© 2026

Moire X Studio · 30 Sept 2026
Sign in to rate this game in seconds.
Mandatory orientation at a corporate hellscape. The loop never ends. A psychological horror visual novel where your accumulated choices build a hidden profile and the world around you adjusts accordingly. Public demo available on Steam. Full release is currently in development.
The free demo contains the opening three chapters. This is a slow-burn psychological horror game about surveillance, compliance, and a corporate training system that remembers how you behave.
Wishlist the full game to continue beyond the demo.
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.
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.
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.
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.
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.
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.
English, Japanese
No reviews yet. Be the first to share your thoughts!
Write a ReviewNo discussions yet. Be the first to start a conversation!