyrus Nemati (Hades, Pyre), Francesca Meaux (Hades), Sarah Grayson (Gone Home, Hades II), Kylie Clark, and Matthew Mercer (Critical Role, Baldur’s Gate 3).
  • Minigames

Content Warning

Taken directly from the Steam page:

“Vampire Therapist explores sensitive and potentially triggering topics in a historical context, such as war, abuse, sexual oppression, and extremism. While the game does not advocate or condone these actions, discussions of these events may be uncomfortable or upsetting for some readers.

Vampire Therapist does not take a dismissive or trivializing approach to these topics, but rather seeks to comment on them in a way that is engaging, thought-provoking, and often humorous as a way to process trauma. However, due to the sensitive nature of the topics covered, some readers may find the content difficult to process.

If you have a history of trauma related to any of these topics, please approach Vampire Therapist with caution and take care of yourself.

Naturally, a game about vampires will also involve blood.

If you have any personal concerns about the content of Vampire Therapist, we encourage you to seek the advice of a mental health professional or support group before playing.”

Skills utilised:
Games & apps

I’ll be Brave, Tomorrow

‘I’ll be Brave, Tomorrow’ is an first person narrative adventure, following the story of a sick child playing a 2D platformer.

The game was made by InkForge Studios, from Falmouth University, and in collaboration with Great Ormond Street Hospital. 50% of all revenue from the game supports the charity.

As mentioned on the team’s Kickstarter, their inspirations came from a variety of games and books (some referenced within the game). One in particular was Gabrielle Zevin’s “Tomorrow, and Tomorrow, and Tomorrow”, where the protagonist uses games as a way to escape whilst in hospital. Another inspiration is Before Your Eyes, a game that we have on our mental health related games list, which you can read more about here.

We love seeing students take on new challenges to create meaningful and powerful experiences through the power of play. Collaborating to create these stories and make tangible impacts is a fantastic way to foster positive change within the industry. We can’t wait to get our hands on I’ll be Brave, Tomorrow in September of 2024.

Features:

  • an emotional journey following a sick child’s experience in hospital
  • 2D platforming experience playing as the robin
  • charming minigames using props from around the room, from driving a toy car to throwing paper airplanes
  • 50% of all revenue goes to Great Ormond Street Hospital, making a real-life impact on sick children today

Skills utilised:
Games & apps

To The Moon

‘To the Moon’ is a role playing puzzle adventure game aiming to fulfil a dying man’s last wish using artificial memories.

Players will walk in the shoes of Dr. Rosalene and Dr. Watts, who give dying people the chance to live again, in their heads. The story revolves around Johnny, his past, and his wish to go to the moon. The two doctors must draw together fragmented memories to understand why this man’s dying wish is to visit the moon after all.

As described in another Safe In Our World article by Megan Pitz, this game is about the moments that lead up to death, rather than death itself. The simple gameplay is paramount to one of the innate messages of the game; to listen. There is natural symmetry in the games that we play and the stories that they tell to our own life experiences, and To the Moon is no exception. Games like this can allow players to learn how best to honour their own loved ones, tell their stories, and remember their lives.

“It is not difficult to listen to someone’s story and piece together their memories to understand the next one, and having that interaction with the story generates an organic sense of accomplishment when finishing the game; you were directly involved in this person’s happiness, and in turn, their life being fulfilled. – Megan Pitz”

a screenshot from To the Moon, showing three doctors around Johnny's bed in his room

Features:

  • beautiful pixel art style
  • non-violent gameplay
  • unique narrative driven experience
  • wonderful soundtrack

 

 

 

Skills utilised:
Games & apps

The End of You

The End of You is a short, emotional narrative game about love lost, the ghosts of the past, and the painful crawl towards closure.

Coyan Cardenas aka ‘Memory of God’ is the solo developer and director of Lambic Studios, the creator of new title ‘The End of You’. Standing in Walter’s shoes, players will navigate the fall out of an ended relationship through packing memories, reliving conversations and trying to find peace.

