From the blog "Latest meows"

Before we can talk about a game that features a risky consumable we need to acknowledge two phenomena: risk aversion and consumable hoarding.   Most of the people are risk averse. Which is good for survival but boring. So they rely on art to deliver strong emotions normally incident to active risk taking. A game – an interactive art – looks like the ideal safe environment to unleash one’s inner fury, but it is not what actually happens. Players launch the game and… keep displaying risk