Dive into broken minds, with up to 3 friends, in order to stabilize them. Pick the correct path, solve puzzles, pay attention to your surroundings, all while making sure the patient's mind doesn't go to the point of no return, because if does, you'll be facing their worse traumas and nightmares.
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开发者Inoutbox发行商Inoutbox类型动作冒险独立休闲
—成就1
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玩家数更新于 — · 商店数据更新于 9月23日 01:32 UTC · 来源:SteamWebAPI
In the near future, humanity faced a new kind of threat - catastrophic psychological delirium.
In some cases, a broken mind would generate psycho-energetic surges so strong they affected reality itself.
The living began to see others' dreams, suffer unreal nightmares, and the dead didn’t disappear - they transformed into mental entities that influenced the world around them.
The world teetered on the edge of an invisible epidemic - one that spread through consciousness.
In response, an emergency protocol was established: NeuroDive Protocol - a high-risk technology for diving into dying or destabilized minds to:
- Stabilize the personality
- Prevent energy surges
- Eliminate mental distortions before they materialize
Each mission is more than saving an individual - it’s defending all of humanity from an unseen psychic catastrophe.
- 2–4 player co-op: Sessions based on Steam Lobby or peer-to-peer. (In demo!)
- Layered modular levels: Featuring co-op puzzles and parkour challenges that demand teamwork, players must coordinate actions like simultaneous switches, item passing, and synchronized jumps, using agility and cooperation to progress through carefully designed modular environments.
- Branches: Specialized challenges involving reaction, thinking, and cooperation. Players choose their path. (In demo!)
- Bosses: Act as checkpoints. Require teamwork and logic, like luring into traps, activating a chain of actions and using the environment.
- Inventory: Each player has limited slots. Items can be saved for future use, used in unique situations, or combined for puzzle-solving.
- Partial room completion: Some rooms can be exited without meeting every condition, at the cost of losing valuable items or opportunities, like defeating a boss without retrieving an item due to a missed water activation in a prior level. (In demo!)
- Cause-and-effect across levels: Player actions (or inactions) in previous levels influence the availability of items or paths in the current one. (In demo!)
- Upgrades and resources: Chosen between levels. Some persist after death. (In demo!)
- HUB: A place to check on other players, spend some time and wait until everyone’s ready to dive.