Reviews from

in the past


- Interesting game with the setting and premise, kinda falls flat on what it is trying to do but is enjoyable enough to play it once.
- Sadly, even with that the game is not very memorable.

Decent horror game did not scare me whatsoever. Fun little story to explore with okay combat that gets the job done.Felt like they rode mostly on the fact they have music from the living tombstone and did not developed the game more

I went in with no expectations and was surprised by how much I liked In Sound Mind. With indie horror you never know what you’re going to get—an asset flip with nothing but loud noises or something with actual substance? This fell into the latter, impressively so, with a decent story involving mental illness, plus combat and puzzles, as well as a number of chapters with different environments and bosses associated with them. There was even a pesky antagonist that stalked the player throughout the entire game; I noticed him peeking around corners, or watching from a bit away. It was extremely effective.

And sometimes it’s the little details that really stand out. Each chapter had a song attached to it, and I love when music is implemented in such a way (Alan Wake 2 comes to mind).

- 🤨🌈🏳️‍🌈? -
Me quede con ganas de que fuera un pocó más de terror y que diera más miedo, el juego es un 5%terror y lo restante es accion, exploracion y resolver puzzles que son muy sencillos.
Como tal me gustaron las historias que se contaron durante las 4 campañas por los casets que tocan varios temas mentales que estan muy bien narrados y si dan esa sencion de escuchar a alguien real.
Pero el final me parecío meh y hasta cierto punto predecible con quien era Mr.Rainbow xd.
A mi parecer es un juego mediano que tiene unas pocas cosas buenas, varias malas y muchas Meh a mi gusto como su combate que está muy simple con falta de enemigos interesates :/

It's not really a horror game and it has some problems with tone, going from weirdly humorous to creepy in a jiffy, but the antagonist's phone calls are really, really leeching the creep out of the atmosphere, adding some levity.
The game itself is an interesting mix of first person exploring, puzzling, shooting and jumping, though the levels are a bit long and inconsistent in my opinion.
Setting and story held my interest right up until the end, propping up the rather average gameplay loop to make it a decent overall experience.


Esta bueno la verda tremendos temas pero se me hizo pesado el nivel del toro.

Very unique and creative psychological / horror game that oftentimes forgets the horror altogether to deliver hit or miss whimsical humor and somewhat high octane but clunky action.

An overall slightly awkward but still remarkable experience.

This was a pretty fun horror game! It didn't scare me that much truth be told, but I like the mental health angle it approached, and appreciated how it made it out to be not a problem or issue but something to overcome and better yourself as. If I had any complaint it would be that some of the levels can be a little long and exhausting by the end, but besides that I greatly enjoyed my playthrough!

It was good but got bored half way.. i am sad that i couldn't finish

It's a decent "horror" game with a lot of charm and creativity. It starts well, but for me it kind of lost steam after the first two chapters. Each of the chapters (or tapes as they are called in the game) has a very similar structure, which made the game feel a bit repetitive.

Still, it was an enjoyable experience and a really good debut title. I'm glad to see modders making their own standalone games, and I'm curious to see what these developers make in the future.

Really good horror based shooter from the creators of Nightmare House 2 and it had some really good scares. Can't wait for a sequel to this.

In sound mind is like if you made Psychonauts into a survival horror kind of. I don't really think that it fits survival horror in my mind exactly, but probably is. I think the gameplay/flow is fun and engaging. The story is engaging enough but it doesn;t light my fire; its alright. The combat is kind of annoying I think; I resorted to just running up point blank and getting headshots that way, more satisfying and effective. The antagonist is a fun asshole who will constantly call you and insult you in almost childish ways; you can also return this energy by just hanging up on him. He will also just appear randomly in game subtly as like a jumpscare mechanic, even if it doesn't scare me, I think the way he is implemented is actually really good. (An example is you will hear footsteps behind you, turn around. He will be there, but instead of disappearing instantly, he will just say "get a move on"). That, and some other stuff (mannequins, wearing the hat) show the dev's are playful in a really fun way.

