wykwryt: Box of Locusts Miro Board, Content Slide
revacholreverie: Act V Plot Details, Tasks, and Endings (blog contains more rips from the video if interested)
vacholierette: Screenshots from the video, mainly artwork
vampire-pierrot: Gif'd animations
skeletor9000-blog: Many more screenshots, including gameplay etc
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X7: Transcriptions for design section (miro boards, etc) - Part 2
bla bla bla yip yap yap yap. Warning long ass post under the readmore. Please read the part 1 or at least my ramblings on it first <- click that thang !!
Last edited: 07 January 2026 (just moving a small part of Part 1 over to this post to make room for images)
Section: "Age II - The Lankmoedig Age"
Some of the sticky notes around:
"+beliefs"
"They start giving gifts to Cuno"
"Chitin is the basic structure and a major constituent of the cell wall of many fungi, insect exoskeletons"
"LOCUSTS aren't the kind of creatures that inspire much in the way of smpathy" - "Easy parallel to Cuno"
"CUNO - "I don't give a shit, I don't need the locusts anyway. Shit is all lame now." He turns toward the fence. "C was right."
Civilizations
[...] [sub-point] They enjoy having battle scars and showing them off
If they were given nothing then they are weakened souls wandering the deset
[sub-point] If mycelium is left then they eat that and become [toxic?]
[sub-point] Mycelium removed means they have just been suffering and starving
VARIATIONS - Environments
Rocky desert
Explorers that have mapped out the world in their minds
[sub-point] Resilient, black in colour, mostly camouflaged in the dark
Increased receptors to sense dangers
Eat mycelium for sustenance, removes pain (and other feelings) and gives them increased chitin armour
[sub-point] Creates a set of stoic locusts known as The Lacrima that withhold emotions they deem unnecessary (such as grief, sadness, fear)
Salty floodplains
Prosperous farming conditions
[sub-point] More social, share food, not explorers
Grief rituals / memorials to those lost in the flood
[sub-point] Sky burial (thought to appease the absent light)
Saltwalkers are long legged locusts adapted to the floodplains
Moss growth conditions are ripe
[sub-point] Could start to grow (as green patches in the land)
[subpoint] Locusts are starting to farm it
They've found tiny creatures forming in the riverbeds
[sub-point] They want to use these as cattle
Beliefs
Nihilism
Desert
Explored the land, nothing there
Especially no higher powers
Increases cannibalism
What else is there to do but survive?
Some may have died out from ennui
Floodplains
Been farming these lands and surviving, but to what end?
Idea of a locust society is absurd
All of them out for themselves
Monotheism
Desert
No sign of god in the land but he can be felt now
Cuno can think of commandments to give them
They make offerings to Cuno
Floodplains
The water was a miracle from god that led them to live like they do
Water rituals and offerings to the god in hope of getting another rain
Cuno can give commandments
Polytheism
Desert
They've found spirits across the land
Makes them more hopeful and happy
Decreases cannibalism as they feel more connected to nature
Floodplains
Spirits are seen in the water and other parts of the land
Monsters are deviant spirits that need to be kept in line
Box
Mycelium in the box can have grown since last time, but only a little
Conditions for moss to grow are set and first results seen
The box may be wet from the saltwater still
It could feel heavier from the imaginary increase in locust population
Could hear the sounds of faraway beasts
Word Bank
There is something grand and sublime in the silence and loneliness of these (deserted/flooded) plains
Salt stress
A bestiary of hatred
Section: Age III - The Illuminated Age
Stickies around:
"+ politics"
"Moss that reattaches body parts, when fused with them"
"Nightmare wards and dream charms"
"Cuno sees kaleidoscopic eyes in the mycelium staring back at him"
Paintings from Johfra Bosschart and Valerii Kaplia included for moodboard stuff
Note on right: "Locusts show an extreme form of phenotypic plasticity, which typically evolves as an adaptation to heterogenous environmental conditions, and swarming is one extreme of this plasticity."
Transcription:
At this point, Cuno and Cunoesse are on the Azure Sans-Detour and for the first time feeling a sense of escape and freedom. This middle chapter is all about biding time, getting to know other passengers, and seeing what fun can be had. It's a breather from all the stress and anxiety. This means Cuno's headspace is less weighted with heavy topics so this should be reflected in the box of locusts. The biggest universal change is the presence of the sun/light.
