Hello PlayStation fans! I’m Matt Gilgenbach, creative director of Infinitap Games. As a huge PlayStation fan myself, I’m pleased to announce that my atmospheric horror game Neverending Nightmares will launch on PS4 and PS Vita in the 2nd quarter of this year. All the scares and thrills of the original version are there but with a host of new improvements.
Neverending Nightmares is a very personal game for me because it’s meant to metaphorically express the experience I’ve had dealing with mental illness — specifically obsessive compulsive disorder and depression. It was a real challenge to develop a game to express those dark feelings, but my team and I have created a unique interactive experience. I know I called it a “game” up above, but I think “interactive experience” is a more apt description.
Neverending Nightmares is designed to explore the darkest and most negative emotions — fear, horror, anxiety, hopelessness, pain, and frustration. It isn’t a typical game where you are faced with challenges and can win. We worked really hard to make players feel trapped and helpless when playing the game. After one reaches all three endings, none feel like a happy resolution. They barely feel like a resolution at all because there really aren’t clean endings in life.
In the game, you play as Thomas, a weak young man with asthma who wakes up from a terrible nightmare. As you continue to progress through the game, you discover that he is trapped in a series of nightmares — each more hellish than the last. Your goal is to hide and flee from the terrifying apparitions that Thomas is defenseless against in order to finally “wake up” in the real world.
The game features a unique branching narrative where — depending on the paths you take — you end up in different nightmares with completely different and contradictory endings. There isn’t a clear overarching story, and that was an intentional design choice. We were greatly influenced by David Lynch, and wanted the nightmares to feel more real than the “reality” in the endings[…]