At the heart of C4's story is a tale about an experienced spy who's brought back from "operational oblivion" for a special mission. The protagonist's visual design intentionally references Cunoesse from Disco Elysium. The familiar skill-communication mechanic from the previous game returns but with new nuances. Notably, an "overexertion" system has been added, allowing players to roll an additional die at the cost of future negative consequences.

The revamped thought system now offers a choice between suppressing or accepting thoughts, which directly affects available gameplay bonuses. The visual style maintains signature isometric perspective, hand-painted backgrounds, and social media-style text blocks, while skill checks remain dice-based. Instead of the familiar "Thought Cabinet", developers have implemented a dissonance system where character actions may conflict with their inner beliefs.

The game's visual style and mechanics evoke clear associations with Disco Elysium, yet the project offers completely new characters and an original setting. Notably, key creators from the original are involved in development - "Thought Cabinet" artist Anton Vill and some of Disco Elysium's writers.

When asked about radical conceptual changes, developers responded that they did consider switching genres, using a different camera style, or transitioning to real-time rendering. However, after lengthy discussions, the team decided to remain within their familiar stylistic framework where they feel most confident and competent.

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