A · DEMAND
Mental health problems on the rise
Adolescent mental health care demand is rising. More young people. More complex needs.
Open for clinical conversations · 2026
Limina One is a supervised VR environment with physiological biofeedback, designed for use within clinical DBT (Dialectical Behaviour Therapy) programmes for adolescents and young adults. We are in active development and are seeking early clinical conversations ahead of our evaluation phase.
WHAT IS DBT?
Dialectical Behaviour Therapy (DBT) is an evidence-based psychotherapy combining cognitive-behavioural techniques with mindfulness. Originally developed for borderline personality disorder, it is widely used today in adolescent care to teach skills for emotional regulation, distress tolerance, and interpersonal effectiveness.
01. The Problem
Adolescent mental health demand is climbing into a system already operating at the edge of its capacity.
A · DEMAND
Adolescent mental health care demand is rising. More young people. More complex needs.
B · CAPACITY
The referrals keep coming. The teams absorbing them are already full. High demand and limited specialist capacity mean clinical staff are stretched across more cases, with less margin. That pressure doesn't stay administrative. It lands in the therapy room.
C · TIME
Waiting times for adolescent psychiatry are long. Months, not weeks. During that time, needs compound. When a place finally opens, the starting point is worse than it needed to be.
02. The Gap in DBT Delivery
DBT is evidence-based. Its delivery tools have not kept pace with what is clinically possible.
DBT skills training is typically delivered through worksheets, verbal instruction, and guided imagination, tools that ask a great deal of a nervous system often in active dysregulation. The result is a persistent gap between the work that happens in the room and a patient's capacity to carry those skills into daily life. Engagement is hard to sustain. Dropout rates are high.
03. Introducing Limina One
A supervised VR environment with real-time physiological feedback. Designed for the clinical session between patient and psychiatrist.
Stage 01Arrival · dysregulated
Elevated arousal. Shallow breath. The skills room feels far away.
Stage 02Box breathing, paced
Therapist initiates a paced breathing protocol inside the VR frame. The fog begins to thin.
Stage 03Vagal tone rising
Sympathetic load reducing. HRV widening. Patient stays in-frame, gaze steady.
Stage 04Regulated · ready
Coherence stable. The patient can now engage with the DBT skill module the session was built around.
A supervised VR environment with real-time physiological feedback.
Elevated arousal. Shallow breath. The skills room feels far away.
Currently in development. Not a medical device claim.
HOW A SESSION WORKS
Setup
The clinician selects the DBT skill module for the session and prepares the patient.
Session
The patient enters the VR environment. A biofeedback wearable captures heart rate variability throughout.
Debrief
The session ends in clinician-led conversation, with regulation patterns visible to both sides.
04. For Clinicians
Limina One is designed to live inside existing DBT programmes, not next to them.
Built for treatment teams.
Group and individual sessions are both supported.
Privacy by design.
Patient data stays within the clinical perimeter.
Session protocols and safety rules.
Standardised, auditable, fit for adolescent care.
Workflow integration.
Designed around existing DBT programme structures, not as a parallel track.
Currently in clinical evaluation
Limina One is in active development, with clinical evaluation in 2027 across safety, usability, acceptance, acute effects, and implementability.
05. Impact
The potential of VR therapy for everyone involved.
For patients
Engagement
An environment built to make skills practice more engaging.
For institutions
Transfer
Designed to lift engagement and skills transfer, so clinical hours go further.
For therapists
Signal
Designed to surface regulation patterns that clinical observation alone cannot.
06. An invitation