This short experience was designed intentionally to be played in a single sitting, creating a sense of completeness within the story.

Features:

  • Play as Walter, a heartbroken middle-aged man tasked with packing away memories from a relationship that has ended.
  • Engage in every day life to avoid facing the tough emotions associated with the past; listen to cassettes, have a shower, relax with a cigarette… try not to reminisce about choices you made (or wish you had)
  • Focus on the mental health aspect of break-ups through exploration of difficult memories, objects and past conversations
  • Average play time of 1 hour or less

If you’d like to learn more about how Coyan tackled creating ‘The End of You’, we have published an interview discussion about the ins and outs of game development focused on emotional storytelling.

Skills utilised:
Games & apps

Pine Hearts

Hyper Luminal Games’ narrative adventure is a hopeful slice of blocky life, exploring how memory can help us process loss and overcome our fears – while keeping those we’ve lost close to our hearts.

Pine Hearts is a place steeped in memory for Tyke – it’s where he went on caravan adventures with his father as a child. His father has since passed away and Tyke has plucked up the courage to return to the park and revisit this chapter of his childhood. On this journey, Tyke must re-tread memories, conquer childhood fears, and work through his grief to reach the summit of Pine Hearts. Can he finish what he and his father started all those years ago?

a screenshot from Pine Hearts. THere are several characters stood around a marketplace with bales of hay and giant vegetables.

In a recent interview with Creative Director, Rob Madden, he explained how Pine Hearts is inspired by his personal experiences with grief and that it “was all very much born out of this need to create something that felt safe and cosy.” This is a stress-free world to spend time in and explore; a place full of vibrancy, life, and comforting familiarity. It doesn’t shy away from it’s hard-hitting themes of love and loss, but is bursting at the seams with hope.

“Those we’ve lost are not forgotten and live on in us, as we learn from their guidance and build new memories.”

As you interact with the environment and its inhabitants, collectable memory droplets appear. From skimming a rock to petting dogs, these interactions hearken back to things Tyke did when he was there as a child; these smaller, seemingly inconsequential moments paint a picture of the inquisitive child Tyke was. Once you’ve gathered enough droplets to unlock a memory, you’re transported to a version of Pine Hearts bursting with childlike imagination, filled with cardboard creatures and scenery scribbled in crayon. In each of these clouded memories, you witness a moment with Tyke and his father that helps you progress further in the present.

It’s a hopeful way of showing us that the past can help Tyke grow and stand on his own two feet, while taking time to reflect and remember his father. It reminds us that those we’ve lost live on in us, as we learn from their guidance and build new memories.

Features:

  • A slew of accessibility options, including simplified controls and alternate visual modes.
  • 3-4 hours of gameplay.
  • Seven areas to explore with metroidvania elements.
  • Cute n’ cosy character interactions.
  • Side quest mini-games.
  • Calming soundtrack.
  • Dog petting.

Skills utilised:
Games & apps

Birth

Birth is an adventure game about constructing a creature from spare bones & organs found around the city in order to quell your loneliness.

This fascinating puzzle adventure by Madison Karrh delves into the idea of mortality and loneliness through beautiful, light puzzles. The focus of the game involves building your own companion from spare organs and bones you can find throughout the game, gathered by solving charming puzzles with skeletal characters and environments.

Birth’s Creator, Madison, has spoken about how the game was created during one of the loneliest periods of many people’s lives – during the COVID-19 lockdown. During that time, her feelings of loneliness were magnified by her living solo in a small studio apartment, and ‘Birth’ serves to create an experience inspiring more day-to-day conversation around loneliness.

an illustrated typewriter surrounding with vines across a desk. There is a spilt coffee cup to the right of the typewriter.

Whilst the game does focus on some of the bigger, more intimidating themes of human life, it acts as a gentle reminder for players that loneliness is a feeling that we all experience, and is not one we need to endure alone.