This is where the box of locusts really starts to deviate in the ways the society has evolved, based on previous decisions that were made. It's time to delve into a really weird and glorious locust-based fantasy world. This is an enlightened, illuminated age -- where dreams are literal tools that can be created and manipulated, able to transform the locusts into something new, changing them for better or worse.
Themes
Adventure / life on the road
Causing mischief
New life / transformation
Wild imagination / dreams
Moving at speed
Heroes
Shapeshifting
Cuno Headspace
Excitement of going somewhere new
Mind off serious / hard matters
Lack of fear
Admiration for Trip
Liberation on the railroad
Interest in steam power and trains
Civilization
The great light has returned in this age and removed all talk of monsters
Light brings warmth, worship, and power
Light means they're able to observe Cuno above them for the first time? - the Mover Among Centuries, or Eclipse Child
Heroes and geniuses have emerged that guide and help advance society
Talents are the currency -- you exchange talents with neighbours, or for your war leader
Discovery of the power to harness dreams has led to huge technological advancement
Dreams can be made physical and are also turned into holy architecture
Illusionists are powerful, like psychedelic wizards
The outside slowly grows into the Darkgazer - has ability of precognition (if not killed already)
Cannibalism is shunned and stopped now, seen as primitive and unruly
Variations
Heroes and geniuses admired for their advances on either: warfare, societal structure, or flight futurism
Some may believe the dead have come back through fungal trees, moss, or as living shadows
If there's excess food it can lead to overpopulation and that leads to in-fighting, and towards HATEFUL SWARM
Dualistic deities -- dark and light, above and below, now that the sun and the sky is known
[sub-point] There's a potential comparison between Cuno as light deity and either Uuno or Cunoesse as the dark deity
Excess salt starts to drive locusts mad -- they're either violent problems or dream givers
Environments
Desert cities
Mutating into desert locust
Settlements are dry castle towns
Desert plains mean the box hasn't been weakened
No salt reserves
Solid floor allows for huge fortified settlements to be built
Dreams culture means they want to be as close to the top of the box as possible
They know there's a sky out there now and want to reach it
Struggling to regulate heat due to increased temperature and no shelter
Private dream gardens where they sleep and tend to dream trees (that look suspiciously like mycelium) that helps make new discoveries
They try to preserve as much water as possible
Forestscape
Transforming into arboreal locusts
Floodplains have dried up and left salt reserves
Water has weakened the foundations of the box, and there's a fear of falling below (parallels to hell etc)
Above the mines are huge moss forests
There's a caste society forming where those below are considered lesser
Softened land means building vertically has become a necessity but it's highly dangerous
Homes are on stilts or suspended in the moss forest, those at the top are the best dreamers
Buildings wobble and topple
Dream culture means they want to be as close to the top of the box as possible
Politics
[Table. Horizontal titles: Ultraliberalism, Collectivism, Fascism, Moralism. Vertical titles: Forestscape, Desert cities.
Ultraliberalist Forestscape: "Exploited artist gatherings - rich/poor dividedf
Collectivist Forestscape: "Live equally among the trees"
Fascist Forestscape: "Tree emperors and catapult battles"
Moralist Forestscape: "Carefully arranged forest towns"
Ultraliberalist Desert cities: "Towns with divide between artists and money makers"
Collectivist Desert cities: "Live equally across the desert"
Fascist Desert cities: "Desert kings and siege warfare"
Moralist Desert cities: "Road connected desert towns"
Ultraliberalism and collectivism both connected to box: "Dream artists on small or large scale"
Fascism and moralism both connected to box: "Dream wars on small or large scale". End table]
Desert dream wars
Castle age warfare with siege insects as siege weapons
Heroic warriors and kings are present and in command
Dream wards are needed to prevent nightmare bombs
Nightmares are created by illusionists and then planted in enemy commanders via stealth, sending them mad
Wing-bangers, like drums of war, also for long-distance communication
An advanced tactic is pretend burial -- surprising enemies from under the sand
Forest dream wars
Vicious fighting over the salt mines
Those who work in them are being driven mad due to the excess salt in their systems
Stake blastema culture transforms locusts in frightful, powerful ways
[sub-point] Breaking off limbs to encourage growth of new ones (stronger, more than usual, weaponised
Send over hopping units to fight in treetop battles
Moss camouflage allows infiltration to plant nightmares
Corpse puppetry is when locusts are suspended from trees like puppets but are actually alive, ambushing
Desert dream artists
Obsessed with getting out of the box, towards the sky and the sun
Certain locusts are able to create incredible dreams
These inspire new ways to advance the society
Dreams can also be grabbed at the edges and made vertical - dreaming upwards, a spiral staircase beyond
Flight worship starts -- air pressure / air flows lending to upwards flight, seeing the light above
Locusts form into stacks to reach the above
[sub-point] A stairway to the top of the box
Forest dream artists
Working together to share salt but those who mine it go mad
[sub-point] Those who go mad are considered the highest caste of artist as their visions are the most inventive
Flight worship starts -- air pressure / air flows lending to upwards flight, seeing the light above
Moss distracts from light above as it provides a night light from the ground
War mutations
Shoot acid from joints
Outside stomach for instant digestion
Tail that fires spikes
Extended jaws
Extra strong limbs
Lure with sweet music or tasty slime
Mucus bubbles that trap
Artist mutations
Stackers like circus performers, reaching up to the top of the box on top of each other
Bulbous growths that emit light
Transparent heads that let you see what they're dreaming inside
Beliefs
Nihilist
They don't see anything as sacred or holy
The sun is just a source of power
Cuno is a fake trying to tempt them away
Still tackling with the idea that there is no meaning or point to anything
They have philosophers trying to reason this out.
