A multiplayer extraction horror game set inside a failing digital universe. You are a cat with a magnetometer. The world is scheduled for deletion on July 1st, 2028. Your job is to get the valuable things out before it disappears.
Mindscape is an immersive simulation set within a collapsing Index called The Natural World — a once-serene digital environment created by JADENET that has become inefficient and is slated for unlinking and purging. Players are operatives in the USER Project, tasked with detecting and extracting anomalies, rarities, and secrets before the Index goes dark.
The map divides into zones, each named in Jinyu, the primary language of The Natural World. The Natural World itself — a nature area. The Violence District — a chaotic, technologically advanced city zone. The Void Indexes — enigmatic broken realms. The Pit — a mystery area. Paradise Gate — the gateway to the Ascension Plane. And the Mindscape OS terminal, where players with the right passcodes can hack the simulation and trigger world events.
Extraction
Teams explore the map using electromagnetic detection hardware — handheld magnetometers, broad-spectrum sensors, placeable quantum field detectors, adaptive antenna arrays, and exotic matter scanners. The tools detect anomalies the way real SETI equipment detects signals. The fiction is grounded in actual detection methodology.
Loot ranges from regular items — plushies, yarn, bones, fish, trash — to rare collectibles with real-world value. Metallic plushies sell for tokens. A Rolex item is redeemable for a real Rolex. Lottery tickets enter weekly token raffles. Private keys found on encrypted ZIP discs unlock wallets with value inside. The economy bridges in-game currency (SEN) to crypto through ATM terminals.
Extraction points manifest as black holes in the floor. Jump in and you return to spawn — or you get redirected to the infinite maze. The risk is the design.
Paranoia
The horror is environmental, not scripted. Bushes sprout legs and follow you. Rocks shift when you look away. Trees whisper in voices that sound like other players. Shadow figures appear at the edge of vision and vanish when you turn. Footsteps echo behind you — matching your pace exactly. Paths disappear. Fog rolls in without warning. A 30-metre waifu walks through the forest and can step on you.
The anomalies are deliberately absurd and genuinely unsettling in the same moment. A stalking banana that makes you slip. A child in a sheep outfit found crouching and facing walls. A demon log that follows you, trips you, then screams like an old lady and fades. An old TV in the woods playing a fake commercial for a pill that atomically disintegrates and reassembles you.
When players clip out of bounds, they enter a procedurally generated maze that runs for ten minutes until the game crashes. The maze textures change per session — Void Index, Violence District, low-poly retro styles. There is loot in the maze. There is also danger.
The Lore
The Natural World was created by JADENET using the open-source JFX framework. It houses over 9.4×1028 souls across many species and has been rebooted over 10 million times. The current iteration is the 128th. The developer abandoned the project and left the auto-evolve mechanism flipped — the world is actively making itself worse with each reboot.
Peggy Woo is the representative of the USER Project — a collaboration between JADENET, Paradise Systems, and eNdymioN to transfer souls and data to the Ascension Plane before The Natural World is unlinked. She is a radio astronomer who builds custom telescope components and translates Nick Land essays to Chinese. The lore is compiled in a 17-revision community dataverse spanning species, magic systems, government, economy, language, and technology.
The Mindscape Dataverse is its own artifact — a collaboratively maintained wiki documenting a fictional universe with the rigour of an encyclopaedia.
Platform
Live multiplayer at mindscape.gg. Built with a team at NIX. 15+ design documents covering camera, combat, level design, inventory, vehicles, squads, noise systems, maze generation, session lifecycle, extraction modes, voice chat, flashlight mechanics, knife mechanics, debrief screens, and in-game UI. Full art direction in Figma. Audio design by Kim.
Status: Live multiplayer. Ongoing development. mindscape.gg