This theme was not the original concept for the game, but manifested as development continued, as Madison has mentioned in another interview; “I was trying to come up with ideas of why the character in the game would want to build a body,” she says. “And then I was like, ‘Wait, why do I want to make a game about someone building a body? I was like, ‘Oh, because I’m very lonely and I haven’t touched another human for a long, long time.”

Many players have compared the experience to how they felt at another time in their life, reminiscing on a distant lonely time, or confronting a more recent one. Birth serves as a compelling yet passive example of how games can evoke universally human feelings through the combination of gameplay, music and aesthetic.

Skills utilised:
Games & apps

Vantage Point

Vantage Point is a VR game designed to curb sexual harassment – and ensure workplace training is taken seriously

Vantage Point’s exploration of sexual harassment in the workplace is deliberately chilling. Through its use of VR, you are placed in each scenario, and while the experience would be unnerving no matter the medium by which it was conveyed, doing so with a virtual reality headset strapped to your face definitely makes the subject matter seem even more sobering. 

Created by entrepreneur Morgan Mercer, Vantage Point is a corporate sexual harassment training programme designed to ensure sexual misconduct training is taken seriously, and, according to its creator, avoids being a box-ticking exercise for onboarding employees. Mercer themself is open about their unfortunate experiences with sexual violence, and therefore Vantage Point is both a practical tool and a personal project that aims to help employees identify and prevent sexual misconduct in the workplace and beyond.  

A woman wearing black holding a VR headset and looking towards the camera

In its bid to teach communal accountability, the training programme explores three modules: bystander intervention; identification of sexual harassment; and learning to respond to harassment as it happens to you. Through all of this, Mercer’s overarching goal is for Vantage Point to become the gold standard for companies and their sexual harassment avoidance training initiatives – underpinned by scientific research, and designed to help install best practice guidelines. 

In practice, one scenario that unfolds in the game’s ‘bystander intervention’ module sees three colleagues – three male, one female – discussing an upcoming work conference in Las Vegas. The men wind up hijacking the conversation to talk about off-colour topics such as boozing and jacuzzis at post-work event afterparties. When the female tries to re-establish the professional tone of the conversation, she’s physically grabbed by the boss and told to bring “fitting” attire for the party. 

a black and white image of several people wearing VR headsets by a large window

After that, another colleague texts to address the situation, and then you’re offered a number of narrative choices designed to help you reach the best conclusion in this clearly toxic scenario. 

It’s powerful stuff, again accentuated by the fully-immersive manner in which it’s delivered. According to Mercer, research indicates that people who are trained by way of virtual reality are far more likely to retain information. And while I haven’t seen this research first-hand, I can definitely believe that at face-value. I was surprised when I learned this, but standards relating to sexual harassment in the workplace in the United States are pretty vague. The Equal Employment Opportunity Commission has regulations, but only three states actually require sexual harassment training – all of which underlines the importance of initiatives like Vantage Point. 

Learn more about Vantage Point here.


Joe Donnelly
Joe Donnelly is a Glaswegian writer, video games enthusiast and mental health advocate. He has written about both subjects for The Guardian, VICE, his narrative non-fiction book Checkpoint, and believes the interactive nature of games makes them uniquely placed to educate and inform.

Skills utilised:
Games & apps, News

Bystander

Aimed at high school children, Bystander explores the severity and consequences of sexual misconduct

The themes and situations Bystander explores are complex, sensitive, interpersonal and composed of many moving parts. But at its core, the goal of this social justice-meets-crisis simulation-meets narrative video game is quite simple: not just to prevent sexual violence, but also to disrupt the abiding conversations around it.

For the Game Changer Chicago Design Lab (GCC), an initiative housed within the University of Chicago’s Centre for Interdisciplinary Inquiry and Innovation in Sexual and Reproductive Health (Ci3), having Bystander’s scenarios unfold in educational settings was crucial – especially with the latter sentiment of changing long standing discourse in mind. 

