The project aims at informing young adults about the function of sleep and the impact of external factors on your sleep quality. It does so by putting players into a fully interactive environment filled with puzzles, as in a classic escape game.
In Parasomnia, players are brought to Dr Lynch’s office to be, as they believe, test subjects of an experiment. The game starts when they find out that Dr Lynch has been trapped in a kind of coma for several hours while testing his prototype, and when they are abruptly locked inside the office by a rebellious AI.
Inside the office multiple devices can be manipulated. The most apparent are a sleep monitoring dashboard and Dr Lynch’s mysterious device : the dream extractor.
Every puzzle finds its solution in understanding one aspect of sleep, and has the ultimate goal to make players reflect on their own experiences of sleep.
Parasomnia - Design dossier (fr)