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Enemy Types

Disjunction features a wide range of enemies for you to sneak past, shoot through, or blow up. Whether human or robot, each of Disjunction’s enemies poses a unique challenge for you to deal with - whether through their ability to detect the player, kill the player, or alert nearby enemies. Enemies in Disjunction are broken down into two types (human or robot) and further subdivided into tiers (1, 2, or 3). An enemy’s type describes its general capabilities, and its tier describes its power.

Human enemies are generally more straightforward to deal with than robots. They all only have two eyes, a forward-facing vision cone, and can be struck in the back with a melee weapon to deal more damage. Human enemies come in two variants (melee or ranged) which describes the kind of weapon they use. For example, a Human Tier 1 Melee Enemy uses a knife, while a Human Tier 3 Ranged Enemy uses a high-power assault rifle.



Robot enemies can be a bit trickier to handle. Some robots have four vision cones that point in each cardinal direction, while some have a rotating lighthouse-like vision cone. Some have a short-range electroshock attack, while others throw explosive rockets at you. Robots follow the same tier classification as humans, but higher tier robots vary more in their capabilities when compared to humans. One thing to keep in mind: if a robot doesn’t have a back, you can’t hit them there to deal more damage!



As a general rule, the higher an enemy’s tier, the less advisable it is to face them head-on. Of course, it also generally means that it’s harder to sneak up to these enemies from behind to deal with them stealthily. It’s really up to you to decide how best to overcome each encounter.



Play the Demo and Wishlist Today!
https://store.steampowered.com/app/979310/Disjunction/

Happy Holidays from the Ape Tribe Games team!

I think I can safely say that 2020 has been a challenging year for many of us. We’ve all had to deal with unexpected circumstances and hardships. We’ve all had to live with the spectre of COVID looming over us. We’ve all had to make do without a meal from our favorite restaurant or a theater screening of an exciting movie. I’m sure we’re all a bit tired of it.

The future world presented in Disjunction is bleak, grim, and generally unpleasant. It’s a vision of humanity that exists only if we collectively make all the wrong decisions and let our worst impulses override our shared empathy for one another. It can be fun to explore a world like that for a few hours, but this year has made it painfully clear that a world like Disjunction’s isn’t one we’d like to live in permanently. Moreover, this year has shown us that Disjunction’s dystopia isn’t just a figment of cyberspace - it’s a tangible possibility. It doesn’t take much for the ideals and institutions that protect us to erode, degrade, and break down.

Thankfully, I don’t think that’s the direction we’re headed. There are reasons to be optimistic about the future, to believe that the world is progressing, and to feel like the bonds between us are stronger than ever before. Our collective adversity has revealed how similar we are to one another, both in our strengths and our vulnerabilities. We all need to work together to overcome problems, and we all need loved ones to rely on in times of need.

On that note, whether you’re lucky enough to see your loved ones in person this year or if you’ll be by yourself, I want to wish you all Happy Holidays from those of us at Ape Tribe Games!
We’ll see you all in the New Year!

- Erwan LeCun, Ape Tribe Games



Check out the Website: https://disjunction-game.com/
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Story Strands

We’ve briefly mentioned Disjunction’s story and branching dialogue in the past, but this week we’re going to take a deeper dive into the specifics.

The majority of Disjunction’s story is presented through branching narrative between the three main characters and the denizens of New York that they meet throughout the game. In these conversations, players can select from a variety of responses that can often lead to very different outcomes. As an example, Frank (the first playable character) is told early on in the game to infiltrate a medical clinic silently and non-lethally. If he fails to do so, his employer makes it very clear that she is unhappy with his work during the following conversation. In turn, the player can then select dialogue options that either appease or enrage his employer, leading to further reactivity in the narrative.

As you might imagine, this sort of narrative reactivity empowers the player with a lot of agency in how they choose to play the game. Which dialogue options the player chooses plays a crucial role in determining how the game unfolds, and ultimately which ending the player will get. This system encourages players to replay Disjunction to see how their choices affected the overall narrative, and see for themselves how their actions helped shape the fate of New York City.

Click the image to see an in-depth flowchart representation of what your choices will look like in the game and their consequences:




Play the Demo and Wishlist Today!
https://store.steampowered.com/app/979310/Disjunction/

Choice & Consequence

Player choice is one of the key pillars of Disjunction, both in terms of gameplay and in terms of story. Similar to some of the classic games that Disjunction takes after, players can choose to play through the game using stealth, violence, or a varying combination of the two. Levels, abilities, and enemies are all designed with this in mind, allowing players to feel both challenged and rewarded by the way they choose to overcome encounters.



For example, there’s nothing preventing the player from going in guns blazing, mowing down their enemies at every opportunity. It’s a perfectly viable and justifiable way of navigating the brutal New York City underworld. On the other hand, if the player murders every character they encounter, it’ll be hard for them to meaningfully forge alliances or sway potential supporters to their cause. On top of that, the characters who they play as will realistically be affected with the moral weight of killing dozens of enemies without a second thought.

In addition, Disjunction features branching conversations throughout the course of the game. Within these conversations, players can choose who they ally with, who gets to keep control of certain factions, and who ends up surviving until the end of the game. These choices can have a major impact on how things play out, and should be considered carefully.



Of course, it’s up to the player how much stock they put in these decisions and their subsequent consequences. If all a player wants to do is “beat” the game, there are certainly many ways they can accomplish that. But in a game with choice, “beating” the game is not the same thing as “winning.”



Play the Demo and Wishlist Today!
https://store.steampowered.com/app/979310

Cybernetics - Upgrade Systems

Upgrades in Disjunction boost your character’s abilities - making them more powerful, adding special secondary effects, and changing the way you approach encounters. Whether you want Frank’s Smoke Grenade to deal damage-over-time with an added Tear Gas effect, Joe’s Dermal Plating to discharge damage to nearby enemies, or Spider’s Cloaking Field to remain active even after she attacks, Upgrades substantially improve your capacity to sneak and clobber your way through missions.

Each Character in Disjunction has a unique Upgrade Tree with eight Upgrades to choose from. For each of the four abilities that your character has, you can choose between two possible Upgrade options to modify that ability. For example, for Frank’s First Aid ability, you can choose either:

- Health Booster: Which increases the damage healed by First Aid.
- Rapid Action: Which causes First Aid to become an instant-use ability.

Remember, you can only choose one Upgrade per ability, so choose wisely!

Upgrades are bought using Upgrade Points, which are gained by finding Upgrade Kits hidden within each mission. Make sure to fully explore each level in Disjunction to find the Upgrade Kit, or you risk progressing through the game with somewhat weaker abilities! Similar to Talents, Upgrades can be rechosen between missions, so you’re never locked in to any decision that you make. This can allow for fun experimentation!





Play the Demo and Wishlist Today!
https://store.steampowered.com/app/979310