DESCRIPTION
DISCOMMUNICATION — a science fiction JRPG video game with life simulation elements. To win, the player must monitor the psychological state of the team members, develop relationships with them, and factor in their opinions when making decisions.

USP
The Influence of Emotions and Relationships among characters on the course of combat. Stress and the suppression of desires among squad members lead to a loss of control, whereas support and understanding enhance cohesion and effectiveness.
The Individuality of Each Partner. Every comrade has their own battle priorities, which is reflected in the decisions they make, as well as their unique responses to the player’s advice.
Dividing Gameplay into Phases. Integrating turn-based combat on space stations with time management, relationship building, and character progression aboard a spaceship.

An example of character will in action
STRUCTURE
The gameplay is divided into two parts:
- **Exploration of space stations, ** involving searching for useful in-battle items and encounters with enemies that transition the player into a turn-based squad vs. squad combat mode;
- **Daily life aboard the spaceship, ** featuring character stat development and strengthening relationships with companions to unlock their story arcs and discover new gameplay mechanics.
Example of a step-by-step battle on a space station
Performing daily activities aboard a spacecraft
TRAILER
PLOT
In the conquest of space, humanity encountered a new plague—a neurotropic virus that feeds on its host’s suppressed thoughts and emotions, transforming their body beyond recognition into a neuromorph.
Having lost his identity, the protagonist is forced to strike a deal with the Federation squad: he must help them find the remaining team members for a chance to escape the orbital prison overrun by neuromorphs.
The Hero’s Awakening Scene
GUYS
Nova
The most experienced marksman in the squad. He can be gruff and hot-tempered with strangers, but he will always stand up for the people he cares about. He frequently trains at the firing range aboard the spacecraft. In battle, he can be extremely vengeful; it is important to him to retaliate against the enemy that attacked him in a previous engagement.
Nova hates being ordered around. If the player issues too many commands, he may stop listening to them. Under high stress, he starts making toxic comments toward other squad members.
Meiya
The main medic in the crew. She is extremely sweet and friendly with her companions. On the spaceship, she spends most of her time in the medical bay. During combat, she always monitors the health of others and makes decisions based on the condition of the other crew members.
Her main weakness is self-doubt. If she sees that, despite her efforts, the crew is close to disaster, she becomes discouraged. She refuses to make decisions and skips her turns.
Sviti
A novice fighter and first-rate chef. She loves making delicious food and is a professional sweet tooth. You can always find her in the mess hall on the spaceship. In combat, her lack of experience makes her not very effective.
Sviti fears hurting enemies, so she prefers to attack as infrequently as possible; if her health is low, she may attempt to flee the fight.
TARGET AUDIENCE
Approximate Age: 14–18 years old.
- They enjoy JRPG-genre games with turn-based combat systems;
- They feel that similar games lack more vivid interaction with the characters;
- They do not have 100 hours to complete epic games in their scale.
ACHIEVEMENTS
The demo version of the game achieved:
- Winning the VK Play Lab project;
- Gaining the attention of 22 streamers;
- Winning the OnlyScreens contest;
- Participating in DemoFest.
In one month on the VK Play platform:
- Number of unique players: 52;
- Average play time: 1 hr. 5 min;
- Median play time: 55 min;
- Number of reviews: 16;
- Player rating: 9.3.
Award Ceremony for the Winners of the VK Play Lab Project
OBJECTIVES
- Preparation for pitching to publishers and investors;
- Releasing a polished demo version on Steam;
- Content scaling.
TEAM




