HomeGamesUpdatesPricingMethodology
Steam News30 January 20265mo ago

The Unconscious as a Source of Horror

That was one of the first questions we asked ourselves when we began developing Parasomnia: No REM. We decided to explore a theme never before seen in horror video games: sleepwalking.

In this update2

Full notes

Full Parasomnia: No REM update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition8 changes0 removals
  • Gameplay
  • Events
changedGameplay based on sleepwalkingThe experience revolves around:
changedGameplay based on sleepwalkingSwitching between being awake and sleepwalking
changedGameplay based on sleepwalkingConnecting with your sleepwalking body in the real world
changedGameplay based on sleepwalkingSolving puzzles by combining both planes
changedGameplay based on sleepwalkingIn Parasomnia: No REM , puzzles are not abstract objects: they are fragmented memories that gradually help our protagonist reconstruct events he tried to forget.
changedGameplay based on sleepwalkingThis is just the beginning.

Parasomnia: No REM changes

changedThe experience revolves around:
changedSwitching between being awake and sleepwalking
changedConnecting with your sleepwalking body in the real world
changedSolving puzzles by combining both planes
changedIn Parasomnia: No REM , puzzles are not abstract objects: they are fragmented memories that gradually help our protagonist reconstruct events he tried to forget.

That was one of the first questions we asked ourselves when we began developing Parasomnia: No REM.

We decided to explore a theme never before seen in horror video games: sleepwalking.

The game is a first-person psychological horror experience in which the protagonist suffers episodes of sleepwalking that drag him into a world twisted by the traumas of his childhood.

The unconscious as a source of terror

The terror in Parasomnia: No REM is built around the No REM state, a scientifically real state where the real world and the world of dreams become fused.

During development, we understood this state as an opportunity to work with the unconscious: incomplete perceptions, fragmented memories, and shifting rules governed by dreams.

Instead of confronting the player with constant jumpscares, fear emerges from inhabiting a world that stops responding to clear logic and becomes a reflection of a damaged mind, where repressed memories inevitably seep through.

Gameplay based on sleepwalking

The experience revolves around:

  • Switching between being awake and sleepwalking

  • Connecting with your sleepwalking body in the real world

  • Solving puzzles by combining both planes

In Parasomnia: No REM, puzzles are not abstract objects: they are fragmented memories that gradually help our protagonist reconstruct events he tried to forget.

This is just the beginning.

In upcoming devlogs, we’ll dive deeper into how these ideas translate into mechanics, level design, and atmosphere.

👁️ You can now add it to your Steam wishlist:

Parasomnia No REM

Source

Steam News / 30 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.