A sandbox game about
LOVE in the age of AI.

Duration: 4 hours, divided into 8 chapters
Platform: PC/Mac
Genre: AI-based Narrative Sandbox
Themes: Love, AI

Target Audience: 16+
Tags: Casual, Single-player, First-person, voice control, multiple endings, emotions, conversational, romance, psychological, dating sim, mystery, surrealist

Explore the room.
Trigger the AI Galatée.
Uncover her true nature.

SANDBOX GAMEPLAY

Find objects in the room to unlock PROVOCATIONS, things you need to make GalatĂ©e do, such as “Make her laugh” or “Make her insult you”.

The way you achieve that is up to you. When you succeed, the story moves forward, and you unlock new items and buried memories.

EMOTIONAL INTELLIGENCE MECHANICS

To achieve these goals, manipulate GalatĂ©e’s emotional levels, such as the AFFINITY that binds you or her HAPPINESS meter. Hidden in the room, you’ll find clues on what she loves and hates, what makes her happy or sad.

EMOTION-BASED FEEDBACK

When GalatĂ©e is HAPPY, the room is bright with golden hues. Conversation is light and joyful. She’s agreeable and willing to share.

But when you’ve made her
SAD, everything goes cold. The light. Her tone. Your relationship.

THE ART OF NFTW

No AI there.

THE PRODUCTION TEAM

MYCELIUM is a narrative design studio drawing on the 15 years of experience of its cofounders as interactive and immersive screenwriters and game designers. We make authors’ games and coproduce them with friendly studios.

KALANK GAMES has been developing games for all platforms since 2017. Today, the company employs over 25 people and aims to contribute to the co-production of games with high technical and creative ambitions—hence its commitment to Never Felt This Way.

With over ten years of experience, and numerous international collaborations, KOMET XPERIENCE can support you from A to Z on your Unreal Engine 3D projects. We offer a tailor-made customer experience in a wide range of fields: video games, audiovisual, VR, real-time environment creation, marketing, VR…

THE CREATIVE TEAM

LÉA DUCRÉ

GAME DIRECTOR

Léa Ducré tells stories on multiple media and with strong stances on issues such as technology, environment and feminism. She has been working as a narrative designer with distinguished studios including Atlas V, Cinétéve Expérience and Iko. Her latest creation is Eliza, an experimental game with an AI-powered virtual being, showcased at prestigious festivals spanning three continents.

STELLA JACOB

GAME DESIGNERR

Navigating between high & low-tech, Stella Jacob is a multimedia artist & game designer based in Paris. A graduate from Gobelins school in Game Design, she previously worked for five years in the Virtual Reality field. She developed an expertise about online worlds and has been a cyberfeminist speaker for Sciences Po, La Villette, Virtuality.

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