Sunny (Omori)
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Sunny (Omori)
''Omori'' (stylized in all caps) is a 2020 role-playing video game developed and published by indie studio Omocat. The player controls a nonverbal teenage boy named Sunny and his dream world alter-ego Omori. The player explores both the real world and Sunny's surreal dream world as Omori, either overcoming or suppressing his fears and repressed memories. How Sunny and Omori interact depends on choices made by the player, resulting in one of several endings. The game's turn-based battle system includes unconventional status effects based on characters' emotions. Prominently portraying concepts such as anxiety, depression, psychological trauma, self harm, and suicide, the game features strong psychological horror elements. ''Omori'' is based on the director's webcomic series with a similar name ("Omoriboy"). After a successful Kickstarter campaign, the game was delayed numerous times and experienced several development difficulties. It was eventually released as a demo on ...
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Bo En
Calum Thomas Bowen (born 26 February 1991), also known professionally as Bo En (stylized as bo en), is an English musician and video game producer born in London. Career Bowen released his debut album titled ''pale machine'' in 2013. In 2014, he released a physical CD titled 'pale machine XPANSION PACK, adding 4 new tracks composed by Bowen and 6 remixes of songs from pale machine. Bowen's 2014 remix of "My Party" by Kero Kero Bonito Kero Kero Bonito (KKB) are a British indie pop band formed in London in 2013. The band consists of vocalist Sarah Midori Perry and producers and multi-instrumentalists Gus Lobban and Jamie Bulled. Their musical style consists of indie pop, ele ... was featured on their ''Bonito Recycling'' EP. Over the course of the following years he wrote three singles, "''By the Phone"'', "''sometimes"'' and "''love in a song"''. In 2021, Bowen released a satirical remix of "''love in a song''", titled "''love in a song - DJ HEARTBREAK ANNIHILATION MIX".'' I ...
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Turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in '' Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multi ...
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Xbox Series X And Series S
The Xbox Series X and Xbox Series S are the fourth generation of consoles in the Xbox series, succeeding the previous generation's Xbox One. Released on November 10, 2020, the higher-end Xbox Series X and lower-end Xbox Series S are part of the ninth generation of video game consoles, which also includes Sony's PlayStation 5, released the same month. Like the Xbox One, the consoles use an AMD 64-bit x86-64 CPU and GPU. Both models have solid-state drives to reduce loading times, support for hardware-accelerated ray-tracing and spatial audio, the ability to convert games to high-dynamic-range rendering using machine learning (Auto HDR), support for HDMI 2.1 variable refresh rate and low-latency modes, and updated controllers. Xbox Series X was designed to nominally render games in 2160p ( 4K resolution) at 60 frames per second (FPS). The lower-end, digital-only Xbox Series S, which has reduced specifications and does not include an optical drive, was designed to ...
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Itch
An itch (also known as pruritus) is a sensation that causes a strong desire or reflex to scratch. Itches have resisted many attempts to be classified as any one type of sensory experience. Itches have many similarities to pain, and while both are unpleasant sensory experiences, their behavioral response patterns are different. Pain creates a withdrawal reflex, whereas itches leads to a scratch reflex. Unmyelinated nerve fibers for itches and pain both originate in the skin. Information for them is conveyed centrally in two distinct systems that both use the same nerve bundle and spinothalamic tract. Classification Most commonly, an itch is felt in one place. If it is felt all over the body, then it is called ''generalized itch'' or ''generalized pruritus''. Generalized itch is infrequently a symptom of a serious underlying condition, such as cholestatic liver disease. If the sensation of itching persists for six weeks or longer, then it is called ''chronic itch'' or ''c ...
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Game Demo
A game demo is a trial version of a video game that is limited to a certain time period or a point in progress. A game demo comes in forms such as shareware, demo discs, downloadable software, and tech demos. Distribution In the early 1990s, shareware distribution was a popular method for publishing games for smaller developers, including then-fledgling companies such as 3D Realms, Apogee Software (now 3D Realms), Epic MegaGames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game's complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5" and later 3.5" floppy disks were common in many stores, often very cheaply. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. Sometimes, the demo disks were packaged within the box of another game by the same company. As the increasing size of games i ...
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Development Hell
Development hell, also known as development purgatory or development limbo, is media and software industry jargon for a project, concept, or idea that remains in a stage of early development for a long time because of legal, technical, or artistic challenges. A work may move between many sets of artistic leadership, crews, scripts, game engines, or studios. (The related terms production hell and production limbo refer to situations in which a film has begun production but has remained unfinished for a long time without progressing to post-production.) Some projects enter development hell because they were initially designed with ambitious goals, the difficulty of meeting those goals was underestimated, and attempts to meet those goals have repeatedly failed. The term is also applied more generally to describe any project that has unexpectedly stalled in the planning or design phase, has failed to meet its originally expected date of completion, and is languishing in those phases ...
