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SoundSelf is best described as an interactive music visualiser. Inspired by a group-ohm on LSD, Robin Arnott began the development of SoundSelf. Deep Sea saw Arnott use his experience as an audio designer to create a terrifying claustrophobic nightmare. However, SoundSelf is designed to induce a peaceful meditative state.
SoundSelf has been in development since early 2012, but a successful Kickstarter campaign in March of 2013 raised $36,766 for accelerated development towards a 2014 release and construction of a Deep-Playa installation at Burning Man, 2013.
SoundSelf was released via Steam on April 23, 2020. Whilst it supports VR headsets (via both Oculus VR and Steam VR APIs), it may still be experienced using a regular display.
The game is 'played' by sustaining long tones with your voice. There is no keyboard or mouse interaction. The game's read-me informs you of the optimum conditions: "plug in your headphones and turn them up LOUD. Turn off the lights. Launch SoundSelf ... and let yourself fall in".
Behind-the-scenes processing of your voice and breathing patterns tailors the movements of the visualiser. Your voice is also filtered and pumped back to you through headphones, the loud chanting and complex visuals combine to create a truly immersive and genuinely multi-sensory experience.
Because of the vocal feedback, there is a risk of unpleasant aural feedback. Whilst SoundSelf's "splash screens" state that headphones are required, this is not enforced (but is strongly recommended). However, a microphone is required - the main menus are inaccessible without a successful microphone test.
SoundSelf provides a guided meditative experience with a voice, Sophia, providing quiet instructions to the player. Sophia may be disabled for the experienced user. The duration of the experience may be specified from the main menu - 15, 20, 30, 40, and "timeless" experiences may be requested.
SoundSelf initially requires the player to "tone" - emit a steady note or chant - twelve times before entering the main experience. Toning then becomes optional, allowing the player to change audioreactive visualisations without the use of controllers. Ambient, low-intensity soundscapes are automatically generated; there is no ability to import songs into SoundSelf.