This review contains spoilers

Story: 10/10
The story is fucking amazing and had me crying at multiple points, and as it progressed and as i learned more i was getting more and more interested in the mystery of it. Dead patients, Agent Rainbow, the talking cat, and how Desmond got into this mess in the first place, it’s all told so well.

Characters: 8/10
I don’t dislike any of the characters, i just think some of them could’ve been explored more and some were just less interesting than others. I liked Virginia and her story but would i rather hear more about her getting scars in her face or would i rather hear more about Lucas and his trauma from the war and his connections to Agent Rainbow? And then there’s Desmond, who, for being the main character, i found to be the least interesting. It’s not that i don’t like him, but more that we don’t really even learn anything about him beside some small hints from Rainbow, until the very end of the game, and the stuff we do learn is insanely interesting to me, but i just wish we got more of it. But there are of course other characters who i absolutely LOVE! Agent Rainbow is one of my favorite antagonists ever and the fact that he’s both menacing AND hilarious at the same time is really impressive. Rosemary was also another very interesting character, i feel like they should’ve handled Desmond how they handled her. Her voice came from time to time early in the game but then we started learning more and more about her story and it’s really interesting to hear about her. So in conclusion, none of the characters are bad, but some are just better than others.

Gameplay: 9/10
The gameplay for me ranges from pretty basic combat with nothing special to offer to really clever fun to solve puzzles. When it comes to the combat, it ain’t bad, it’s just nothing special. You have a pistol, shotgun, and a flare gun as your ranged options and then the mirror as your melee one, but if you ask me then using the mirror as a weapon is just a chore. It’s not ALL bad tho, like using the radio device to stun Lucas for a short period of time is pretty useful and can be fun. However when you look at the other parts of the gameplay, it becomes way more fun, specifically the puzzles! None of them felt tedious to do and some were also pretty difficult which isn’t a bad thing. I said using the mirror in combat felt like a chore, but its other use is so fun and unique! You look at it and it basically shows you everything in the level. Where the enemies are, where the collectibles are, etc. Sounds like a cheating method at first but it really isn’t cause with the collectibles for example, sure you know where they are now but you still need to figure out how to get them, i personally think it’s a really clever system. The scares also range from nothing scary to REEE!! And it’s all because of Agent Rainbow. I don’t think the game was scary for the most part ngl, so if ur looking for a scary game then this isn’t it. But the few times i did get scared was when Agent Rainbow just appeared behind me OUT OF NOWHERE XD, was fucking terrifying lmao. Finally the bugs, and ima keep it short, i found none personally.

Visuals: 10/10
When it comes to the visuals, i think the game nails what it’s going for. If my rating on this was based on how good it actually looked then idk i’d give it like a 7 or an 8, but i more so wanna rate the style, and the style is awesome! Every level you play feels different and unique due to all of them being about different characters. Like how in Lucas’s level you sometimes get his war flashbacks, the sky turns red, there are planes flying, minefields all over the place, it’s a great example of “show don’t tell” cuz it shows you these traumas of the character. Then you have for example the Agent Rainbow level, which is just a complete drug trip and i love it! And you basically got a sneak peek at what it would like like in Allen’s level when you went to the ship. In conclusion the graphics aren’t amazing sure but the style definitely is.

Bosses: 9/10
Some might say this should be in the gameplay section but i disagree. And ima keep it simple, the bosses in this game, ARE FUCKING AWESOME! So why a 9 and not a 10? Cause sometimes the bosses aren’t bad, but rather just not bosses :/, specifically the first 2 levels, Virginia and Allen’s. To beat Virginia you just play the level, you get to the final mirror and get her to chase you just like the past 4 mirrors, nothing special and pretty underwhelming. Then with Allen it’s kind of more like a boss i guess. But also not really, you survive being on top of the lighthouse, go down to get the power on while avoiding Allen just like in past sections, then run back up and you’re done. So why a 9 then? Simply because of Max, Lucas, and Rainbow’s boss fights, THOSE are some god damn good boss fights. Drugging Max to get him to help you defeat him, making Lucas see that there’s someone who believes in him, and showing Rainbow that YOU, are in sound mind, is what makes me give the boss fights a 9/10.

