Story
In a calm and relaxing setting the player gets in tune with themselves and their surroundings. As one of various characters, the player floats up and down in front of a pictorial scenery.
Feedback
| Positive feedback | Negative feedback |
|---|---|
| The character floats upward | The character sinks to the ground |


Feedback process
The feedback is shown through the progress of the game, which is linked to the brain bar and the progress bar (see Brain HUD).
If the selected factors are in the desired range, the brain bar fills up directly and without delay. If they are not, the brain bar drops until it is empty. When the brain bar is completely full, the player is rewarded with a maximum event.
The progress bar is linked to the brain bar. If the brain bar stays in the positive range for a selected period of time, the progress bar builds up. When the progress bar is full, the player is rewarded with a special event. Similarly, if the brain bar stays in the negative range for a longer time, the progress bar fills up in the negative range until a special event informs the player.
| Positive special event | Negative special event |
|---|---|
| The character stays sitting in the air and a beam of light appears | The character stays sitting on the ground and it starts to rain |


Application, combination and typical reactions
This game is suitable for clients of all ages. It works as an introduction to the training and as a second component for winding down. The optimal duration is about 10 minutes, but it can be adapted as needed. The game often tests the patience of younger clients in particular, as there is no official end or goal.
Focus Master combines well with listening to music, as the game itself is kept clear and does not offer too many stimuli. However, music can impair concentration and make the game more difficult.
| When in training | Combination with different feedback |
|---|---|
| Start or first half | Music (possible but not necessary) |
Gameplay, shop and upgrades
During the game the player collects coins whenever the feedback is positive. The coins unlock new characters.

Coin currency: 100 blue coins = 1 gold coin, 100 gold coins = 1 ruby. See Neuro Player System.
Shop – characters: in the shop the player can buy new characters with the collected coins.

Progress bar: the progress bar fills up while the character floats. Each intermediate goal shows how many more coins are collected, so keeping going pays off.

Philosophy and background
By deliberately reducing external stimuli, Focus Master is well suited for practising calm focus. The client learns to stay focused and maintain attention even when not much is happening or when thoughts tend to wander off.