Hannah covers horror, sci-fi, and games at Collider, where she writes news and features, reviews new releases, and interviews the people who make them. She’s helping build out Collider‘s gaming coverage, with Pokémon as one of her specialties. If she isn’t writing about a monster, she’s probably watching one on a tape from her VHS collection.
Mouthwashing is a tough game to recommend without a warning or five. What starts as a story about a spaceship crew stranded after a crash becomes something far more upsetting as the game reveals how they got there. It’s bleak, grotesque, and sometimes difficult to sit through, which makes the prospect of a movie adaptation both exciting and a little concerning.
The right director could do something particularly nasty with its five characters and claustrophobic setting. So much depends on what they’re willing to admit about themselves and each other, and the story needs someone who can make a conversation feel as threatening as anything lurking down a dark corridor. Fortunately, the filmmaker taking this one on has already made The Invitation.
According to new reports, Sony Pictures has acquired the movie rights to Mouthwashing, with Karyn Kusama attached to direct. Phil Hay and Matt Manfredi are writing the screenplay, bringing the trio behind The Invitation and Destroyer back together. Scott Derrickson, whose horror credits include Sinister and The Black Phone, will produce alongside C. Robert Cargill and Vince Cheng through Crooked Highway.
Four franchises, four completely different ways of getting underneath
your skin. This is the one built out of your particular fear, why it works so well on you, and what
it would leave behind.
Your nightmare does not wait outside the door. It waits for you
to close your eyes, which you are going to have to do eventually, because nobody has ever
won that particular argument.
- Freddy is horror’s cruellest idea: a threat that lives in the one place you cannot
guard, cannot lock, and cannot avoid forever. - You are the one who is fine during the film and wide awake at two in the morning. Your
own head is where this does its damage. - These films understood exhaustion as a horror engine. The kids on Elm Street do not lose
because they are weak. They lose because they are tired. - You can lock every door in the house. You still have to sleep.
Your nightmare is not really the doll. It is the face of the
person you tell, and the way they decide, very kindly, that you have imagined all of it.
- Chucky works precisely because he is absurd. That is the trap: the more accurately you
describe him, the less anybody is going to believe you. - You are the one shouting at the screen because the characters are not listening. You
know that feeling from real life too. - The franchise is at its best when the adults in the room are the real obstacle, and you
have met those adults. - By the time somebody finally believes you, you will have handled most of it on your own.
Your nightmare has your number, knows your name, and has almost
certainly been inside your house before. The worst part is that you already know them.
- Scream is the only one of these where the killer takes the mask off and turns out to be
somebody who was at the party. - You are the person who calls the twist out loud before it lands. You watch people the
same way you watch films. - The franchise made the rules of horror part of the plot, which means the survivors are
the ones paying attention. You would be paying attention. - Everybody is a suspect, including the person who just offered to walk you home.
Your nightmare is not really about you. It is about the people
asleep down the hall, and the feeling that whatever is here is not interested in leaving.
- The Conjuring films are domestic horror. The house, the family, the perfectly ordinary
room that quietly stops feeling ordinary. - Your instinct is to get everybody into one room. Your fear is protective rather than
personal, which is rarer than it sounds. - This is the one franchise where belief is the weapon. The people who come through it are
the ones who are not alone and refuse to be. - Whatever is here did not come for you. It came for the household, and you are the one
standing in the hallway.
What Is ‘Mouthwashing’ About?
<<img src="https://static0.colliderimages.com/wordpress/wp-content/uploads/2026/06/mouthwashing_anya_swansea.png?q=49&fit=crop&w=825&dpr=2" />
Image via Critical Reflex</figure>
Developed by Wrong Organ and published by Critical Reflex, the game follows five crew members aboard the space freighter Tulpar after a devastating crash. With supplies running low and rescue uncertain, their relationships begin to deteriorate. Its nonlinear narrative moves between events before and after the disaster, gradually exposing the decisions that left everyone trapped together. Going much further into the plot would spoil discoveries best experienced firsthand. The way information arrives is essential to Mouthwashing, forcing players to reconsider earlier conversations and their understanding of the crew. An adaptation will have to find its own rhythm for those revelations, particularly when viewers can no longer control how long they spend exploring the ship or sitting with an uncomfortable encounter.
This is a developing story. Please refresh your page for updates from Collider.
The Black Phone
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