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Designing Calm: What Games for Slowing Down Get Right

Cozy, open-world games for slowing down rely on a few deliberate design choices. We look at the principles, what the research does and does not show, and how we apply them in MindHarbor and ZEVORA.

Calm seaside village at sunset in the style of a wellbeing game world

The short answer

Calm games feel restful because their designers remove threat, scarcity and time pressure, then add gentle feedback, soft visuals and freedom to wander. A 2017 Project Horseshoe design group described this as a fantasy of safety, abundance and softness. Research links enjoyable, self-chosen play with wellbeing, but time played alone shows little causal effect. Calm games support relaxation; they are not a substitute for professional care.

Key takeaways

  • A 2017 Project Horseshoe group described coziness in games as a fantasy of safety, abundance and softness.
  • Self-determination research by Ryan, Rigby and Przybylski (2006) linked game enjoyment to feelings of autonomy, competence and relatedness.
  • A 2022 Oxford study of about 39,000 players across seven games found little to no causal link between play time and wellbeing, but motivations mattered.
  • Calm design is mostly about removal: no punishing timers, no energy systems, no forced ads and no pay-to-win.
  • Wellbeing games can support relaxation but should never claim to treat or diagnose any condition.

Games for slowing down get three things right: they remove threat, scarcity and time pressure; they let the player choose where to go and when to stop; and they wrap every action in soft, gentle feedback. Game designers call this "cozy" design. Most mobile games do the opposite, using timers, streaks, limited-time offers and energy bars to pull players back and hold them longer. At Old Port we build in the calm space: MindHarbor, a free open-world wellness game, and ZEVORA, a cozy open-world exploration game in development. This article sets out the principles, what research does and does not show about games and wellbeing, and how we apply both.

What is a cozy or calm game?

A cozy game is designed to make the player feel safe, unhurried and comfortable, through low stakes, gentle goals and warm audio-visual design.

In a 2017 analysis summarised by Game Developer, a group of designers at the Project Horseshoe think tank, including Daniel Cook and Chelsea Howe, described coziness as how a game evokes the fantasy of safety, abundance and softness:

  • Safety: physical, emotional and social risks are minimised. Nothing is going to ambush you.
  • Abundance: basic needs are met. Nothing feels lacking or urgent.
  • Softness: gentle, comforting stimuli in sound, colour, shape and motion.

A calm game is not an empty one. Players still explore, collect, build and solve. The difference is that the game frames those activities as invitations rather than demands.

What does research say about games, stress and wellbeing?

The evidence is real but more modest than marketing suggests: how and why people play matters more than how long they play.

Key studies on video games and wellbeing, and what they can and cannot tell us
StudyWhat it foundLimits
Ryan, Rigby and Przybylski, Motivation and Emotion, 2006Games hold players mainly by creating feelings of autonomy, competence and relatednessAbout motivation and enjoyment, not clinical outcomes
Johannes, Vuorre and Przybylski, Oxford, 2020Over 3,270 players of two games: play time had a small positive association with wellbeing; experience during play may matter moreCorrelational; two games only
Oxford Internet Institute, Royal Society Open Science, 2022About 39,000 players, seven games, six weeks: little to no evidence that play time causes changes in wellbeing; motivations play a roleAdult volunteers who shared their play data; seven titles only
East Carolina University and PopCap, 2010 to 201159 participants with depression symptoms; casual puzzle games reported to reduce symptomsSmall, sponsor-funded, announced in a press release
  • Needs satisfaction drives enjoyment. As ScienceDaily reported, the 2006 research found games engage players by supporting autonomy (choice), competence (mastery) and relatedness (connection).
  • Enjoyable play correlates with wellbeing. The 2020 Oxford study used real play data from Animal Crossing: New Horizons and Plants vs. Zombies: Battle for Neighborville, as Neuroscience News reported. It showed association, not cause.
  • Time alone is not the active ingredient. The larger 2022 follow-up, described by the Oxford Internet Institute, found little causal effect of hours played.

The East Carolina University announcement is often quoted, but it was small, funded by the maker of the games tested, and not presented as a peer-reviewed paper. Treat findings like this as a reason to keep studying, not as clinical evidence. The consistent design lesson is that how a game makes people feel, and why they choose to play, matters more than how long it keeps them. That points away from compulsion loops and towards autonomy.