Music: 10/10
The music is fucking awesome and how could it not be when it was made by The Living fucking Tombstone? No but seriously tho like all of the music SLAPS! Especially the songs played through the vinyls MY GOD, each song is unique to the character and shows a bit of what they’re going through and it’s awesome, and it’s also obviously just a banger to listen to it. Here Comes a Savior is the only one i’m not that much a fan of but that’s just one of the many songs in the soundtrack that i ABSOLUTELY LOVED!

Total: 9.3/10
In conclusion, In Sound Mind is an amazing and unique experience when it comes to psychological horror, and i would absolutely recommend it to anyone who likes horror games with a great story.

Just a really good game with a really nice ending. It's divided into four sections with a unique "boss" in each one with different mechanics and useful items acquired in each. So it's always feeling fresh and it's also only about 10 - 15 hours depending on how much you want to collect.

My partner and I continued our Gamaween with this genuinely surprise hit of the year.
I seriously wasn’t expecting how good In Sound Mind would be and for We Create Stuff having this as their first full length game really makes me eager to see what they put out next.
This horror game essentially pits you as a psychologist who is going through the many horrific events that their patients experienced as they all broke themselves mentally.
In Sound Mind literally had real life psychologists assist in the making of the game because of how genuinely real a lot of the horrific tragedies that fall upon the patients are.
From mentally breaking down to the loss of loved one to war PTSD to more and more serious issues that do genuinely plague the minds of people around us.
I would call it a classic “early YouTube horror game”. Ya know the one where you roam around first person with a flashlight in a much more upgraded Unity and puzzle your way through its main story?
That’s what this game feels like to me but with loads of love and care poured into its mental health narrative.
As you can imagine, the story is what drove my partner and I to absolutely adore this game and we couldn’t barely put it down. You will sit there wondering what is going on, how do all the pieces fit together and really fall in love it with the world the game gives you which is, the mind of you, the dearest psychologist.
The major attraction for me was the fact the soundtrack was done by internet legends, The Living Tombstone. If you’ve ever heard even ONE of their tracks, you can imagine just how good the music is in this game.
You collect vinyls as you solve the games mysteries and reach your office at the end of every level (known as Tapes) and when you insert the vinyl, gorgeous music plays that represents each patient and character perfectly.
Safe to say. I freakin LOVED In Sound Mind. I think it will go down as one of the most underrated games of this year and it deserves SO much love.
I hope that the game creates enough sales and hype to give We Create Stuff a reason to make bigger and even stronger titles.

Leshoid Gives It A: Very cool!
Beaten on the: 17/04/24

think my patience has just run out for this one. really didn't like the implications the story was making, though the bosses on paper were quite unique but fall short within the areas they roam. the progression devices of each level/tape grow tired in minutes and i simply can't bring myself to play past the third, as its architecture is similar to the previous and merely set at a different time of day. following a convoluted aimless item hunt i picked up a note in the next room and was given hints to another convoluted aimless item hunt.
i liked the cat. it's a shame the mirror shard's effectiveness falls off so quickly. are you meant to take the guy in the hat seriously? i'll watch a youtube video probably.

Terminei...
Independente...
Emocionante...
Poético...
E Sensível
Uma obra de arte quase perfeita

The scariest part of this game was the ugly cat who talks to you all the time. I liked the shopping level, and the subversion with the mannequins was really good. But the bootleg Alan Wake stuff killed any momentum I had for the gameplay and the level dragged on for far too long.

The idea of playing through another tedious and directionless level is enough for me to never pick this up again.

