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Unmind

Play / read 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.