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Video Game: Neverending Nightmares
This can't possibly end well for you.
Neverending Nightmares is an upcoming indie psychological horror adventure game developed by Infinitap Games for the PC, Mac, Linux, and Ouya and is set to release on September 26, 2014.

You play as the pajama-clad Thomas, who wakes up from a nightmare, only to find that he is still in a nightmare. He is compelled to explore his dreamworld, but as more and more sinister things start bubbling to the surface, it becomes increasingly apparent that something is terribly wrong with Thomas...
Notable for its deceptively complex Edward Gorey-inspired hand-drawn art style, with dynamic cross-hatched shadows and splashes of color for interactive objects, as well as the many scenes of brutal, unrelentingly gory violence.
Inspired by creator Matt Gilgenbach's experiences with obsessive compulsive disorder and depression, which was exacerbated by the financial failure of his previous game, Retro/Grade. As of this writing, the game is still in its beta testing phase, and you (yes, YOU!) can help test it by giving a donation here.


this game provides examples of the following tropes:

  • Alien Geometries: A subtle example, but the layouts of some of the areas defy geometric space.
  • All Just a Dream: ...OR IS IT!?
  • An Axe to Grind: A bloodstained axe is one of the key items you find early on. You use it to chop wood.
  • Babies Make Everything Better: Thoroughly, thoroughly inverted.
  • Bag of Holding: Averted. There's no inventory; Thomas can only carry whatever he can hold in his hands.
  • Bedlam House: One of the environments, complete with violently insane patients wandering the halls and horrific old-timey medecine lining the shelves. Somewhat justified in that the game does take place at the turn of the 20th century, but it is also a nightmare...
  • BFS: Gabby uses one towards the end of the game, complete with Sword Drag.
  • Black Eyes of Evil: A recurring trait on a lot of enemies. If they have eyes at all...
  • Catapult Nightmare: Thomas' go-to method of waking up from a nightmare.
  • Cat Scare: Well, a blackbird scare, but still...
  • Controllable Helplessness: An olympic athlete, Thomas is not. All enemies in the game mop the floor with him, and he can barely run down the length of a hallway before having to stop to pant and wheeze. (although the latter is justified in that the creator has asthma; see Author Phobia.)
  • Creepy Basement: There's one early on in the game.
  • Creepy Child: One of Gabby's manifestations.
  • Death Is a Slap on the Wrist: When you die you immediately wake up in the last bedroom you passed. Not only are rooms with beds generously abundant, leaving you a short distance away from where you died, but there's no loading screen either.
  • Enfant Terrible: The baby monsters.
  • Gory Discretion Shot: The game can get incredibly twisted when it comes to its violence; but when the player is killed (or otherwise does something horrible to themselves...), the game always cuts away in the middle of the violence. Only after you've seen more than you wanted to, though...
    • Averted at the end of Lost Child, when Thomas gives himself a rather nasty wound, slumps to the ground, and dies. We get the privilege of watching the whole thing unfold in unflinching detail.
  • Insane Equals Violent: The other patients in the asylum. Being restrained, blinded, and lobotomized probably doesn't help their disposition...
  • Malevolent Architecture: It takes place in a dream, after all, so logic is in short supply when it comes to the practicality of the building layouts and the rooms within.
  • Multiple Endings: Based on certain choices you make over the course of the game.
  • Nightmare Face: Gabby is capable of pulling some pretty impressive ones.
  • Nightmare Sequence: Naturally.
  • No Escape but Down: A recurring motif. No matter what the environments or logic would dictate, the path always ends up leading you further and further downwards.
  • Nothing Is Scarier: Much of this game is spent walking down empty hallways, waiting for something to happen...note 
  • Notice This: Objects that you can interact with are colored to contrast the stark, black-and-white graphics of everything else.
  • Old Dark House: The game starts in one, and it only gets older and darker as the game goes on.
  • One-Hit Kill: Thomas doesn't stand a chance in straight-up combat. See Controllable Helplessness.
  • Psychological Torment Zone: The whole game is this for Thomas.
  • Self Harm: And how!
  • Self-Inflicted Hell: It's not a question of if Thomas hates himself, but why.
  • Shout-Out: The creator has openly stated that Silent Hill 2 is one of his favorite games of all time and a huge inspiration for this game. So, when the player encounters Gabby in the dark house, dragging a BFS along the floor, it is likely an affectionate homage to Pyramid Head.
  • Sinister Silhouettes: Used to horrific effect.
  • Sprint Meter: Played with. You can run for a limited time, but calling it a "sprint" is being generous. You can only run a short distance, during which you move progressively slower and slower before stopping to have a mini asthma attack. Since there's no HUD elements, there's no actual meter; instead, you have to listen to Thomas' rattling breaths to let you know how far you've run the meter down.
  • Super OCD: Defied. The main character feels paranoid, self-conscious, and encounters random, recurring scenes of a disturbing nature. What he does not do is obsess over order or compulsively perform rituals, the symptoms most commonly associated with OCD. Could very well be the most accurate portrayal of OCD in a video game, even with the liberties taken with gameplay and story in mind.
  • Surreal Horror
  • Through the Eyes of Madness: One of the questions driving the plot is whether Thomas is exploring his dreams or his psychotic hallucinations.
  • Unexplained Recovery: Thomas and Gabby both die rather gruesomely several times over the course of the game, and they just keep coming back. It's only a dream, after all...
  • World of Symbolism: Everything from the environments, to the enemies, to the dialogue, holds some sort of symbolic weight with the main character.
  • Worst Aid: The "medecine" in Insanity. "Painted lead tablets"? "Cocaine extract in alcohol"? "Arsenic capsules"!?
  • Your Worst Nightmare: Gabby, pulling double shift as both the Distressed Damsel and the Big Bad. Either way, whenever she shows up, she's never helpful.

*wakes up in a different TV Tropes page...*
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