This review contains spoilers

Mannequins are the real homies frfr.
I played this for the music by the living tombstone. Bottom of the pit was by far the stand out track. I loved that one enough I sang it at a concert

I feel very mixed about this game, i really enjoyed it mechanically and thematically and found that it portrayed such a respectful and interesting view on mental illness, nothing groundbreaking but definitely empathetic and understanding, as opposed to demonizing which is ever too common in terms of mental illness in horror, but mechanically it feels extremely similar to a fault to resident evil 7, albeit with much worse combat and hitboxes. While i did praise it for its mental illness portrayal, it has a "twist" later on that kind of deflates a lot of the internal issues it was building up that really sours some of the plot for me.

PS:living tombstone's work on this is absolute ass

I'm not gonna rate it since I only played for an hour. The only reason I write this review is to warn people about the Switch port.
Truly the worst port I've ever experienced. Absolutely inexcusable that they released the game like that.

As someone who doesn't typically play or enjoy horror games, but had heard good things about this game, I ended up streaming this for charity to force myself to play and finish it and boy am I glad I did.

Less scary than I anticipated though it has its moments. The concept is great and it's not massively long. Combat is pretty weak but it's not too often. Each stage is very unique with its own gimmick and the story is pretty engaging. You can pet the cat, which is an extra half a star in my books.

I really rate this game and it's one of my proudest platinums, definitly worth your time.

Nice horror game, every level has unique boss and mechanic.

This review contains spoilers

Spoilers only discussed at the very bottom

One of the toughest things critics run into is the concept of reviewing a game for what it is versus what it should have been. We all think we’re capable of telling someone else’s story better than they are, but the reality is that’s not what we’re supposed to do: our jobs are to review things as they were released to us, not drum-up fanfiction we believe would’ve made for a better end product. No outsider knows how a game’s dev cycle went, and for titles I diminished in the past for not doing things my way, I apologize for such pretentiousness.

Still, there’s a reason I began on this tangent, and it has to do with In Sound Mind’s plot. The premise is you’re a depressed therapist named Desmond chock-full of regret: his last four patients recently offed themselves and he’s now awoken in an urban limbo inhabited by their ghosts. It’s a fascinating concept, one that lends itself well to the psychological genre, yet what you’ll quickly realize is the developers weren’t content with just exploring it- see, Desmond soon learns of a conspiracy tying all of these deaths together, and when you find out what exactly it entails, it can’t help but come across as silly and outdated (+), and while the revelation does do a great job explaining, well, everything (++), I feel most gamers would’ve been fine accepting plot conveniences in favor of Desmond’s more-personal tale.

Alas, In Sound Mind tries to have its cake and eat it too. Because the numerous micro plots required less effort from a writing standpoint, they end up getting significantly diminished, their contents relegated to optional stationery made even more unimportant by the lack of responses from Desmond. Seriously, if there’s one issue that consistently plagues In Sound Mind, it’s the limited amount of dialogue you hear from our leading man (a particularly-perplexing decision given his occupation as a, you know, therapist). The most you get are audio tapes strewn between stages detailing parts of a session Desmond had with each client, but in terms of the levels themselves, don’t expect to hear more than 10 lines of narratorial dialogue. Heck, don’t expect to hear much in-general courtesy of Desmond being another victim of Kagome Syndrome, or that lazy phenomenon wherein a normal person has no reaction whatsoever to being transported into a radically-different dimension. Whether it’s facing off against demons, dodging hazards, or uncovering some radical truth, Desmond remains eerily quiet for the lion’s share of it.

But look, I don’t want to fall prey to those reviewer pitfalls I outlined in the introduction. Yes, the dilemmas are underdeveloped; however, it’s clear the writers were more interested in a show-don’t-tell approach via the environmental storytelling, and on that front there’s definitely greater success. Every area centers on a theme inspired by the circumstances of its respective persona’s life, and though the scapes aren’t as unique as say Psychonauts (more on that later), the monstrified renditions of the clients are excellent and speak well to their personality quirks. Virginia’s fear of being gazed at, for example, has turned her into a screaming banshee, while Max’s anger problems have rendered him a roaring steampunk bull. Combined with their small bits of verbiage thrown out during encounters and it’s evident We Create Stuff was banking on this being sufficient, and though it didn’t work for me (particularly as relates to the ending++), I can see others getting caught up in the memoirs of the past, a large part of that having to do with the visual presentation as this is a very good-looking game. So good, in fact, that I can’t believe it’s not butter was made in Unity.

