Some people have no problem flipping and flying in virtual reality; others find this kind of activity literally sickening.

The problem stems from a disconnect between your eyes and your inner ear: what you see doesn’t always match up to what you’re feeling when you wander around a virtual environment with a headset on. It doesn’t bother everyone, but it remains one of VR’s biggest challenges to becoming a mainstream technology.

Companies and researchers have been exploring a slew of potential solutions, from beefing up the resolution of the displays in headsets to limiting your field of view when there’s a lot of motion-related activity going on in the virtual world. And a very young startup called VRemedy Labs is working on an interesting fix of its own: a sort of software-based dial that you can turn up or down to raise or decrease the excitement level—and, it hopes, the resulting nausea—within VR games.

The company, based in Cambridge, Massachusetts, is building its own video game to test this out. The game-in-progress, which revolves around rescuing a group of superheroes, includes several kinds of locomotion that tend to make people feel sick in VR, such as flying around with adjustable rocket thrusters in your hands or pulling yourself from one place to another with grappling hooks.