Fact Sheet

Developer: Flying Mollusk
Based in Los Angeles, California

Founding date: December 2013

Website: flyingmollusk.com

Press / Business contact: press@nevermindgame.com

Social:
twitter.com/Flying_Mollusk
facebook.com/FlyingMollusk

twitter.com/NevermindGame
facebook.com/NevermindGame

Releases:
Nevermind


Description

Flying Mollusk is a small, independent studio built to create entertaining and uniquely impactful games that leverage emerging technology and leave a lasting impression on those who play them. Its flagship product, Nevermind, is a biofeedback-enhanced thriller adventure game that indirectly teaches the player how to manage feelings of stress and anxiety. Nevermind represents Flying Mollusk’s vision to create edgy, engaging, and fun games that are as compelling as popular “mainstream” titles, while also giving back to the player via existing and cutting-edge technology. For more information, visit www.flyingmollusk.com.


History

In late 2013, Erin Reynolds founded Flying Mollusk to create subversive positive games—starting with rebuilding and expanding the academic version of Nevermind to become a fully available commercial title. Thanks to the support of Intel and our amazing Kickstarter backers, the Flying Mollusk team began work on the present version of Nevermind in mid-2014—developing it for multiple platforms, building new levels, and making it better than ever.

In September 2015, the Flying Mollusk team released Nevermind on Steam - making it available in eleven languages, on Windows and Mac platforms, and supporting of several heart rate sensors including Intel® RealSense™ Technology, the Wild Divine IomPE, and several other consumer available HR monitors.

In March 2015, using Affectiva’s Emotion SDK, Nevermind was updated to support emotion-based biofeedback that can be activated with almost any standard webcam.

In October 2016, the Virtual Reality edition of Nevermind was released for the Oculus Rift—featuring a remastering of the 2015 content and additional levels.

In January 2017, a non-biofeedback-enabled version of Nevermind was released on Xbox One in select regions.

Moving forward, Flying Mollusk will continue to pursue its ambition of creating edgy, entertaining experiences with the intent of positively impacting players through both continued work on Nevermind and new projects beyond.


Media

Please use any of the following media when discussing Flying Mollusk and/or Nevermind. 

Flying Mollusk Logos

Nevermind Screenshots


Awards and Recognition (for "Nevermind")

  • International Conference on Interactive Digital Storytelling - Selected Art Exhibition Participant, 2016

  • Indie Arcade: Coast to Coast - Official Selection, 2016

  • Indiecade - Finalist, 2015

  • SIGGRAPH - Student Research Competition Finalist, 2013

  • Kickstarter Project of the Day - March 1, 2014

  • Games for Change Most Innovative Award - Nominee, 2012

  • Unity Unite Awards - Finalist, 2012

  • Serious Games Showcase and Challenge - Finalist, 2012

  • IndieCade - Official Selection, 2012


Selected Articles

  • "If a game like this can turn my frenzied day around in 5 minutes, I know it has incredible power." - Kimmy Erin, Horror Buzz

  • "It's a mysterious, frightening process that, thanks to great audio-visuals..., is as compelling and addictive as reading someone else's diary. "- Neilie Johnson, Common Sense Media

  • "Either way, I can’t wait to keep playing. The game lived up to its promise in one sense by pulling me out of my own head.... But, also, I find the game terrifying in a way I wish more games could match." - Charlotte Hyde, Not Your Mamma’s Game

  • "Even after all these years, I'm still excited about the promises behind Nevermind, what it means for the industry as well as for people suffering from anxiety."- Rob Manuel, Syfy Games

  • "I’ve never before encountered a game with this close an understanding of the human mind — not just because it measures and responds to your emotional state, but because its environments and stories reflect a deep familiarity with the things about our world that are truly terrifying." - Zoya Street, CGMagazine

  • "...let's just say it's like if Telltale made a creepier, slightly more puzzle-oriented horror game that makes you question your own sanity." - Tina Amini, Kotaku

  • "And it works. Not only was the game obviously tuned to my emotional state, by the end of the journey I found myself pausing and taking a deep breath to slow my heart rate and more calmly tackle the nightmares that confronted me." - Brian Crecente, Polygon

  • "It’ll play a bit like a free-roaming version of Myst, but with the scare factor of Slender and the visual aesthetic of a Nine Inch Nails video directed by Kyle Cooper of Se7en’s title sequence fame. You know, the stuff bad dreams are made of." - Will Johnston, Xbox One Gamer Magazine


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