See, In Sound Mind walks this fine line between verism and hypnogenic stagecraft -- most of the textures and annex are based in reality, yet concurrently coated with an inherent mysticism; things seem tangible, but could easily shift at a moment’s notice. In a way, it’s more reminiscent of a dreamscape than your usual sleep-based games, abandoning phantasmic imagery in favor of volatile physicality: gasiform clouds twirl near the ground, oceans cascade with rainbow oil puddles, particulates splatter amidst extensive kinetic force. I was especially impressed by the game’s depiction of light diffusion, being one of the few titles to accurately portray both the relativistic doppler effect and intermixture of color luminescence (i.e., flashing my yellow torch into a red lamp produced an orange glow).

There are some harsh blemishes, the worst being the implementation of haze effects. Whether it was to support the aforestated mysticism or hide some ugly geometry I cannot say, but every level has some variant of it, and each one gave me a massive headache to the point where I had to take a break after 1-1.5 hours of playtime.

Additionally, In Sound Mind’s interiors ail from a noticeable lack of furnishing when compared to similar games. You’ll be in familiar environments like construction yards, bedrooms, markets, and of course your classic steeples, yet nothing was done to distinguish them from the many variants you’ve no doubt seen elsewhere: wall paintings are smeary and bland, specific brand names nonexistent, and even Desmond’s office remains indifferent from a stereotypical counselor room (minus the random record player). The exteriors technically hail better, but as I noted earlier, there was something intrinsically analogous about them between levels; the terrain and walls may appear dissimilar, but they’re functionally the same thing. With the exception of the water (which does have a story reason for its similitude), I won’t say anything is reskinned; however, for all but the last level, don’t expect radical departures from scape-to-scape.

I also experienced a couple of bugs, the first a game breaker wherein a gate would not open, the second Desmond’s hand constantly shaking during phone conversations. Neither were significant, but bear notation nonetheless.

Next-up is the sound, which ironically falls along similar tracks to the characters in that narratorial-related facets were prioritized over everything else. The mutants you stumble across, for instance, are magnificent in aural depth, their screams masterfully blended with the dins you’d expect from such a composite figure: catching Virginia’s singing transition from mesmeric beauty to cacophonous screeching or hearing Allen’s gurgled pleas as his throat suffocates with tar made for some of the tensest moments in the journey.

Unfortunately, that same effort wasn’t extended to the rest of the game, resulting in continuous mediocrity: weapons have a singular peal regardless of who/what you strike, explosions lack any kind of power or vibration, and stepping on glass triggers the same pre-rendered clink amongst others. It’s far from distracting, but nowhere near the kind of immersiveness necessitated by a horror entry.

The music was composed by The Living Tombstone, a group I’d label underrated were it not for the fact that their YouTube channel (at the time of this review) boasts over 7 million subscribers. Here, they’ve done a solid job providing dark elevator music for Desmond’s journey, and I don’t mean that as a backhanded compliment: save certain tracks like “Quit Running” and a couple heavy metal-adorned ones for Max’s bovinious shenanigans, it’s very much a backgroundy OST ripe with the kind of preludes you’d hear in a Hans Zimmer arrangement prior to the concourse of the epic melody…only without the melody. Interestingly, The Living Tombstone also conceived six vocalized songs you can unlock through finding hidden vinyls scattered everywhere (why they’d try and restrict the amount of people who’d theoretically listen to them after spending so much time producing them is beyond me).

Voice acting sadly abets this trend with a set of actors who, while not bad, get brought down by either shoddy ADR direction, miscast roles, or a lack of material to work with. For examples of all three: Mick Lauer does an excellent job as Desmond, yet in giving life to the antagonist, sounds like a bad impression of Leonard Nimoy’s Galvatron; Tiana Camacho has a sarcastically sultry lilt that simply does not fit the sapient overseer nature of Desmond’s cat Tonia; and Joshua Tomar can’t do anything but yell in spite of Max technically having a full slate of depth. Of the cast, I’d say Hayley Nelson (Virginia) and Helen Laser (Rosemary) turn out the best, but it’s a low bar in the grand scheme of things.