Photo of students at school staring ahead through a corridor as someone walks in the centre of them. There is text reading 'Bystander'

Initially developed and released among three Chicago high schools in 2016 (and later to a wider audience of American institutions), Bystander lets players explore its acute themes with a safety net, wherein enlightenment is underpinned by trial and error without the very real, often very serious repercussions of reality. In turn, Bystander hopes to empower young minds as they enter adulthood, in turn putting them in a better position to identify, and, hopefully, help prevent sexual misconduct as they might experience it in the real world.

Against a striking graphic novel-inspired aesthetic, Bystander invites players to make choices in specific situations that involve, or could lead to, sexual harassment. A couple kissing is vastly different from grabbing a stranger’s butt, of course, therefore consent, as you might imagine, is a core theme throughout. 

In one scenario, for example, players interview a woman who has been sexually assaulted by her partner – with the aim here being to dispel myths and harmful tropes tied to victim blaming. In another, the player is at a party and witnesses an impending assault by a male friend, ultimately tasked with working out ways to intervene. Ultimately, players must work through each scene and correctly find ways to insert themselves, finally reporting all forms of sexual harassment to their guidance counselor.

An image from Bystander showing an open book with 4 images/options - Speaking up at school, tracking a party, supporting a survivor and finding resources for a friend

Several years on, formal research on Bystander is still being processed, with the game having been used across thousands of high schools in the United States. In the interim, global movements such as #MeToo have not only shone a light on sexual misconduct but have begun to change the conversation around sexual assault and harassment on a universal level. 

Still, sexism is still a huge issue in video games, especially in online experiences, with harassment and worse still clearly a prevalent issue. As a father of a young girl now finding her feet in video games, I worry about the world she’s on the cusp of entering – which only makes games like Bystander all the more important.  

Learn more about Bystander here.


Joe Donnelly
Joe Donnelly is a Glaswegian writer, video games enthusiast and mental health advocate. He has written about both subjects for The Guardian, VICE, his narrative non-fiction book Checkpoint, and believes the interactive nature of games makes them uniquely placed to educate and inform.

Skills utilised:
Games & apps, News

The Antisexism Game

The Antisexism Game is simple in its design, but hugely profound in its application.

The Antisexism Game pulls no punches. It’s a clear and succinct experience designed to combat sexism – as you may have gleaned from its title alone – that uses everyday framing to convey its message. 

Similar to Morgan Mercer’s Vantage Point, The Antisexism game explores the workplace and the fact that individuals and organisations often fail to recognise the problem of everyday sexism, which leads to it going unchallenged. Naturally, this in turn invariably leads to toxic and often hostile working conditions. 

In the form of a game-based app, The Antisexism Game is designed to help both employees and employers understand how sexism can present itself in its many forms, why it’s wrong, and what simple measures can be taken to help prevent sexual misconduct in the workplace. 

A screenshot from the Antisexism website with text on how to recognise sexism in the workplace. These include 2 activities - one called Bubble Burst - fast paced decision focused game on statements and whether they're sexist. The second is 'Test Yourself' - a self assessment to help you discover if you've seen or witnessed sexism.

By combining academic research with contextual narrative-led video game mechanics, The Antisexism Game offers itself an engaging diagnostic tool of sorts whose overarching aim is to enlighten its players. Created and developed by Focus Games and Dr. Caroline Mitchell, an academic with over 20 years’ worth of experience researching and teaching the psychology of prejudice, The Antisexism Game helps players engage in a process of self-assessment – in turn forcing them to consider their direct actions, and their behaviour as a bystander. 

Available as a downloadable app or for free via your browser, The Antisexism Game takes just a few minutes to complete across two different game modes: ‘Bubble Burst’, which is a fast-paced reaction-heavy game that helps players to recognise sexism and sexual harassment; and ‘Test Yourself’, which is a slight more formal questionnaire-based mode whereby players answer a total of 21 yes/no questions across three surveys, which the app can in turn tell players if they’ve witnessed or experienced sexism and/or sexual harassment and how severe it was. 

