REQUIRED SYNERGY WORKSHOP: Deja Damnation
A psychological horror game about a mandatory corporate training simulation that remembers your choices. Reality glitches. People fade away. The System keeps watching.
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 game about corporate training, surveillance, and the quiet violence of systems that turn people into records.
It uses dialogue, internal monologue, and branching responses. It is not a romance route, a character-collection exercise, or a comfort story. You are being evaluated by a system that may already know how you behave.
The full game is planned across roughly 7-9 chapters, with later divergence shaped by player profile and route logic.
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 profile tracking Compliance, Resistance, and Detachment. You can inspect those values from the main menu, but the moment-to-moment scoring stays opaque.
You notice the effects in adjusted dialogue, locked responses, altered UI behavior, and an environment that starts behaving like it knows you.
The Chapter Structure
Each chapter is a discrete orientation scenario that returns with escalating corruption. The same exercises come back, but nothing repeats cleanly. Visual artifacts accumulate. The System's language becomes less procedural and more intimate. Things that were background start taking an interest.
Planned full-game scope: roughly 7-9 chapters. Estimated playtime for one complete path: 7-9 hours.
Visual Style
Characters and environments use stylized 1990s-inspired horror art. The surface is clean, composed, and corporate. The failure begins in the frame around it.
As corruption escalates, the System's language degrades into noise. Glitch artifacts accumulate in the UI layer. Menus, dialogue, and interface elements begin behaving like they are part of the containment system, not a neutral way to play the game.
The art holds. The interface does not.
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 is not supposed to.
ANNA - A painting in the corridor between modules. She should not be able to watch you. She is watching you anyway.
The System - The warden. At the start, its language is corporate-oppressive. By the final modules, something else has learned to borrow its voice.


