Sony has acquired the feature film rights to Mouthwashing, with Karyn Kusama attached to direct. The indie horror game's first-person, nonlinear dread is exactly what makes the adaptation compelling and risky.

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Store links: Mouthwashing on Steam
Sony has boarded the Tulpar, but the route is still hidden
Sony Pictures has acquired the feature film rights to Mouthwashing, the 2024 indie psychological horror game from developer Wrong Organ and publisher Critical Reflex, according to Deadline. The confirmed creative package is already specific enough to draw attention: Karyn Kusama is attached to direct, Matt Manfredi and Phil Hay are adapting the screenplay, and Scott Derrickson, C. Robert Cargill, and Vince Cheng are producing through Crooked Highway, which Deadline says has a deal under Sony’s Screen Gems.
That is the hard news. The immediate tension is harder to solve. Mouthwashing is a cramped, first-person horror story built around withheld context, unreliable perspective, scarce supplies, and a crew that cannot escape either the damaged space freighter Tulpar or each other. Those traits make it an unusually tempting Sony video game movie candidate at a moment when studios are looking beyond obvious blockbuster properties. They also make it a fragile one. If a film spells out too much, too early, the pressure valve opens. If it preserves too much opacity, it risks leaving a theatrical audience outside the airlock.
No cast, release date, rating, production start, or theatrical strategy has been announced in the supplied reports. Eurogamer notes there is also no word yet on whether the Mouthwashing movie will directly follow the game’s plot and narrative structure. For now, this is a rights acquisition with key filmmakers attached, not a finished production plan.
The game’s horror depends on being trapped inside the wrong perspective
The reported film has a strong hook because Mouthwashing already has the bones of a claustrophobic feature. Bloody Disgusting, citing The Hollywood Reporter’s description, summarizes the game as following five crew members stranded aboard the space freighter Tulpar after it crash lands on an asteroid, with dwindling supplies, isolation, and mounting paranoia exposing the fractures between them. Deadline describes the game as first-person psychological horror that uses surreal imagery and a nonlinear narrative to explore responsibility, denial, and the consequences of unchecked power.
Those are adaptable ideas, but Mouthwashing is especially dangerous to translate because its structure is tied to player placement. Rock Paper Shotgun notes that the game plays with character perspective, letting the player see some narrative threads while withholding others until they tighten. DualShockers points to the shifts between Curly and Jimmy as one of the most difficult adaptation problems, especially because the opening is designed to mislead while the player assembles what really happened.
That is where the horror game film version has to make a choice. A camera can imitate first-person framing, but it cannot reproduce the quiet complicity of walking a character through a corridor, opening a door, or continuing because the game will not end until you do. Mouthwashing has minimal interactivity by conventional survival horror standards, as Rock Paper Shotgun observes, but that small amount of control matters. The player is not managing ammunition or crafting herbs. The resource being drained is certainty. A film can create dread through editing, performance, and sound, but it has to replace the unease of input with another kind of pressure.
Kusama is the most promising part of the package
The attachment of Karyn Kusama gives the Mouthwashing Sony adaptation its clearest creative argument. Deadline identifies Kusama as the director of Destroyer and notes her credits include The Invitation, Jennifer’s Body, and Girlfight, the latter of which won her Best Director and the Grand Jury Prize at Sundance. Eurogamer highlights her work on Yellowjackets, while Deadline adds that she was nominated for two Primetime Emmy Awards for directing that series and serves as an executive producer.
For this material, the relevant comparison is less scale than confinement. DualShockers notes that Hay and Manfredi previously worked with Kusama on The Invitation, a psychological thriller largely set in one small space. iHorror makes a similar observation, framing Kusama’s horror as built around people who cannot get away from one another. That track record matters for Mouthwashing because the Tulpar is not a monster closet. It is a pressure chamber. The fear comes from proximity, resentment, evasion, and the sick rhythm of people rationing supplies while also rationing truth.
Rock Paper Shotgun also raises a thematic concern that belongs in the adaptation conversation: the game deals with sexual assault, and the outlet argues that having a woman in the director’s chair is a reassuring element given that subject matter. That does not guarantee a careful film. It does give the project a director whose best-known horror work has often focused on damage inside relationships and social spaces rather than spectacle alone.
The writing team invites a more mixed reading across the sources. Deadline lists Matt Manfredi and Phil Hay as the adapting writers and notes their frequent collaborations with Kusama, including The Invitation and Destroyer, along with Clash of the Titans and the Ride Along films. Rock Paper Shotgun is openly apprehensive about parts of their filmography, while DualShockers is more confident because of the team’s prior work with Kusama on contained psychological tension. Both reactions can be true to the current evidence: the collaboration history fits, but the final tone will depend on the script’s ability to preserve discomfort without sanding it into conventional sci-fi thriller beats.
