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Review of Neverending Nightmares on Nintendo Switch

by Gemma Looksby Gemma Looksby photo Jul 2020
Cover image of Neverending Nightmares on Switch
Gamefings Score: 7/10
Platform: Switch Switch logo
Released: 22 Jul 2020
Genre: Survival horror
Developer: Infinitap Games
Publisher: Infinitap Games

Introduction

Imagine diving into a black-and-white sketchbook where every page wants to give you the heebie-jeebies and also lecture you on existential dread. That is roughly the vibe of Neverending Nightmares on Switch. Developed and published by Infinitap Games and designed by Matt Gilgenbach, this is not a jump-scare fiesta with flashy combat or collectible hats. Instead it is a compact, art-driven horror experience that wears its creator's personal struggles on its sleeve: obsessive-compulsive disorder and depression are the emotional engines that power the game. If you have an appreciation for mood, melancholy, and pen-and-ink nightmares, this is the indie you bring to a moody bonfire. If you are here for twitchy action or long-form gameplay, bring a snack and low expectations.

Gameplay

You play as Thomas, a man who keeps waking up from one nightmare into another, which is kind of the worst snooze pattern since your alarm clock discovered panic. The structure is simple and oppressive: you explore a handful of twisted locations -- a mansion, a cemetery, an asylum, a forest, a hospital -- and the world rearranges itself like an old flipbook of bad memories. Each time Thomas dies, loses his grip, or commits acts of self-harm within a nightmare, he wakes up again. That mechanic doubles as the game's checkpoint and save system, so death is less a punishment and more a grimly poetic rewind button. The wake-ups sometimes deposit you back into the same nightmare, and sometimes into a different one, which keeps you off-balance in a way that feels more like a persistent dream than a level-based horror game. Gameplay is intentionally minimal. There are no intrusive on-screen prompts, no menu-drowning tutorials, and the designers frankly assume you can handle basic movement without being mollycoddled. This helps immersion; you feel alone with Thomas and the pen-and-ink world conspiring around you. The exploration is more about atmosphere and discovery than puzzle mastery or combat finesse. Your choices and the paths you take determine which of the three endings you see, so the game nudges you toward multiple playthroughs if you want closure or the full story. Critics praised this restraint for building tension and melancholy, but many also felt that the gameplay loop itself isn't especially compelling. If you want mechanics that grow and evolve, you'll be disappointed: the point is the mood, the narrative fragments, and the terrible inevitability of waking up again. Neverending Nightmares also refuses to pull punches in its subject matter. It includes graphic moments implying self-harm and death, as well as repeated unsettling images of Thomas' sister Gabby changing roles in nightmares and often appearing dead. These elements are used to create a sense of bleakness and hopelessness, which the designer explicitly aimed to evoke. The game feels less like entertainment and more like a condensed psychological case study rendered in grayscale. That seriousness is part of its charm, but it also means that the title isn't for everyone. Reviewers have pointed out that while the atmosphere is consistently effective, the short runtime, thin interactivity, and limited replay value can leave players wishing for more tangible gameplay payoffs. If your idea of fun is pressing many buttons and watching numbers go up, this will not be the best use of your Switch time. If your idea of fun includes sitting quietly and letting an unsettling dream sink in, it might be perfect.

Graphics

The visuals are the headline act. Neverending Nightmares uses a 2D hand-drawn line art style heavily influenced by Edward Gorey, which gives the game the look of a Victorian pop-up book that secretly moonlights as a tax form for the macabre. The black-and-white pen-and-ink aesthetic is memorable, immediately giving the game personality and a distinctive silhouette that stood out to critics and earned it nominations for Best-Looking Game. Environments are spare but meticulously composed; negative space is used like a tool to unsettle you, and shadows feel less like light-absence and more like a passive-aggressive roommate watching your every move. Complementing the visuals is Skyler McGlothlin's soundtrack, which leans on twinkling piano notes and ominous synthetic whines. The sound design is small but effective: a few well-placed musical cues and environmental audio cues are all it needs to turn an empty corridor into a scene of creeping dread. IGN and other outlets singled out the art and atmosphere as the game's strongest aspects, and it is true: when the game is at its best, visuals and sound conspire to create an unnerving, intimate horror that lingers after play sessions. On Switch the presentation translates well; the crisp line work and stark contrasts survive the portable format, and you can carry your nightmares on the bus without anyone making eye contact.

Conclusion

I want to be clear: Neverending Nightmares is not a conventional horror game and not a universally satisfying one. It is an experience piece built from personal pain, pared-back mechanics, and a visual identity so strong it could get its own agent. The game's strengths are atmosphere, art, and a soundtrack that does a lot with very little. Its weaknesses are also pretty obvious: limited interactivity, endings some players may find unsatisfying, and replay value that relies on curiosity rather than mechanical depth. Reviews landed in the 'mixed to positive' neighborhood when the game first released, and Metacritic sits in the high 60s - a fair reflection of a game that earns praise for style and intent but doesn't always match that with gameplay heft. On Switch, where you might be choosing between bite-sized indies and AAA spectacle, Neverending Nightmares is one of those small-but-bold titles you pick when you're in the mood for something moody and thoughtful rather than flashy. If you appreciate artful melancholia and can handle mature themes about mental illness, give it a go; it will probably disturb you, and in the best possible way for this kind of game. If you want tight mechanical satisfaction and long-term playtime, you might want to sleep on it - literally or figuratively. Final grade: 7 out of 10.

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