What principles make a game feel calm?

Remove punishing time pressure, let the player set the pace, make failure cheap, design for stopping, use soft feedback, offer small wins and keep monetisation out of the emotional loop.

  1. Remove punishing time pressure. No countdowns that end in failure. If time passes in the world, it should feel like weather, not a deadline.
  2. Let the player set the pace. Open worlds work because the player decides where to go next. Autonomy is restful.
  3. Make failure cheap or absent. If a mini-game can be lost, losing should cost nothing and retrying should take a second.
  4. Design for stopping. Any moment should be a fine moment to put the phone down. No streaks that shame you for missing a day.
  5. Use soft feedback. Warm palettes, rounded shapes, ambient soundscapes, gentle haptics, reward sounds that chime rather than blare.
  6. Offer small, clear competence. Goals completable in a few minutes give the satisfaction of mastery without stress.
  7. Keep monetisation out of the emotional loop. Pop-up ads, energy meters and pay-to-skip mechanics reintroduce the scarcity and urgency calm design removes.

How does calm design differ from typical mobile game design?

Engagement-maximising design manufactures scarcity and urgency to drive return visits; calm design removes both and trusts the player to come back if the experience is good.

Engagement-maximising versus calm game design patterns
Design elementEngagement-maximising patternCalm design pattern
Session structureEnergy bars that limit play, then nudge you backPlay as long or as briefly as you like
ProgressDaily streaks and loss-aversion rewardsProgress that waits without penalty
MonetisationForced ads, pay-to-win items, time skipsNo forced ads, no pay-to-win
ChallengeEscalating difficulty and fail statesGentle tasks; failure is cheap or absent
Audio-visual toneBright flashes, loud reward effectsSoft palettes, ambient sound, slow motion
NavigationLinear levels gated by currencyOpen places explored at your own pace

How does Old Port apply calm design in MindHarbor?

MindHarbor is a free open-world 3D wellness game, playable in the browser at mindharbor.oldport.ae, with Android and iOS builds. Players explore island places at their own pace, play twelve relaxing mini-games and use dedicated spaces for breathing and reflection.

  • Autonomy through the open world. There is no single path. Players create a character and wander places such as Harbor Town, Serenity Beach, Whispering Forest and Crystal Caves, collecting sea glass, crystals and hidden star shells along the way.
  • Short, optional activities. The twelve mini-games, including Tide Puzzles, Sand Garden, Floating Zen and Lantern Solitaire, are there when you want a small sense of accomplishment, never as gates.
  • Space to do nothing. Guided breathing at the cove, a reflection journal in the garden, ambient soundscapes in the lighthouse and a wind-down ritual at the lake give players a reason to pause inside the game rather than leave it to feel calmer.
  • Nothing pulling at you. MindHarbor is free, and its site states there are no ads and no tracking, with progress kept on your device. That keeps purchases and data collection out of a product meant for relaxation.

MindHarbor describes itself as a relaxing game, not a medical or therapy service, and it does not treat or diagnose anything. Gulf readers can find it on MindHarbor's page on our UAE site, and our UAE team has written up what we learned building wellbeing apps responsibly.

How does ZEVORA carry the same ideas into a mobile game?

ZEVORA applies calm design to a cozy open-world exploration and life-sim game for Android and iOS, with three fixed rules: no pay-to-win, no forced ads and no energy systems.

ZEVORA is being built in Unity 6 under the tagline "Discover What Lies Beyond". Its first world is Little Harbour, followed by the Floating Isles, Green Valley and The Forgotten Garden. Those three rules matter because they are where most mobile games quietly reintroduce urgency once they reach the app stores. Each world is meant to feel like a distinct mood rather than a harder level: progression in a cozy open world opens up new places to enjoy rather than raising the stakes.

Our harbour-themed arcade GameHarbor takes a related approach with 75 short games and an AI companion, Ollie, who can guide breathing exercises. A research write-up on GameHarbor is published on Zenodo.

How do you test whether a game actually feels calm?

Calm is a feeling, so test it with people: silent playtests, plain-language exit questions, stopping behaviour in analytics and accessibility passes.

