
While this game does its best to be accessible and kind, it also portrays burdens a normative society puts on kids, that are different growing up and you will encounter self-destructive thoughts. You probably should not play this if you are looking for escapism.
This game can be harsh sometimes, but it is driven by empathy and the desire to share authentic insights.
We do provide extensive content notes in the Game and in its Manual.
We are excited to announce the we are attending the Game Developer Session from 5-6. December in Prague. This will be the last in person event for 2025 and we are excited to have new players play the demo.
P.S. We did not forgot about the closed beta and are still working hard on it! It will arrive before christmas for sure!
Join the Closed Beta for Frame of Mind A Game of Thoughts
Were inviting a small group of curious minds to join our exclusive Closed Beta. As a beta tester, youll be among the first to experience the full game, influence its final form, and help us imrpove the quality.
Your reward: Every participant will have their name/onlinename immortalized in the games credits, a mark of your feedback and support.*
If you love narrative-driven experiences and want to support a small LGBTQ+ indie studio this is your moment.
Apply now to join the Closed Beta.
*we will keep the rights to remove inappropriate names from the credits
Frame of Mind - A game of thoughts is incredibly grateful to be part of the Game Devs of Color Expo Steam Event!
Were honored to share our work alongside so many talented creators and celebrate diverse voices in gaming. Thank you for giving us the opportunity to connect with players and highlight games that bring fresh perspectives to the industry!
We are attending Gamescom 2025 in Cologne! You can find us in Hall 10.2 Booth E10-D10.
Come join us in Cologne and play an improved version of the demo:
Full German voice over and text integration
[/*]Improved controller support
[/*]Improved performance
[/*]some minor fixes
[/*]
We also bought some candies and maybe some other goodies. So come say Hi!
Looking forward to connecting with everybody. :)
These are for the time being our information on accessibility. Our game is pretty accessible and still in development. Many features are only planned as of now. Information are categorized by different kinds of disabilities. Known barriers are grouped at the beginning and will be repeated below.
Due to time constraints, a lot of accessibility features will not be available during the semi-open beta. We expect some options to only become available after release.
Known Barriers
This game contains sensitive content that may be re-traumatizing, especially for people that survived social or sexual trauma.
[/*]The game does not support sign language.
[/*]The game is not available with simple or easy English.
[/*]The game has many emotional stories. Much is written in between lines. It is a game to think about. That is difficult.
[/*]Listening to the stories takes a lot of concentration.
[/*]Not all planned features will be available on release.
[/*]
Accessibility Features
Post Traumatic Disorders
This game uses content notes to inform about sensitive topics.
[list]Content Notes are integrated into the play experience
[/*]
planned: Sequences can be skipped.
planned: there will be neutral summaries for sequences.
[/*][/*]Motor Impairments
planned: Controls can be customized using SteamInput.
[/*]There are no quick-time-events or sequences that require high input skills.
[/*]The game can be controlled in multiple modes:
[list]Mouse and Keyboard (classic FPS)
[/*]Gamepad (classic FPS)
[/*]planned: only mouse or only touchpad (point-and-click-style controls)
[/*]
Visual Impairments
The game can be understood playing color-blind. A color correction filter is not provided. This is because many find them mostly unhelpful.
[/*]All Interfaces have sufficient contrast. (At least 7:1 for normal text and 4.5:1 for big text)
[/*]The UI can be scaled.
[/*]planned: Text can be displayed with a hyper-legible font
[/*]planned: Text can be displayed using the default font of your operating System.
[/*]planned: Text can be read by a screen-reader.
[/*]planned: The game can be played fully blind. It can be navigated like a website
[/*]
Hearing Impairments
The game can be played fully deaf.
[/*]planned: the game has closed captioning.
[/*]The game does not support sign language.
[/*]
Cognitive Impairments
The game is not available with simple or easy English.
[/*]There are no decisions that need to be taken under time pressure.
[/*]The game has many emotional stories. Much is written in-between lines. It is a game to think about. That is difficult.
[/*]
ADHD
The game requires a lot of listening and concentration.
[/*]planned: the game will have a built-in fidget toy in each bunk-bed.
[/*]
Side-node: Yeah it is pretty ironic that a game on ADHD is not really ADHD accessible. We\'ve realized that pretty late in development, but in my defense: I have ADHD.
