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.”