Unmind
Question tested
Can psychic unraveling emerge from the play device itself without using Regard's architecture?
Burden targeted
Avoid a heavy psychological model to learn or a generic mechanic that players would then have to reinterpret as loss, silence, or contamination.
Complexity to preserve or generate
Characters should become psychologically ambiguous, relational, and contradictory; private perceptions should matter without the game having to establish one objective truth behind them.
Device
Hidden fragments organized by depth; speaking reveals and loses a fragment; treatment imposes silence; silence can allow integration of another person's words; lost fragments become Traces reusable by the institution and location.
Observation
Relevance can work through erosion rather than accumulation. Stacks, pill-token, revelation, and silence do not decorate a mechanic elsewhere: the device is the mechanic. The objective status of some private perceptions and cosmologies can remain undecidable while still producing concrete effects.
Burden shift
The game externalizes part of memory and psychic erosion into objects and procedures. It may still demand emotional availability and careful attention to other players: procedural accessibility is not affective ease.
Implication
Unmind shows that a Resonance experiment can abandon Regard's morphology while preserving the central problem: find a practicable form that lets the intended complexity emerge.
Status
Standalone game developed directly within Resonance; experiment on materiality, subjectivity, and loss.