Cunoism
Give a sacred dream as a gift to Cuno
Cuno has blessed them with the gift of light via the sun
They believe that if they dream hard enoug they can live with him, above
They must climb to reach their goal
Polytheism
Presence of the sun they see as their greatest god in their pantheon
They still commune with spirits in their respective environments
But now the sun is their focus -- they want to appease it
Cuno is the eclipse blocking it out
They see him as an object in the way, or a dark one that needs to be appeased
They could gift him something
Mycelium caste
Mycelium grows in abstract shapes across the dry desert
[sub-point] This is passed onto some of the locusts, who are essentially cultists
[sub-point] Can provide a psychological reading of Cunoesse if Cuno thinks about her
Different interpretations of the mycelium makes sects that fight
They continue to feed on the mycelium and have harder shells
Had the idea to use the mycelium to reinforce the box's structure
Mosstrology
Moss has grown enough that it is sentient and appears as figures in forest
It is worshipped by the locusts through animism
[sub-point] It is the locusts first point of contact with nature spirits
Bioluminescence leads to mosstrology
[sub-point] Spotting constellations within the moss lights that represent different deities
Moss priests have created moss-[?]
They praise the moss constellations and wish to sacrifice themselves to the light
Some are distracted from the escape into the sky
However, the moss needs the locusts to survive (parasitic)
[sub-point] Keeps them in line with its mythological tales and benefits such as being [?] and able to heal
Word Bank
Dream smoke
Not all miracles are instantaneous, most grow slowly
Achieving violent [?]
Cutting negative vibrations
Thrust reduction
Immaculate gloss of air
Listen to stories
-> Discuss grief -> ?
-> Talk about fear & memories(?) -> ?
-> They are just stories -> ?
?
-> Discuss among [?] -> Towards moralism
-> ? -> Towards ultraliberalism
-> ? -> Towards collectivism
-> ? -> Towards fascism
-> Cuno doesn't care -> Towards nihilism
Examine the land
-> ? -> Wet and salty -> Conditions for moss to grow
-> Desert -> Fight for resources -> Cannibalism etc
Tears
Only for desert variation
Cuno can try salty tears into the box
Now he's got some distance from it all - he's able to think about the horror of his life?
Outside locust / insect
-> Xenophobic (at war) -> Eaten alive and lived in by kings
-> Accepting (in peace) -> Becomes the darkgazer
Dream/thought -> Inspires them to build -> New structure forms
My Final Message
"Imagine a fantasy universe built around -- the Seventies.
That decade.
Not elves, not dwarves, not spaceships, but the seventies.
And not disco either, but cold war and the death of the gold standard.
That is the backbone of our own, current reality. And it is the basis of the extremely believable world we are building for [Disco Elysium.]
--
an excerpt from the original pitch doc for the game that became Disco Elysium"
X7: Transcriptions for design section (miro boards, etc) - Part 1
Hi guys. This'll be the last post from me on this since there isn't any more huge swathes of text in the video after this bit.