Miscellaneous
Text, Music and Speech volume can be configured.
[/*]The game has a mode with reduced motion. It recognizes the reduce motion setting on apple devices.
[/*]There is a filter that muffles high frequencies and tones down overwhelming noises,
[/*]The game is Open Source. It is easy to develop your own accessibility-mods.
[/*]The game can always be saved and loaded.
[/*]
Raising Issues and Filing Complaints
If you find an issue, let us know via support@polynormal.games .
These information are voluntary. As a small business, we are exempt from German regulation of barrier-free access to digital services. If Germany followed its laws, you could file a formal complaint with a supervising agency if we ignored your complaints.
This agency does not exist for the jurisdiction of Saxony as of now.
If you want to file a complaint about not being able to file a complaint, we presume that the State Commissioner for the Inclusion of Saxony has jurisdiction.
To celebrate the end of next fest, we will be holding yet another development live stream here on Steam.
Today we're not going to let ourselves get distracted by bugfixing and actually get to work on creating stunning shaders for our subway!
So join us to take a look at what is possible with the power of Godot and Open Source. Make sure to also ask any questions you may have in the live chat. If I'm not too distracted by, I may even get to answering them.
But don't stress yourself too much: You will still be able to play our demo after this next fest and there will very likely even more development insights before our release.
Do you want to see the magic sauce that is making this game feel so alive? Well today you can join us while we create some awesome shaders so our subway train-car trough time can spring to life!
We will be showing you how to do shaders and texture baking in blender, but we will also show you the dark magic that is shaders in Godot. prepare for minds to be blown and trains to be dipped into a river of time.
Join our discord if you want to test the demo live and have the develpers participate in you finding your next favorite game.
Thanks to Zharwyn for playing our game and letting us live-react to the gameplay!
Come join us to celebrate our demo being part of Steam Next Fest. We will livestream to show you how we make our game.
On Monday, we will wrap up work finishing the wagon of our subway trough time and also animating this. Maybe we will also come to some VFX, who knows.
If you'd like to participate in a live playtest with the developer and our stream, you can also join our discord .
Let's hope you will find your next favorite game!
Hey dear community,
Steam next fest is right around the corner and *cough* I am very excited to *wheeeze* ... oh no, is it the season again? And right before the steam fest.
So make yourself a nice warm cup of tea, get a blanket and while I have thoroughly checked to make sure my demo won't give you the flu, It may still give you some bugs that I would have loved to resolve.
But that almost makes me a big AAA developer, right?
Enough of the fluff, here is what you can expect:
[olist]
* We will stream frequently, but we reserve the right to sleep and have a life. ;)
We are local heroes Local Heroes!
Powered by Saxony Trade & Invest Corp. and thanks to Games & XR Middle-Germany we will be exhibitin on Spielraum Messe in Dresden .
We wouldn't explicitly invite native english speakers to this event, as you will likely encounter a lot of language barriers. But steam won't let you make a german-only blogpost.
If you still want to come, feel free to hang out with us, test the game and chat.
Last Spring, I was very excited as I finally got my SteamDeck in the mail. The big day came aaaand ... my Laptop died.
This is how the Steam Deck unironically became my main mobile workstation for about a year, and while I admittedly would not go back to it, it was a lot more usable than you might suspect.
This is why i am also proud to announce: My Game will have FULL Steam Deck Support.
As of now, without much optimization, the game is already running well above the 40FPS target for running games smoothly at the lower display refresh rate and I am pretty sure I will be able to hit the 60FPS mark, hopefully even without any 3D render scaling. But as this is a cozy walking sim, you will likely not notice small stutters anyway.
The game furthermore has full controller support and plays a lot better on the Steam Deck, as especially the touch screen will get a lot of utilization.
Font rendering is being considered, as my game has a lot of text and I put a lot of emphasis on accessibility. This is an area that right now needs more development.
I will also look into using the joypads and the accelerator for input, but do not want to promise anything right now.

Minimum Setup
- OS: when in doubt. check if you can run godot 4
- Processor: a CPU starting at first gen ryzen or skylakeMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GPU with Vulkan 1.2 support
Recommended Setup
- Graphics: will run better on dedicated GPUs
- Storage: 1 GB available space
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