Nevending Nightmares is up on kickstarter!

If you are impatient, here’s the link.

I could barely sleep last night. Not only was I nervous about our setup for PAX Prime (we are in the Megabooth #885), but I was excited to launch our kickstarter today! Launching a kickstarter is difficult. We spent over a month filming stuff, editing the video, rewriting the text, and testing the playable demo of Neverending Nightmares available on the kickstarter page.

It was a lot of work, but I think it’ll pay off. Kickstarter to me isn’t just about the money. We need the money to make the project possible, but the most important thing is to get a community together to help make this game. After Retro/Grade, I’ve embraced open development, and I’m excited to share the development journey with you and get your thoughts and feedback on the game while I’m making it.

Here is our kickstarter pitch video, but please go over to the kickstarter page and back the project!

6 Comments on “Nevending Nightmares is up on kickstarter!

  1. Hey Matt, while reading an article on GameSpot about your inspirations for Neverending Nightmares, I realized I could fully relate due to my bout with OCD from 2005-2009 when I was in high school. The experience has never been described with such accuracy and I think it’s amazing you were able to describe it in a game.

  2. Hallo hallo! My name is Katie and I was lucky enough to see your game featured by the youtuber Markiplier. Of course I instantly had to go play the demo for myself. I was very interested in your interpretation.

    Mark explained to his growing audience that the game was created to externalize problems with mental illnesses, to represent what it does to you, I think.

    This topic is near and dear to my heart. Depression runs very heavy through my family and its difficult in a way, to explain it to someone who has never seen the addictive personalities, the suicide and such. I ran off and joined the military to try and get by–and now I’ve been diagnosed with PTSD.

    Like the guy here, the nightmares are exhausting and high on the list of things that suck about it. I wanted to do a short playthrough of the demo, which I put on youtube because I enjoyed it so much. Even though I only have a couple subs–I just want to try and spread the word about the game. I think it is going to be fantastic and I can’t wait to see what you all do with it.

    One of my favorite things about the game—is the style. The pen-marks used for the shading and detailing. It’s almost like…his mindscape is “fuzzy” in a way. Things are not quite what they seem. Things around him might be different from what he is perceiving.

    Anyway–awesome work! I’ll be keeping track of this and trying to spread it around.

    Thank you for all the hard work you put in with your team!


  3. Jaron & Katie,

    Mental illness is very tough to deal with, and I’m really glad to hear that it seems like I’ve captured the feeling in the game. Through Neverending Nightmares, I am definitely trying to create a world where reality itself is constantly called into question.

    I appreciate your kind words, and I hope that my kickstarter succeeds, so I can finish the game!


  4. Hi Matt,

    My name in Ali Clark, and in June I’ll be graduating from the University of Denver with a BA in Digital Media Studies, Studio Art minor. For my senior capstone project, I decided to start work on an idea I had long desired to bring to fruition: a horror game based on my experience with OCD, GAD, & dysthemic depression! Well, brief research uncovered Neverending Nightmares, which I’ll admit I was at first a little disappointed to find – but just a few seconds of video was all I needed to overcome foolish hubris, and appreciate how well you have translated the experience of mental illness into a visually and sensually appealing game.

    I’ve been a gamer and a “weirdo” since I was a kid, but had my first nervous breakdown at 17, when I finally understood what OCD was and how it was ruining my life. Since then, my struggles with obsessive & intrusive thoughts (harm & scrupulosity are my areas of expertise) and the way I’ve had to learn to cope with them have changed the way I perceive a lot of things. I’ve since been lucky enough to give a few short speeches on the topic to my peers; I am very open about my experience with mental illness, partly because I want to get rid of the ridiculous taboo it carries, but mostly because I hope to reach fellow sufferers on a deeper level, in a way that inspires positivity, something that is so desperately needed by all of us.
    But I digress – Holy Moses, I digress – my passion is really gaming. I am particularly interested in the experience of fear and horror on a psychological level (since that is something my brain doesn’t get quite right) and experiential learning – or more specifically, the combination of these things, in a video game. I am young, soon-to-be-grad searching for an entry-level (internship! Unpaid!) position with a small game company. I’m more than eager to learn, have experience in Maya 2013, Photoshop, Illustrator, and a foundational knowledge of Processing and Javascript. My full portfolio isn’t uploaded yet, but I have some examples of work on my website.

    In any case, I’m heading back to the Kickstarter page to make my donation to your worthy cause. Kudos to you sir, for being one of the few brave enough to share his story, and for doing it in such an eloquent and unique manner. I sincerely hope to hear back from you, but know that you have all the support of this OCD gamer regardless. Good luck!


    Ali Clark
    University of Denver 2014
    BA Digital Media Studies / Studio Art Minor

  5. You have an interesting idea for the game,
    A never ending nightmare: where it’s unknown to what is the dream or reality; your actions deciding the course and events of the story.
    I’ve played the demo twice, and I wish to make a few comments on it.

    The art:
    Art is where the story will be told, as there is no dialogue other than “Why god, why have you forsaken me?” (More on that latter)
    Edward Gorey is great inspiration; generating a grotesque atmosphere.
    But here in the game has a fault here: the art lacks emotional lines and surrealism that can builds the “it’s gross/scary… but I want to see more”
    As Edward Gorey art can inquire a child’s interest threw the “un-real-ness” and emotion (two things that effect children’s dreams by the way). The art is drawn with nib pens and ink, so please inquire your art team to pick up these tools and imitate Mr. Gorey’s art. (With focus on ink drawing nibs.)
    Inquiring more the animations:
    During cut scenes
    If you wish to keep the flash animation, try to have interesting view where we don’t always see shifting and stretching body joints with the rest of the body being stiff and unmoving. (Referring to opening and ending animation of main female.)
    As well with character animation it currently creates incredibly odd walk animation for the main character.
    Humans don’t normally walk with shoulders stiff and facing sideways.
    Try to find and glance threw Richard Williams book: The Animators Survival Kit ( heard there’s also a extended and DVD editions with extended animation cycles for example works.)
    Already clarified, it’s a good idea:
    And the pre-mentioned text (“Why god etc.”); this text allows the player to set an interpretation to guide them on their path.
    But as a dream: it shouldn’t just be multiple choices and endings; it needs to be a submersive environment.
    (You’ve already clarified you’re working on this)
    Mainly creating a world where players want to explore and learn about, a example of this: a game called Planescape:Torment.
    In Torment the player wakes up in a place he doesn’t recall: and is referred to as Nameless One. He travels in a world where everything – seriously everything- has a story. (Let’s not forget it also had music to perfectly fit into all of its situations)
    Why I’m pointing it out, is that the story world is wide but not contained; the world of the Never Ending Nightmare shouldn’t be the same everything it’s played. Let the player wonder around, and never let them be able to turn back from that choice.
    Not saying to make the game into RPG, I’m saying to take a look; it might inspire something.
    (Another example of “games of never the same experience” is The Binding of Isaac (try the demo on newsgrounds)

    In closing
    You have an interesting idea, and it’s yours. It’s you who decides this.
    I’ve only said my thoughts on my mind, but I’m no game maker.
    Just a Fine Art’s student in college…
    Take it as you will.