I did transcriptions of the entirety of Dora's opening section for the X7 video, which contained the basic plot of what X7 would have been about. This post contains purely very tangential stuff like planning for game mechanics and whatnot. I was going to just keep this to myself but changed my mind, which means none of the formatting is consistent and it may be hard to read? Sorryyyy
I ran out of images in this post lawl so you can read the Part 2 here when you're done
Warning: post beneath the cut-off is Very Very Long this time. Also no proofreading, we die like all of Elysium's future planned media
Last edited: 07 January 2026
Do you love the colour of the X7
Miro Board 1 - "Design: Minor Systems WIP"
The video pans from right to left, so I'll start on the right side of the screen and work my way left. It's very zoomed out and hard to read, plus a lot of it appears to be a rehash of Disco Elysium's mechanics, so this will be short.
Section: Barks
Can only read the blue sticky that says "Set of Barks"(?) and the green sticky that says "UI". There are five screenshots here from Disco Elysium; the two largest ones in the middle are the scab area in the traffic jam, the two smallest ones on the right appear to be nearby the drunk that barks outside Plaisance's book shop, and I *think* the mid-sized left one is next to Lillienne in the fishing village.
The boxes to the left of this are too small to see anything.
Section: Skill Checks
Up the top right is a set of stickies describing passive checks that I can't read. The bulk of this section is dedicated to active checks. There's a small part dedicated to white checks (with more notes I cannot read), but most of it is dedicated to the set of stickies: "New [Key?] checks Variations". This includes four new types of checks: "Cooperative (joint) Red Checks", "Impulse check (Intrusive Thoughts)", "Competitive Red Checks", and "Revive Skill (red) checks" which I will discuss further below.
Can't read the descriptions, but we can see some mock-ups for what the check preview screen for the new cooperative checks may have looked like. One is a full-screen one taken next to the Horseback Monument in Disco Elysium. The other two are focused on the check preview/check "card" itself. One of these appears in higher quality later on in the video, so I'll paste it here for easier viewing:
[Image description: The preview card that appears when hovering over an active check in Disco Elysium. However, instead of simply displaying one skill, it has two skill bars. These read: "Cunoesse - Surface Tension: 4" and "Cuno - Inland Empire: 2". The chance of succeeding reads "Even: 40%". Text at the bottom reads "This is a White Check. You may retry it." along with snake eyes (double ones) dice that read "Always Loses" and box cars (double sixes) dice that read "Always Wins". End ID]
The new Revive skillchecks get their own special section at the bottom of the section, highlighted.
Green sticky note reads: "Limited number of 'revives' Once a day."
Pink sticky note reads: "Handful of different [...] systems, depending on whether it's a health or morale death and what the [character?] is."
Also cyan and orange sticky notes, but text is too small to read.
There's a flow chart beneath: "Cuno or Cunoesse health/hype 0" leads to either "REVIVE SKILL [RED] CHECK" or "Don't attempt skill check. Game over". Skill check leads to either "Need specific skills to pass it, according to the death" or "If failed, Game over". There's some more notes to the right of the skills box but they are too small to read.
Section: Interactable & Containers
This section is too small to read and also appears to be a re-hash of Disco Elysium's systems, so I won't bother. There are some more screenshots from the game here (one in the Ice Bear Fridge area, two in Harry's hostel room, the others are too small and dark to see).
Section: Portrait Swapping
Yellow sticky: "In DE certain interactions can lead to portrait swap" -> Yellow sticky, too small to read -> Yellow sticky: "In X7, we would have more ways to change the portraits. - [...] health and hype in addition to [...]" -> Blue sticky, too small to read
To the right are some examples of what other portrait changes could be included:
Pink sticky: "Face drawing". Requirements: Inventory tools + skill check. Appears to be two stock PNGs of what tools combined may be required to do this, as well as a picture of a white boy's face being drawn all over by another white boy equipped with a sharpie. Two portraits below: Cunoesse's portrait normal, Cuno's with sharpie drawn all over his face.
Pink sticky, cannot be read. Requirement: Skill check. There's a tiny screenshot of some kind of skill discussion, and then four pictures of people with some very poorly shaved hair. Two portraits below: Cunoesse's normal portrait, Cuno's with a shave directly down the centre of his head and his normal hair sprouting around.
Pink sticky: Lost beanie. Requirement: Skill check. Two portraits below: Cunoesse's with her beanie missing, Cuno's normal portrait.
Pink sticky directly below, cannot be read. Requirement: Skill check. I can't tell what the portrait differences are in this one since they're so small.