Finally, we come to the gameplay, which is admittedly hard to describe. See, much like the Between the Lions show from back-in-the-day, In Sound Mind is a jack-of-all-trades that makes it hard to place in one category. Sure, it’s been marketed as survival horror, but it’s only got a few moments of fright and any “survivalness” is rendered obsolete on the normal difficulty. You’ll experience gunslinging, stealthing, platforming, and loads of puzzles that largely come down to finding an elaborate method of opening a door.

At its core, In Sound Mind involves you entering a zone to alleviate its dreamer of their emotional turmoil; each patient bearing their own obstacles, stimuli, and finally resolutions. Not once did I ever feel like I was just going through the motions or experiencing deja vu, and We Create Stuff definitely deserves props for ensuring that level of diversity between areas. Whenever you finish a space and return back to Desmond’s building, there’s an almost Metroidvania-type overlay wherein any tools/weapons you obtained from before are utilized to unlock new subhubs, and I really appreciated the developers not forgetting about prior items in designing the later stages.

As far as whether it’s fun, though, your mileage will definitely vary- “boss fights” are average, the main villain frustrating (he constantly waivers between trying to kill & save Desmond), combat so-so, and the atmospheres inconsistent. I can’t say I ever found myself especially euphoric during a playthrough, though there certainly were a few thrilling ordeals tossed about (the supermarket, in particular, being awesome).

And that’s ultimately what it all comes down to. If anything that was said above sounds good to you guys, definitely consider checking out In Sound Mind -- it has an interesting premise with a lot of love poured into it, and though I had my issues, I think We Create Stuff is on track to, well, create some quality stuff.


NOTES
-In Sound Mind features one of the most wholesome uses of mannequins I have ever witnessed in an entertainment medium.

-Lots of elongated hallways: expect to pointlessly meander for an extended period.


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SPOILERS
+Basically it turns out Virginia, Allen, Max, and Lucas were all unwittingly experimented on by the game’s version of the CIA using a drug called Rainbow that increases your connection to some netherrealm at the cost of making you more prone to obedience. I say outdated, not because CIA experimentation is nonexistent (MKUltra was a thing after all), but more-so because of Cold War-tropes. Yes, In Sound Mind is technically a period piece, but I personally didn’t think it was necessary to create a convoluted connection between radically-different individuals, when their association with Desmond was sufficient.

++Desmond’s psyche is presumably in that metaphysical realm as a result of getting drugged, thus illustrating how he manifested in this random complex with connections to the other subconsciouses.

+++The whole confrontation with Rainbow latches its “stirringness” on Desmond recognizing the good of his past patients, how they overcame their demons, and how he’s going to do the same, and it’s a case of a good concept utterly falling apart due to the meager build-up of the preceding components. If the writers wanted this to be the crux of the climax (especially with Rainbow representing Desmond’s own inner strife) they should’ve placed all the focus on the episodic tales, not thrown-in this sci-fi conspiracy wrench that was seemingly only concocted to set-up a sequel (Lucas rescues Desmond from his coma in the mid-credits).




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When Desmond said I am In Sound Mind I kinda clapped.

A very charming, if janky, bite-sized indie game that I believe works better as a puzzle game rather than a horror game; the reason being that the later levels focus more on open areas that require you to use all the mechanics learned up until that point to progress (including the monster of the level) which severely detracts from the general atmosphere and makes it feel like an escape room with strange rules and a sense of humor.

I also believe the story takes a significant nose-dive about halfway through the game, given the theme being a more extreme personification of the mental troubles of this therapist's patients to a government conspiracy and focusing on the therapist himself, despite the lack of characterization for him to make the final parts of the game as climactic as it wants you to believe.