Mouthwashing’s popularity gives Sony a signal, not a safety net
The business case is easy to see. Mouthwashing was not a dormant cult title being dusted off. Eurogamer reports that the game sold more than 500,000 copies on PC alone as of February 2025, citing a Steam update. Deadline later says the game sold close to 1 million units and notes that content around Mouthwashing generated 63 million views on YouTube and close to 1 billion views on TikTok. Those figures are attributed to Deadline’s report, and they suggest Sony is buying into an audience that extends beyond the Steam storefront.
The timing also lines up with a wider platform push. Eurogamer reports that Mouthwashing became available on consoles the day before its article, and iHorror says Critical Reflex released the game on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and Nintendo Switch on October 29, with Game Pass access from day one. Deadline similarly lists availability across PlayStation, Switch, Xbox platforms, Xbox on PC, and Game Pass on console and PC.
For players who have heard about the film first, the practical answer is simple: the game is already available widely, and the adaptation does not yet have a date. Anyone curious about the source material does not need to wait for casting news or a trailer. Bloody Disgusting’s review coverage says Mouthwashing runs about two and a half hours, which makes it short enough to experience in one long sitting. That brevity is one of the reasons the game’s misery lands with such concentration. It also means a feature film cannot rely on cutting a sprawling plot down to size. The adaptation problem is closer to preservation: how much of that compressed dread can survive being rebuilt for a passive audience?
The Iron Lung comparison explains the opportunity and the trap
Eurogamer connects the Mouthwashing movie to Iron Lung, another indie horror game adaptation, noting that Mark Fischbach’s film version performed strongly at the box office and, citing Variety, brought in $21 million globally shortly after its premiere. That comparison helps explain why a studio would look at a small, unsettling horror game with a loud online presence and see a viable screen property.
The comparison also has limits. Mouthwashing’s menace is less about an immediately legible creature or premise and more about narrative guilt curdling in an enclosed space. Bloody Disgusting quotes its own earlier review describing simple adventure-game-style puzzles, ship exploration, character interaction, and surreal P.T.-like dream logic. That combination is cinematic in imagery but game-specific in rhythm. The player moves through low-poly spaces, absorbs fragments, and waits for the story’s shape to become unavoidable.
A film version has tools the game does not. It can place more weight on facial performance, silence, blocking, and the physical condition of the ship. It can define relationships before the crash, or choose to withhold them. DualShockers suggests the adaptation could use the format to define characters such as Jimmy more fully than the game does. That may help a film audience track the human fracture lines. It could also weaken the original’s most suffocating effect if explanation replaces implication.
For horror viewers, the creative question is whether Kusama and the writers treat the Tulpar like a haunted house or like a workplace where the walls have learned everyone’s excuses. Rock Paper Shotgun emphasizes the game’s critique of corporations taking advantage of workers. Deadline’s summary points to responsibility, denial, and unchecked power. Those themes need to stay load-bearing. Without them, Mouthwashing risks becoming a familiar stranded-in-space breakdown story with a recognizable title attached.
Fandom, tone, and the danger of cleaning up the wound
Several source reports circle the same concern from different angles: Mouthwashing’s subject matter has already generated an intense audience response. Rock Paper Shotgun says it was unsettled by parts of the fandom response, arguing that memes and skits sometimes took priority over reckoning with the game’s themes. DualShockers also references fandom clashes around the game in the period before the adaptation news became official.
That matters because the Mouthwashing movie will arrive to an audience that already has strong attachments, arguments, and interpretations. The source game’s ugliness is purposeful. Its horror is tied to responsibility, self-victimization, denial, and power, according to the supplied coverage from DualShockers and Deadline. A film that makes the material too sleek could flatten that discomfort. A film that leans into shock without control could turn trauma into decoration.
The confirmed team gives reason for cautious interest rather than certainty. Kusama’s presence fits the chamber-piece dread. Derrickson and Cargill’s Crooked Highway involvement brings horror producing experience, with Bloody Disgusting identifying Derrickson with Sinister and The Black Phone and Deadline naming Cargill and Vince Cheng as producers alongside him. Manfredi and Hay have relevant collaborations with Kusama, even if reactions to their broader credits vary by outlet.
The unanswered questions are the ones that will decide the adaptation: whether the film follows the game’s nonlinear structure, whose perspective it privileges, how it handles the Tulpar’s resource pressure, and how much it trusts silence. Until Sony announces a cast, schedule, or story approach, the safest read is that the Mouthwashing horror game film has the right kind of impossible problem. Its source material is compact, memorable, and visually hostile. It is also built around the dread of being made to sit with what happened, one corridor at a time.