Pink sticky to the right, cannot be read. Requirement: Skill check. Two portraits: Cunoesse's with her beanie missing, and instead of Cuno's, it's a duplicate of Cunoesse's normal portrait with her beanie. I think this one was for the case where Cuno steals Cunoesse's beanie or the player gives it to him.
One more pink sticky to the right with nothing around it but I cannot read it.
Section: Health & Hype V5
Big sticky at the top: "SHARED & TRADEABLE HEALING ITEMS". On the left is Health, reddish-orange as its colour like in the game. On the right is Hype, X7's replacement for Morale, blue as its main colour. Both have some small sprawling trees of notes on them including things like what happens when you reach 0 of each respectively and what healing items they have respectively. In the centre between them are Cunoesse and Cuno's portraits with health bars above, and another tree splitting into Cunoesse and Cuno's health and hype, but they've been covered with a translucent box and crossed out. There's a note on top of this but I can't read it.
Down the bottom is a section on substances. There's four categories: [...] which boosts PSY and heals HEALTH; SWEETS, which boosts FYS and heals HYPE; FIDGET TOY, which boosts MOT and heals HYPE; and CAFFEINE, which boosts INT and heals HEALTH. Lots more notes here that are too small to read as well.
Section: RIP
Not sure what this is. It's greyed out like it's not being used and has a "RIP" dead centre of it. Some visible text on it: "what is happening when they go too far away from the [...] complex with the raft ?" next to a yellow sticky that says "Invisible threshold"; "Game over"; "Barks"
Section: Orb & Orbital
Orbital: "Orbitals are mostly skill-dependent"; "In X7 Orbitals are always character-dependent."; Five stickies noting what the colours of orbitals mean: "Blue Orbital INT", "Red Orbital FYS", "Yellow Orbital MOT", "Purple Orbital PSY", "White Orbital Thought Cooked". Some flow charts below I can't read. Orange stickies on a screenshot of the Whirling's balcony at night: "Orbital showing up after completing a Task, opening FELD after interacting with it"; "The player [...]"; "Allow the player [...]"; "Orb development". Looots of lots of stuff here I still can't see.
Orb: Much stuff here, cannot see! Four stickies once again noting the colours correspond to the skill categories, with a fifth green one I can't read. Below everything else is one small flow chart: "Thoughts giving BONUSES when interacting with orbs in DE" lead to "The Fifteenth Indotribe" and "Deja Vu" thought, can't see anything else.
New Orb Propositions: Three branches, but I can only see "Orb Check", which has been crossed out and so not planned to go into the final game.
Orbital Example: Six screenshots of Harry on the Whirling's balcony at night, with MOT and FYS orbitals around his head and being clicked on. Orange sticky: "Orbital giving only observation line". Two yellow stickies, can't read. Yellow sticky on right: "Description stays few seconds (approx. 20)"
Orb Example: Two screenshots in the Whirling, next to the bar, at night. Orange sticky: "Orb giving only observation line". Two yellow stickies, one for each screenie, can't read.
Cut-off section below reading "Orb & Orbital [...]", so there's more stuff unable to be seen.
Wheew, that was all in the first one second of the "Design" section of the video! Let's move on to the *next* second, shall we?
Miro Board 2: Major Systems WIP
Section: [N/A - Thoughts Overview]
Just a bunch of stuff about how the thought cabinet will work. In the box on the right, four visible sections - Overview, Internalize, Stop, Thought Complete, Compartmentalizing. Also a big line demonstrating how Cuno and Cunoesse's thought cabinets bounce off eachother through "Mixed Chain Thoughts" and "Discussion Chain". I can't read most of it but you can look at it if you want.
The "Discussion Chain" diagram is shown in higher quality later on in the video here:
It's a flow chart featuring both their thought cabinets, the list of possible thoughts to obtain, and the thoughts you obtain from FELD AKA discussing with eachother. I'm not sure how to describe it in more detail than that.
Section: [N/A - Thoughts in Detail]
[This one's proofread, the typos in this *should* all be carried over from the original text. Transcription of this whole section:]
"Discussion chain, focusing on how they communicate and develop their relationship [...] thoughts)
We should not over-systemized those chats and end up with a rigid binary predictable sysem, especially when it's about mind.
So sometimes thoughts could start as something they want to talk about (discussion chains) and at any pint becoming a private matter (private chain/private thought), or the other way around of course.
Also, C&C should not feel the same things at the same time. A discussion chain might be beneficial for one while the other is troubled for example.
