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 take their opinions into account when making decisions.

USP
The Influence of Emotions and Relationships between characters on the course of battle. Stress and the suppression of team members' desires lead to a loss of control, whereas support and understanding strengthen bonds and enhance effectiveness.
The Individuality of Each Partner. Each comrade has unique battle priorities, which is reflected in their decisions and their distinctive reactions to the player’s advice.
Dividing Gameplay into Phases. Combining turn-based combat on space stations with time management for building relationships and character statistics aboard the starship.
NEW APPRENTICES
Techno
A brilliant and workaholic scientist. She prefers to spend every spare moment studying books and working on her own designs. She particularly loves to create useful devices during battles that enhance the squad and automatically replenish ammunition.

Concept Art: Techno
Her psychological state directly depends on whether she is given time to create devices and whether those devices are used. Under stress, Techno begins making errors when creating devices, which can cause them to function with very low probability or even harm the team.
Techno Model Render
Nyce
A spy who participated in an operation to gather information about experiments being conducted at a space station. She pretends to be a nurse. After Nyce helps save the captain, she temporarily joins the crew.Concept Art: Naisi
During the space voyage, Naisi tries to gain the trust of the other crew members to learn as much about them as possible.In battle, Naisi is able to charm enemies and persuade them to join our side. However, when near death, she herself switches allegiance to the adversaries and begins helping them.
Naisi Model Render
FEDERATION SOLDIERS
Service members responsible for the safety of orbital stations under Federal control.Their uniforms come in several variants, differentiated by the level of protection and equipment based on rank and assigned duties.
Concept art for the Federation soldier uniform
SPACE STATION
The first location in the game is a space prison belonging to the federation where the explosion occurred, which caused the staff and inmates to become infected with a neurotropic virus.
Concept Art of a Prison Corridor
The protagonist wakes up in the infirmary, where secret government experiments were conducted on him to study mutations and the symptoms of the illness.
Medical Station Concept Art
A bright red light emanating from a star is meant to set a sense of alarm for the entire location.
NEW NEUROMORPHS
Neuromorphs—these are individuals infected by an alien virus, whose bodies have been distorted by their internal experiences.In developing new designs, we shifted the focus from body horror toward greater conceptualism and symbolism.
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