Short summary of the game

Sea of Solitude is about Kay, a young woman who faces loneliness and self-doubt in her life. Over the course of the game, she encounters various personifications of her doubts and loneliness as well as various people in her life who also suffer from and are trapped in various mental health impairments. The protagonist realises that she has to help these people overcome their impairment in order to overcome her own loneliness and self-doubt.

Kay and all the other people in Sea of Solitude are portrayed as monsters whose monstrous appearance is brought about by their psyche. Only when they overcome their problems do they become human again. The monstrous appearance also serves as a mirror of their emotions and psychological suffering. In this respect, the game plays with metaphors to depict inner states of emotion and consciousness.

Sea of Solitude is a jump n' run platformer in which skill and the ability to combine are required. There is no direct fighting, opponents should mainly be dodged. The depiction of bullying, an unhappy marriage or a toxic-abusive relationship is very clear despite the metaphorical nature. They are based on and modelled on actual case studies that the developers say they themselves or people close to them have lived through.

The aim of Sea of Salitude, according to the developers, is to offer an insight into the emotional and mental world of mesnchen who suffer from loneliness, lack of self-esteem and other everyday psychological limitations. It aims to promote understanding of people with these conditions and explain how to deal with them.

Research on Sea of Solitude

The research on Sea of Solitude is based on the assumption that this game raises awareness of people with mental disabilities and provides guidance on how to deal with and help them. The phenomena that appear here are loneliness and self-doubt (Kay), bullying and suicidal tendencies (Kay's little brother Sonny), clinging to a failed marriage and the resulting conflicts (Kay's parents) and toxic relationships (Kay's partner). The selected phenomena are present in many people's everyday lives, but are often not recognised and passed over due to a lack of awareness.

The research will focus on the extent to which the metaphorical and symbolic nature of the depicted psychosocial states of consciousness and relationships encourage players to think about and reflect on various psychological burdens and disorders. Furthermore, the game offers different ways of overcoming the impairments, so that we also look for derivations for the level of action. Players will be asked how they experienced and understood the content of the game on the one hand, and on the other hand, what conclusions they draw after the game in comparison to their previous knowledge before the game. A subsequent guided reflection will clarify the extent to which the game is suitable for reflection on psychological impairments.