This chains systems should help us to tell stories and create strong interactions between the THC and the rest of the game.
Growth
Private chain
Cunoesse and Cuno, at their age and especially at this specific period of their life, shape their personalities together, learn together, grow together. Their thoughts are growing and evolving quickly, as they understand and discover new things everyday.
Communication (and growth, the growth of mutual topics and of their relationship)
Discussion chain
Sometimes, they talk about something that happened.
Sometimes, they have doubts and want to talk about it.
Sometimes, they try to sort things out.
Sometimes, they want to get something out of the other. (At this age they are often easily influenced about certain things, so they lie and manipulate.)
Many reason to talk and think anyway.
---
FUNCTIONNING
Chain thoughts quantity and length :
Since a lot of thoughts will be chain thoughts, we need to have few chains, few starting points and have that multiplicity coming from the links of that chain, (so from the thoughts that are inside the chains).
Some chains are shorter than the other, depending of the nature of the topic.
Players will just see thoughts, just one type of thoughts. Sometimes new thoughts will come as "Part II, NN" (or sometimes not even written explicitly, they will be just in the flow of an recurring thinking process, like obsession or a concern for example.
Players won't see them as chain thoughts, or as different from any other thoughts. They won't be represented with different colors or anything visual like this like I did on the diagrams. The diagrams are there to make it clearer for US.
Discussion chain
After a thought internalization is complete with the current controlled character, the player can talk to the other character and give them a new thought as the outcome of the conversation.
After that other character thought is fully internalised, they can do the same thing. It keeps ping-ponging like this until the end of the discussion chain. A dicussion chain can include 2 to ? thoughts.
A discussion chain thought can evolve in different ways :
Because the "discussions" (aftermath internalized thoughts dialogues) are branching dialogues, they can unfold in various ways and give different thoughts to the other character according to player's choices.
Discussion chains can become harmonious and a source of mutual benefit or a source of tension and conflict. But discussion chains are not necessary synced and benefit or penalize both C&C at the same time. Discussion chain are not good or bad. It depends for who, depends the point of view.
TThoughts later on in the "Discussion chain" can have more significant bonuses. But we shouldn't create linear bonuses progressions in the chains to avoid players to focus too much on bonuses rather than story content.
Same as for the outcomes of the "Discussions, we should not give expected results : [begin crossout] "I should choose the kindest dialogue line [in the "discussion"] to ensure I will have bonuses". [end crossout]
We should try be full of surprises and humor, to avoid player choices being focus only on gaining specific bonuses through their dialogue line choices, and amaze them with the outcomes (thoughts).
The discussion chain is also affecting each of their relationship meters [dialogue lines and animations].
Private chain/Private thought
Private chains can be a succession of thoughts forming a growing process, a maturation with a starting point and an end point. Private chains occur in each character separately.
The private chain require inner dialogues to unlock the next thought.
Private chains can include 2 to ? thoughts.
The player is notified that they internalised a thought with an orbital, which open FELD and trigger that inner dialogue. The player can still leave the dialogue from the beginning and not get the thought. Also, the orbital remains present until they interact with it.
A private thought is like a private chain but with just one thought. No chains, so no new thoughts after completing internalisation. They are just like regular thoughtsin DE.
SLOTS
Starts with 3 unlocked slots per each
All chains, and thoughts (private and discussion() give new slots when a thought is internalized.
The player can still "forget" to free slots. But in X7, the button could be named differently, like "compartmentalizing" for instance, because after interaction with the button, the thoughts will be put back in the list instead of being destroyed. (Why would kid forget things so easily, what this would be in X7? In DE it made sense with the "re-building" Harry thing, but I think it does not really work here, also I don't see the benefit to remove them forever in X7).
[Sub-point] "Compartmentalizing" cost 1 SP.
[Sub-point] When put back in slots, they don't need to be cooked again.
Since Cunoesse & Cuno will have 30 thoughts max per each in the full game, they will need 30 slots per each in total."
[End transcription of this section.]
Section: Whole left side
Just reiterating Disco's stuff, or mocking up what they'll look like in-game (in particular for the task tabs in the top section: "Active tasks Tab", "Done tasks opened", "Active task opened", and "Done task Tab". Also a sticky note on the left about "SHARED TASKS".
That's another second done! Yay! It's OK, we can skip many many seconds now til the next bit of writeable stuff.