A cartoon person stood in an office with speech bubble reading "Sexism and sexual harassment in the workplace are serious problems. Many employees struggle to recognise sexism and sexual harassment, so they struggle to address them. In this mini-game, you will be presented with multiple statements that are either sexist or non-sexist. These statements are in bubbles. Burst as many sexist bubbles as you can within the time limit to gain points.  

After that, The Antisexism Game provides a dashboard that collates aggregated anonymous responses that employers can access and assess any wider issues that can be addressed in the workplace. The app version of the game can then be used repeatedly to track the outcomes and impact of any potential remedial interventions – again, illustrating how this game is positioning itself as a diagnostic tool in the face of sexism and sexual misconduct in the workplace. 

Which is surely a good thing. For an app to be able to address and acknowledge serious behaviour of this nature is one thing, but for the follow-up to be so thorough and helpful, potentially life-changing in certain cases, then that’s pretty remarkable. Better still, 10% of profits from The Antisexism Game are donated to the Rape Crisis charity in England and Wales. 

Learn more about The Antisexism Game here. 


Joe Donnelly
Joe Donnelly is a Glaswegian writer, video games enthusiast and mental health advocate. He has written about both subjects for The Guardian, VICE, his narrative non-fiction book Checkpoint, and believes the interactive nature of games makes them uniquely placed to educate and inform.

Skills utilised:
Games & apps, News

Noxia Somnia

Face your fears in this chilling 2D survival horror action game about understanding and overcoming mental health struggles. Explore twisted nightmares, engage in challenging fast-paced combat and survive encounters with terrifying stalker enemies.

We spoke to Jeff Mundee, Director of Design and Development, and Chuck LeBlanc, Counselling Consultant, about the game in more depth.

The Core Themes

“The themes in the game are around anxieties and personal events from the creative director’s experience. It is a personal reflection presented in the context of overcoming relatable fears for people, especially young men. Young men as we were told by our subject matter experts are less likely to seek out counselling and other support,” Jeff explains, “so we wanted to meet those people at a favourite pastime. A game with enough depth and gameplay to be a good title on its own merits, but to also name and demonstrate these common challenges they might be facing. In Noxia Somnia, you start each stage being unable to defeat the boss that represents that fear. By coming to understanding [whilst playing] through that stage, you weaken the fear and can stop running and finally defeat it.”

“This transition from survival horror mode, managing stress, the comforts of light in the darkness, and navigating the maze what being hunted, to then a high-action battle was a very difficult arc of gameplay to balance. The catharsis of standing up to the fear you were running from is worth it every time.”

In the early stages of the game, we see conflicting messages from ‘Overwhelming Anxiety’ vs ‘The Guide’ with dialogue representing anxiety vs a more balanced and hopeful voice. What do you hope this representation of negative self-talk will portray to players? 

a screenshot from Noxia Somnia, showing pixel art of the main character, Tristan, standing facing away from a big red monster in the background whilst snow falls on the ground. The monster (named Overwhelming Anxiety) says "you're a failure - a stain on your family name. There is no future for you."

“This piece shows how negative thoughts, fueled by anxiety and self-doubt, can become a big part of how we see ourselves and the world,” Chuck describes. “Such negative “self-talk” can change how we see things and limit what we believe we can do. For example, Tristan in “Noxia Somnia” deals with this kind of self-talk, which makes us think of Wittgenstein’s idea: “The limits of my language are the limits of my world.” This means the stories we tell ourselves really shape our lives. Tristan’s struggle with deep anxiety is a constant stream of negative thoughts that control his life story.”

