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They see the concept of the game.

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Longread translated automatically
Finalist of the competition

Advenchura about the surrealistic dream of an immigrant from the USSR who’s trying to restore his memory of Moscow.

The city exists not only in objective reality, but also as the memory space of every citizen, and from this point of view as a part of the individual.

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Original size 3500x2000

The purpose of the project is to show people that even without being physically present in the city, it can be remembered as a personal image that no one can take away or distort.

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Project Cortifics

Urban research

The player is raiding a city where telepathy centres are located, objects that are available to transfer consciousness are animals or electrical networks. The character cannot directly question citizens, so the study is based on secrecy and the search for clues around them.

Telepathy

When the player finds the source, he can switch to telepathy and explore the city from it. However, there is a condition for shifting between characters, and they must be sufficiently close to each other. At the same time, events in one area affect the condition of the other. For example, acts of aggression cause panic by encouraging people to close access to residential and technical premises, which will make further research into the city more difficult. By switching between modes, the player can open previously inaccessible passageways or distract residents. So the game takes the mechanics of cooperative games like It takes two, but adapts them to individual passage.

Original size 3500x2000

Suspiciousness

If a person freezes on the spot like a doll, loses electricity, or suddenly revives a dead animal, it is objectively strange and frightening to the citizens. They’re starting to block traffic in the city, lock down the premises, or try to eliminate you by calling for an inspection. There’s a level of suspicion in the game. It increases when they see something weird, so the switch between character and telepathy is not just for ease of study, but also for hidden movement. You can’t stay in the same mode all the time, and you have to think about how open and vulnerable the area where the character is while the player travels telepathically.

The main gameplay consists of a study of selected parts of the city on the face of the character and in telepathy mode, where the player is asked to balance between the two modes and move the characters close enough to switch to avoid increasing suspicion among the population.

Game world

The game world is an urban structure consisting of housing, engineering and front streets. The prototype is Moscow, a model of the 1940s and 1950s. Each area is populated by residents with their own routes and areas of attention. In order to find the source of fear, it is not possible to directly question people, so there are traces at the site that allow for the collection of information: pieces of local conversation, traces of destruction and breakdown, strange and unnatural behavior of animals and humans. Neighborhood is interconnected: let’s say that if there’s a witness killed or electricity cut off at their border, there’ll be suspicious residents and closed passageways to the next raid to the nearest area.

Story

The player takes on the role of a man who has long since left the country. His memories of his hometown are erased and mixed with more recent ideas. We get into his dream, where there is no outside world, but you can get into the thoughts and feelings of the people, into any cellar. In a gradual study of Moscow’s distorted image of the 1940's and 1950's, the character accepts it and comes to internal harmony.

Structure

A typical game session consists of going through independent levels with a break in the lobby between them, where progress in learning the city can be measured and improved. Each level is an exit to a part of Moscow with a view to its full study. The player needs to investigate the area and gather information about the residents. Part of the city is available on the face of a character, and some areas need to be telepathically accessed, but during this part of the game management can change and interfere with the player. In addition, when NPC sees a frozen character, it increases the overall level of suspicion and consequences for other areas. Victory is achieved when all accessible areas of Moscow are explored. The condition of loss is at the level of 100% suspicion.

Narrative

Since the main hero has not been in his homeland for many years, Moscow’s image in his head does not accurately reflect reality, but represents a synthesis of East and West European aesthetics. It’s like the neighborhoods are coming out of a dream where there’s a confusion of navigation in familiar places and there are disturbing, distorted elements. In the 1940's and 1950's, the time of injury and tension and the time of childhood for the player’s character. The club is made of an integral but dirty part of urban life, and its infrastructure and dead animals are filled with life to enter the most closed corners.

Interactor

The study of the area is conducted through an environment that provides clues and obstacles: closed light, fences, footprints. Objects have physicists that allow players to accidentally or intentionally hit and destroy objects to attract attention. All the sounds in the game have their own volume level, and the visibility radius is affected by whether the character is in a sufficiently lit and open area. You can’t talk directly to the NPC, but they have a hearing area, so you can overhear useful information, and if you need to get into an entrance or apartment, you can follow the inside characters, avoiding the lighted areas, bend over, or use some of the players to distract attention. The switch between modes occurs through the hot key. In telepathy mode, there are occasional control problems that need to be solved through QTE in the form of short rhythm games. The level of suspicion can be tracked through an indicator on the screen.

Reciprocity is achieved through the accidental generation of areas and their filling in at a new game session.

Original size 3500x2000
They see the concept of the game.
Project created at 29.06.2025