Atlassian Pages - Relationship Tracker
Transcription of this whole section:
[Table description: 1x3 cells denoting how much certain types of events should impact Cuno and Cunoesse's relationship.
Plus/minus 5 to 10% = A small boost/decrease. (italicised subtitle: "player's streak in either direction.")
Plus/minus 15 to 20% = A significant boost/decrease. (italicised subtitle: "pretty strongly by the player.")
Greater than plus or minus 20% = A relationship-altering event. (italicised subtitle: "turn the tides immediately.") End table]
"Adjustments at the lowest 5-10% level are best for almost all mundane purposes and interactions between characters. Adjustments in the middle scale should be reserved for select, important moments in the game. Relationship-altering events of the highest scale should only be used in case of critical story events. Events of the highest (and medium) scale should, of course, also be flagged and tracked by booleans for reactivity.
From a game-balancing perspective, it's a good idea to forgo the manual input of numbers altogether, and simply define three global variables, something like:
If the writing team uses these variables consistently to adjust stats, then in the case that the system needs to be rebalanced, the value of these variables can be adjusted in FELD at the top level. The result is a system-wide rebalancing of the relationship system without any rewrites from the writers' side.
---
In addition, we can track the current state of their relationship trackers with Booleans by getting for ranges (returns true if value is between min and max) : Hate, Dislike, Like, Love.
[Table description: 2x3 cells to demonstrate possible ranges in Cuno and Cunoesse's relationship value for certain relationship types. Horizontal titles: Hate, Dislike, Like, Love. Vertical title: TRACKERS.
Hate-TRACKERS: 0 to 25
Dislike-TRACKERS: 25 to 50
Like-TRACKERS: 50 to 75
Love-TRACKERS: 75 to 100. End table]
These Booleans (hate, dislike etc.) could be use to trigger certain side effects of their trackers such as adding or changing dialogue options, add modifiers in party checks as well as setting how frequently they "look at/anti look at" (in game world, inventory and thought cabinet).
---
[Title] Smooth distance parameter responding to their continuum relationship trackers [End title]
The distance when in idle and navigating the game world between them will be the outcome of the sum of both trackers converted in distance (we don't use Booleans mentioned above, we use the float directly). From a player perspective, that's the uncontrolled character which will slow down/speed up to set the distance."
[Image description: Two rows of four drawings, eight total, demonstrating the distance being impacted by the characters' views of eachother.
First row, drawing 1: Both characters unhappy, longest distance from eachother. Drawing 2: Both characters neutral, slightly shorter distance. Drawing 3: Both characters smiling, very close to eachother. Drawing 4: Both characters very happy, close enough to hold hands.
Second row, drawing 1: Character A is very unhappy and therefore puts lots of distance from Character B, who is neutral. Drawing 2: Character A is very unhappy and character B is smiling, so the distance is slightly shorter. Drawing 3: Character A is very unhappy and Character B is very happy, so they are very close to eachother. Drawing 4: Clone of Drawing 4 from Row 1, both characters are very happy and therefore are holding hands as they walk.
Two-sided arrow on the bottom, the length of all of the images, has a caption: "Smooth distance parameter responding to the continuum relationship trackers" End ID]
[End transcription]
Gameplay: Cuno & Cunoesse's Skills
yeah yeah everyone's seen them but I want a place to come back to them easily
Cunoesse:
Intellect, 1 point: Pursuit, 1 point, 1 bonus slot (wildcat chasing prey as portrait?), Ambush, 1 point (I think a lioness crouched down waiting to chase prey), Conceptualization, 2 points (same as DE)
Psyche, 4 points: Surface Tension, 5 (a swimmer with water covering face), Stride, 4 (mask with shushing finger held to lips?), Mimicry, 5, 2 bonus slots (collage-style hodgepodge of various cutouts of faces to make one full face)
Phisique[sic], 5: Half Light, 5 (in-game portrait, also signature skill), Might, 7 (Endurance in-game portrait), Pain Threshold, 5 (in-game portrait)
Motorics, 2: Sensorium, 4 (glowing cat eyes), Reaction Speed, 2 (in-game portrait), Interval, 4 (melting clock from Salvador Dali's painting "The Persistence of Memory")
Cuno:
Intellect, 3: Rhetoric, 6 (in-game portrait), Logic, 5 (in-game portrait), Encyclopedia, 3 (in-game portrait)
Psyche, 2: Inland Empire, 2, 3 bonus slots (in-game portrait, also signature skill), Empathy, 2 (in-game portrait), Scar Shield, 4 (some kind of AI-generated buff guy cast in shadow with horns and lightnign behind him?)