  • Silent playtests. Watch players without prompting. Fidgeting, rapid tapping or repeated menu checks suggest pressure the design did not intend.
  • Exit questions in plain words. Ask "How did you feel when you stopped?" rather than "Did you have fun?"
  • Stopping behaviour. Healthy calm design shows players ending sessions on their own terms, not abandoning them at a frustrating moment.
  • Accessibility passes. Check readable text, colour contrast, motion sensitivity and one-handed play. A game cannot feel restful if it is tiring to operate.

Common mistakes we see in briefs for "relaxing" apps: adding a daily streak to lift retention, using celebratory full-screen effects for tiny actions, and making breathing exercises skippable only after a countdown.

How we approach this at Old Port

Our working rule is that every retention mechanic must justify itself against the player's autonomy. Before adding a streak, badge or notification to a calm product, we ask whether it supports choice and competence or simply exploits loss aversion, and we drop it if the answer is the latter, even at some cost to short-term metrics. We describe wellbeing features in plain terms and avoid clinical claims. The same thinking applies to meditation, fitness, finance and learning apps: our article on gamification in mental wellbeing apps covers ethical mechanics, and the app store launch checklist covers health declarations. If you are planning a wellbeing game or calm app, our app development and UI/UX design teams in Bengaluru and Kochi can help. Explore all our titles on the games page.

Frequently asked questions

What makes a game cozy?

A 2017 Project Horseshoe design group described coziness as the fantasy of safety, abundance and softness. In practice, cozy games remove threat and punishing time pressure, make basic needs feel covered, and use gentle colours, sounds and animations. Players still explore and complete tasks, but the game presents them as invitations rather than demands, and any moment is a fine moment to stop.

Do relaxing video games reduce stress?

Evidence is encouraging but limited. Studies link enjoyable, self-chosen play with higher wellbeing, but a large 2022 Oxford study of about 39,000 players across seven games found little causal effect of play time on wellbeing, while motivations mattered. Calm games can support relaxation, but they are not a treatment for stress, anxiety or depression.

What is MindHarbor?

MindHarbor is a free open-world 3D wellness game from Old Port, playable in the browser with Android and iOS builds. Players explore island places at their own pace, play twelve relaxing mini-games and use spaces for guided breathing, journalling and winding down. Its site states there are no ads and no tracking, and it is a relaxing game, not a medical or therapy service.

What is ZEVORA?

ZEVORA is a cozy 3D open-world exploration and life-sim game Old Port is developing for Android and iOS in Unity 6. Its first world is Little Harbour, followed by the Floating Isles, Green Valley and The Forgotten Garden. It is designed with three fixed rules: no pay-to-win, no forced ads and no energy systems that limit how long you can play.

Why do energy systems and forced ads break calm game design?

Energy systems create artificial scarcity, and forced ads interrupt play on the game's schedule rather than the player's. Both reintroduce urgency and loss of control, which are exactly what cozy design tries to remove. Research on player motivation suggests autonomy is central to enjoyment, so removing these mechanics protects the experience the game is trying to create.

Can a calm game claim to improve mental health?

It should not make clinical claims without clinical evidence. Describe what the game offers, such as breathing exercises, quiet spaces or gentle activities, rather than promising outcomes like reduced anxiety. Google Play also asks every app to complete a health apps declaration, which separates relaxation and stress management from medical mental health tools, so choose the category honestly.

Sources

  1. Game Developer: Designing for coziness
  2. ScienceDaily: Motivational pull of video games (Ryan, Rigby, Przybylski, 2006)
  3. Neuroscience News: Time spent playing video games can be good for your well-being
  4. Oxford Internet Institute: Major new study finds little evidence for causal connection between well-being and video game playing
  5. East Carolina University: Study on casual video games, depression and anxiety
  6. MindHarbor: official site
  7. Google Play Console Help: Health apps declaration form

Cite this article

Jacob, A. I. (2026). Designing Calm: What Games for Slowing Down Get Right. Old Port India. https://oldportindia.com/insights/calm-game-design-mindharbor/
Athul Iyju Jacob

Athul Iyju Jacob, Founder and Managing Director, Old Port

Athul founded Old Port in Bengaluru in 2021. His background spans animation, graphic design and brand strategy, with more than six years in marketing across e-commerce, EdTech, healthcare, B2B and technology. He builds Old Port's own games, including GameHarbor and MindHarbor.

Read more from Athul at athuliyjujacob.com · LinkedIn

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