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Kickstarter
Kickstarter, PBC is an American Benefit corporation, public benefit corporation based in Brooklyn, New York City, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of April 2025, Kickstarter has received US$8.71 billion in pledges from 24.1 million backers to fund 277,302 projects, such as films, music, stage shows, comics, journalism, video games, board games, technology, publishing, and food-related projects. People who back Kickstarter projects are offered tangible rewards or experiences in exchange for their pledges. This model traces its roots to subscription model of arts patronage, in which artists would go directly to their audiences to fund their work. History Kickstarter launched on April 28, 2009, by Perry Chen, Yancey Strickler, and Charles Adler. ''The New York Times'' called Kickstarter "the people's National Endowment for the Arts, NEA". ''Time (magazine), Time'' named ...
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Webcomic
Webcomics (also known as online comics or Internet comics) are comics published on the internet, such as on a website or a mobile app. While many webcomics are published exclusively online, others are also published in magazines, newspapers, or comic books. Webcomics can be compared to self-published print comics in that anyone with an Internet connection can publish their own webcomic. Readership levels vary widely; many are read only by the creator's immediate friends and family, while some of the most widely read have audiences of well over one million readers. Webcomics range from traditional comic strips and graphic novels to avant garde comics, and cover many genres, style (visual arts), styles, and subjects. They sometimes take on the role of a comic blog. The term web cartoonist is sometimes used to refer to someone who creates webcomics. Medium There are several differences between webcomics and print comics. With webcomics the restrictions of traditional books, newspa ...
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Psychological Horror
Psychological horror is a genre, subgenre of horror fiction, horror and psychological fiction with a particular focus on mental, emotional, and Mental state, psychological states to frighten, disturb, or unsettle its audience. The subgenre frequently overlaps with the related subgenre of psychological thriller, and often uses mystery fiction, mystery elements and characters with unstable, unreliable, or disturbed psychological states to enhance the suspense, horror, drama, tension, and paranoia of the setting and plot and to provide an overall creepy, unpleasant, unsettling, or distressing Mood (literature), atmosphere. Characteristics Psychological horror usually aims to create discomfort or dread by exposing common or universal psychological and emotional vulnerabilities/fears and revealing the darker parts of the human psyche that most people may repress or deny. This idea is referred to in analytical psychology as the Jungian archetypes, archetypal Shadow (psychology), shad ...
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Suicide
Suicide is the act of intentionally causing one's own death. Risk factors for suicide include mental disorders, physical disorders, and substance abuse. Some suicides are impulsive acts driven by stress (such as from financial or academic difficulties), relationship problems (such as breakups or divorces), or harassment and bullying. Those who have previously attempted suicide are at a higher risk for future attempts. Effective suicide prevention efforts include limiting access to methods of suicide such as firearms, drugs, and poisons; treating mental disorders and substance abuse; careful media reporting about suicide; improving economic conditions; and dialectical behaviour therapy (DBT). Although crisis hotlines, like 988 in North America and 13 11 14 in Australia, are common resources, their effectiveness has not been well studied. Suicide is the 10th leading cause of death worldwide, accounting for approximately 1.5% of total deaths. In a given year, ...
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Self-harm
Self-harm refers to intentional behaviors that cause harm to oneself. This is most commonly regarded as direct injury of one's own skin tissues, usually without suicidal intention. Other terms such as cutting, self-abuse, self-injury, and self-mutilation have been used for any self-harming behavior regardless of suicidal intent. Common forms of self-harm include damaging the skin with a sharp object or scratching with the fingernails, hitting, or burning. The exact bounds of ''self-harm'' are imprecise, but generally exclude tissue damage that occurs as an unintended side-effect of eating disorders or substance abuse, as well as more societally acceptable body modification such as tattoos and piercings. Although self-harm is by definition non-suicidal, it may still be life-threatening. People who do self-harm are more likely to die by suicide, and self-harm is found in 40–60% of suicides. Still, only a minority of those who self-harm are suicidal. The desire to sel ...
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Psychological Trauma
Psychological trauma (also known as mental trauma, psychiatric trauma, emotional damage, or psychotrauma) is an emotional response caused by severe distressing events, such as Major trauma, bodily injury, Sexual assault, sexual violence, or other threats to the life of the subject or their loved ones; indirect exposure, such as from watching television news, may be extremely distressing and can produce an involuntary and possibly overwhelming physiological stress response, but does not always produce trauma ''per se''. Examples of distressing events include violence, rape, or a Terrorism, terrorist attack. Short-term reactions such as acute stress disorder, psychological shock and denial, psychological denial typically follow. Long-term reactions and effects include flashback (psychology), flashbacks, panic attacks, insomnia, nightmare disorder, difficulties with interpersonal relationships, post-traumatic stress disorder (PTSD), and brief psychotic disorder. Physical symptoms ...
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