
Of Moons and Mania is an interactive psychotic break, based on lived experience. It uses elements of its design to explain the struggles of psychosis, and tells a personal story about mental illness.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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If you've ever gone through a traumatic mental health crisis, definitely play the game. HOWEVER, only when you are in the right mindset to do so. Also only in a place you're safe and have someone to reach out to if it gets too much. This triggered many things for me and took me powering through the read. It also gave me my own scale to "judge" how far along I am by being even to just do that. Until you're confident you could do that or have the support you might need. Put this on the wish list and return it later. At the end of the hour of playtime, I got the lesson the developer wanted to portray out there. "You are not alone." To the developer: First off, thank you for the trigger warning. I actually am at the end of my mending phase and totally understand the "just seemed so slow." My journey has been 8 years now in the making and it's been very strange trying to sync my brain and the time that has passed with what reality has gone and left me. Always trying to catch up. Less than half a year for me to finally get out of my own nightmare myself. Very surreal playing this game and almost having an out-of-body experience reading your story. Like I was watching myself and all that has happened these 8 years past.
A thoughtful and personal story. I would highly recommend this game to anyone who is looking for an emotionally impactful experience.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 39 reviews with recorded playtime.
Of Moons and Mania, yaşanmış deneyimlere dayanan etkileşimli bir psikotik kırılmadır. Psikozla mücadeleyi açıklamak için tasarımının unsurlarını kullanıyor ve akıl hastalıkları hakkında kişisel bir hikaye anlatıyor.
This game offers a glimpse into some very personal and seldom-explored aspects of psychosis and mental illness. It's a deeply authentic experience that portrays thought patterns I feel society largely avoids acknowledging. The developer takes you deep into those uncomfortable places and allows you to experience their thoughts and feelings through an unconventional interactive dialog experience. It's surprising how much this mechanic pulls you into their emotional state throughout the game. I think it's really commendable that the developer chose to share such a challenging part of their life at this level of detail. It's a polished indie title with a great soundtrack, and for only an hour to experience the entire thing, It's absolutely worth a play.
I loved this experience. As someone who suffers PTSD, I was able to easily relate to the games experiences. It's wonderfully compelling. I don't want to spoil anything. That little orb you control, it's a little piece of art at the expense of someone's downfall, happily they were able to translate it into a compelling experience. We need to need to talk about mental health in the same pride we share our sports injuries.
While I've barely begun to scratch the surface of the game (just finished Act 1) it has been absolutely captivating yet stunningly accurate to the ways mental illness change the psychological processes. It's deceptively simple, yet hyper-complex, much the way that anxiety, depression, and psychosis can be. Playing this game allowed me to have something to springboard off of in order to have a really difficult discussion with my boyfriend and our mutual best friend regarding myself. It helps to illustrate the difficulty in processing what you are trying to say while also trying not to sound like you've fallen off the deep end. The difference between what you need to say for yourself and what you think the other person wants to hear. The only other thing I really want to say is thank you. Mental health is such a difficult thing to talk about with people who haven't experienced it. Games like this help bridge that gap and help to normalise it that bit more.
[h1]Before I played Of Moons and Mania, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Relatively short and just barely a game. And that's okay. It's more of an interactive story. The purpose being to immerse you more. It feels odd to praise what was entirely based on someone's suffering and fall. But it's well told. It's various mechanics make for a good explanation on how various mental health issues feel and what it's like. For others, it can serve as something to learn from and others, relief in finding someone with similar problems.
The emotions the creator is trying to impart though the game shine through every aspect. A short hour experience but a powerful one I'm glad to have spent.
I wouldn't call this a game, but an experience. It is amazing how the play makes you feel what it is like for those suffering mental illness. Every little aspect of the game plays into the feel of it, exceptionally done.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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