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REQUIRED SYNERGY WORKSHOP: Deja Damnation
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About this game
What this game is, in the developer's words
A psychological horror visual novel. You're trapped in a corporate training simulation with replayable loops. Navigate branching dialogue choices. Reality glitches. People fade away. Your decisions escalate the dread.
You are the newest hire at Zaera-Kanzaki Corp.
The orientation is mandatory. The team-building exercises are non-negotiable. The System is always watching.
And you've already done this before. You just can't remember how many times.
What This Is
Required Synergy Workshop: Deja Damnation is a slow-burn psychological horror visual novel. Corporate satire on the surface. Something much worse underneath. Tone escalates from awkward professionalism to surreal dread to open hostility across 7–9 escalating modules, with two alternate module paths determined by your accumulated choices.
The entire experience is reading, thinking, choosing, and living with what follows.
How It Works
Click through dialogue and internal monologue, or hold to advance automatically
At key decision points, choose between 3–5 responses
Every choice is recorded across the full game — without telling you why
Behind every choice is a hidden profile tracking three axes — Compliance, Resistance, Detachment — that builds silently across all modules. You never see the bars.
You notice the effects: adjusted dialogue, locked responses, and an environment that starts behaving like it knows you.
The Module Structure
Each module is a discrete orientation scenario that replays with escalating corruption. The same exercises return — but nothing repeats cleanly. Visual artifacts accumulate. The System's language becomes intimate. Things that were background start taking an interest.
Seven core modules. Two alternate paths unlocked by player profile. One complete playthrough: 7–9 hours.
Visual Style
Characters and environments are rendered in a 1990s anime aesthetic — expressive, cel-shaded, deliberately stylized. As corruption escalates, the art holds. The interface around it doesn't. The System's language degrades into noise. Glitch artifacts accumulate in the UI layer. The frame the game uses to communicate with you becomes the thing you can't trust.
Who You'll Meet
Alice — An ancient soul guide operating under a corporate job title. Direct, clinically detached, and occasionally disturbing. She treats the orientation like a field hospital.
Bob — A construct built by the Zaera-Kanzaki merger. Dry, precise, and observant. He notices things before Alice does — and occasionally says things he's not supposed to.
The System — The warden. At the start, its language is corporate-oppressive. By the final modules, something else has learned to borrow its voice.
Dual language support for both English and Japanese
Media
Trailers and screenshots straight from the store page
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Brazil le classe 14+, signalé pour Linguagem imprópria, Violência, Medo.
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