“Then, a guide comes along, full of hope and balance, offering a new way to see things based on the real events of Tristan’s life. This new and often different story challenges the old one, which is ruled by anxiety. The guide’s positive outlook helps us see what we might miss or ignore because it doesn’t fit with our negative thoughts. By introducing a different viewpoint, the guide shows how changing our internal story can change our negative views about ourselves.”

a screenshot from Noxia Somnia, showing pixel art of the main character, Tristan, standing in a school hallway facing a robed translucent figure called The Guide. The guide says "failure is just a part of life. You haven't truly lost as long as you keep pushing forward."

Why choose a horror theme for the game rather than other genres?

“Horror stories match perfectly with the complex issues of anxiety, loss, guilt, grief, and regret,” Chuck explains, “These emotions (which we often try to escape) can linger in our minds and sometimes take over our lives, making us feel isolated and overwhelmed. This is why horror genres frequently explore these themes. For example, “The Babadook” (2014) delves into grief, while “Shepherd” (2021) tackles guilt.”

“Anxiety, which comes from our brain’s limbic system and is tied to the amygdala’s survival responses (like fight, flight, freeze, and fawn), is a common tool in horror movies to raise the stakes and get your heart racing. The suspense and danger in horror stories tap into our primal fears, making us feel as if we’re the ones being chased. This feeling can mimic the feeling that anxiety can produce like impending doom which is helpful when attempting to help the audience feel what its like to have some forms of anxiety.”

What is something you want players who have less understanding of mental ill health to take away from Noxia Somnia? 

“I hope that players who might not know much about mental health will connect with deep feelings they have. I want to show them they’re not alone and that many others feel the same way. By engaging with the themes in ‘Noxia Somnia’, I hope players will reach out to friends who are struggling like Tristan and understand the hidden battles people face.”

 

Skills utilised:
Games & apps, News

What We Take With Us

What We Take With Us is a guided meditation and set of activities comprised of 10 questions to aid anxiety and assist your workday.

The interactive webpage was created just after the height of the COVID-19 pandemic, as a means of supporting people through the darker days. We spoke to creator Adam Jerrett, Lecturer from the University of Portsmouth, on the creation of What We Take With Us.

“I’d had a really tough time, as a lot of people did, and I have always been quite scared of therapy, even as the process has previously been beneficial to me.” Adam explained, “I wanted to create something that would have helped me through those dark days – to almost reach out to myself from two years prior and let them know I’d made it to the other side, and I hoped that could help other people, too. Even though I made it during the pandemic, I wanted to make something universal, which is why the game’s questions are hopefully always applicable.”

The activities

The activities deliberately aren’t too demanding, but you do need a couple of things to get started with the activity:

  • something to write with
  • somewhere to write
  • somewhere to sit
  • something to record your voice
  • a playlist of your favourite music

There are 10 tasks in total in the exercise, and they range from tidying up your workspace and some mindful reflection, to actively reaching out to others to listen and sharing stories in thoughtful ways.

You can complete these tasks online here.

More than an online space…

In January 2023, Adam wanted to look at how they could transform the What We Take With Us to a new level, and subsequently set up a physical space in Portsmouth called ‘Ana’s Office’. The space existed for 5 months following its initial launch in January.

Ana’s office was a physical location we set up here in Portsmouth to allow players to play What We Take With Us in a defined physical space. I specifically wanted to design it as a real calm and comforting space, but also as a space that belonged to someone. That someone was Ana Kirlitz, a character I created to tell additional stories through the lens of the game. Because WWTWU is quite a personal journey for players, I wanted to tell my own story of the pandemic through Ana’s character and her office.

“This then also manifested in an online alternate reality game where Ana had created a fan-made Discord server for the game, which I used as a hub to bring players into the game to hopefully build a community around it. On it, you’ll see the community we built, as well as snippets of Ana’s story. That story was extended in her physical office, which was this interesting hybrid between a “calm space” and an “escape room” type of framing.”

Group Learning & Support

We were curious as to how Adam would suggest co-opting the premise of What We Take With Us for group learning and support in larger settings.

“[The game] makes a great tool for group learning and support. One of the pillars of its design is “community”, so whilst WWTWU is played alone, it’s encouraged that players build communities so they can talk to others about their experiences,” Adam explained, highlighting the power of community within both solo and shared experience together.

“This can be done by setting up communities on things like Discord, like we did for Ana and her story, or through other things like forums, group chats, or even workshops.”

Adam also has previously held (and plans to hold more in the future!) a number of workshops to introduce people to the concept of What We Take With Us and provide a safe space for people to experience it. Get in touch with Adam here to learn more.

Skills utilised:
Games & apps, News

RE:CALL

RE:CALL is a narrative puzzle game that revolves around the central theme of changing the past to shape the present.

Its a very unique and emotionally resonant experience and one that we think many players might personally relate to. As the protagonist, Bruno, players will navigate through memories, solving puzzles, and altering events in order to learn things and achieve the desired outcome.

The gameplay is primarily story-driven, with a strong emphasis on character development. Bruno is portrayed with relatable depth, particularly in his struggles with body image issues. RE:CALL is quite subtle with how he views himself but as the game unfolds small remarks will show feelings that will be very recognisable to some. The game adeptly explores the impact of hurtful remarks and bullying on one’s self-perception. Ghostly apparitions in memories serve as poignant reminders that such experiences, even if not fully remembered, can leave lasting scars.

The narrative unfolds as Bruno confronts these issues and pieces together a larger, nefarious scheme. The game skilfully weaves together the threads of bullying, abuse, and self-discovery, showing that the characters’ unkindness often stems from their own internal struggles.

In terms of gameplay mechanics, RE:CALL excels in presenting challenging puzzles. The process of replaying memories and altering details incrementally adds depth to character interactions, providing insight into their motivations and complexities. You interact with the same characters in the same scenario but in slightly different ways each time. There are times at which the experience steps away from the memory mechanics and character development, but this small change in pace is not enough to dampen the overall experience.

The character development is commendable, but did leave us wishing for deeper exploration of certain characters. The subject of self-confidence and body image issues is realistically depicted, resonating with those who may find a personal connection to Bruno’s journey.

Overall, RE:CALL offers a compelling narrative, engaging puzzles, and a thought-provoking exploration of sensitive topics. Bruno’s relatability and the game’s ability to address complex issues make it an enjoyable and, at times, emotional experience.

Skills utilised:
Games & apps

Sibel’s Journey

Sibel’s Journey aims to educate on the subject of sexuality and gender in early adolescence in a unique self-learning space.

The game follows 13-year-old Sibel, who meets interesting people during an exciting weekend in Berlin. She gets to know their different ways of living and loving, then finally discovers the secret of her best friend Sarah.

‘Adopting an intersectional approach, Sibel’s Journey provides young people with sound knowledge and a positive attitude about topics such as anatomy, body image, communication, contraception, gender identity and healthy relationships.’

The creators of the game also offer a number of resources alongside the game, including workshops about gender, sexuality, bodies and personal boundaries. These include integration of the game into classes and workshops, facilitating a wider dialogue in the education sector.

The Berlin-based collective Food for Thought developed Sibel’s Journey alongside a number of partners, creating bespoke games about LGBTQ+, gender, identity and sexuality.

As women, trans people, queers, migrants and mothers of teenagers, we see diversity not as ornamental, but as a core part of our identities. Consequently, we incorporate not only our professional know-how in our specialist areas, but also our personal experiences and different perspectives into every experience we create.

At Safe In Our World, we’re thrilled to see more open conversations facilitated through play, allowing identity-based learning to be a more integral and engaging for young people.

Want to learn more? We chatted with Serenad from Food for Thought Media about Sibel’s Journey and the overall ethos around educating and raising awareness for important topics. Read the full interview here.

Skills utilised:
Games & apps

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