Phisique[sic], 2: Beastmaster Racoono, 3 (I think a 3d sculpt of some kind of animal with an object in its mouth?), Physical Instrument, 4 (same as in-game portrait), Electrochemistry, 2 (same as in-game portrait
Motorics, 3: Composure, 4, 4 bonus slots (in-game portrait), Interfacing, 4 (in-game portrait), Perception, 3 (in-game portrait)
Other skills which are mentioned elsewhere in the video but are not in this picture:
Cunoesse: "Refleks", "Stride"
Cuno: "Hand-Learning", "Lexi-Cunn"
Atlassian Pages: Skill Checks
[Transcription of section:]
"[cut-off text] runs out, the Impulse Check functionally behaves like a regular Red Check.
When the timer reaches zero, the Impulse Check becomes inaccessible, like an intrusive thought banished. The dialogue option text becomes dark and cannot be highlighted or clicked, and if the hub where it first appeared can be revisited, then the option is entirely gone the next time the player returns to the hub. Thus the game should keep track at runtime of whether a given Impulse Check was shown and show it only once, then hide it forever. (The color of the frame as well as the formatting of the countdown text, e.g. [5s] vs [5 sec], is something TBC consulting a UI designer and seeing the checks play out in Discube Elysium to ensure best readability.)
In the card's properties, the writer should be able to specify how long the available reaction time to a given Impulse Check is, though a default value should also be set globally so that it can be easily adjusted story-wide. (For example, let's start with 6 seconds as the default.) We're also thinking that certain skills (like Cunoesse's Refleks) might give bonuses to reaction time, thus possibly granting 10% or 20% more time than the specified value to react to an Impulse Check, depending on the number of Skill points invested.
(Note that there should also be an in-game setting which disables the timer on Impulse Checks (but still keeps them a one-time opportunity) for accessibility purposes and for the sake of players who find this form of quick-time gameplay frustrating.)
[Title] Cooperative (Joint) Red & White Checks [End title]
To pass a Cooperative Red Check, both Cuno and Cunoesse need to roll a 2d6 on one of their respective Skills. Therefore, two Skills are being tested simultaneously: one of Cuno's and one of Cunoesse's. For example:
Cunoesse needs to push a derelict motor carriage using her Might while Cuno uses Hand-Learning to pop the clutch.
Impersonating an adult whilst stacked on top of each other in a trenchcoat tests Cuno's LexiCunn and Cunoesse's Stride.
The Cooperative Check is a sum of the two rolls:
2d6 + Cuno's Base Skill (Attribute value) + Cuno's Modifiers
against a Cooperative Check Difficulty, for which the tresholds are about twice as high as they would normally be for a single Red Check (and they will have their own naming table, e.g. Celestial, Superlative, Omnipotent, etc.). Visually, the two dice rolls unfold in parallel, one on each side of the screen.
Outcomes in a Cooperative RC work the same as they would in a single RC (success, failure, and criticals) because we're evaluating the sum of their two rolls - in this instance it doesn't really matter who fucked up their roll.
[Highlighted] Individual crit fail or crit success of 2d6 can fail or pass the check. If both a crit success and a crit fail roll the check is passed (Crit success beats crit fail). [End highlight]
[Image mock-up of what the cooperative check card will look like, same as the card described as above in the first Miro board.]
[Title] Competitive Red Checks [End title]
The most dramatic of Red Checks will occur in the endgame, when Cuno's Skills face off against Cunoesse's Skills and vice versa.
In a Competitive Red check, the characters roll "against" one another by engaging in a series of action-and-response Red Checks. For example, Cunoesse rolls Might, and the score she sets in her Red [rest of text cut-off]"
[End transcription]
Miro Board 3 - "Box of Locusts"
Holy fricking cow brah I am not making it thru the winter
Section: "Design Questions"
How do ages progress? a. Is it by act? b. By hours? c. etc
How do we notify players of changes in the box?
Are there other changes between ages?
Section: Slide 1 - "Overview"
Top row of stickies:
Yellow sticky: "Part of player expression"
Red sticky: "Manipulate a micro environment through FELD"
Yellow sticky: "Construction and management sim Locust City" (Red button: BeastMasterRaccoono; Pink button: CUNO)
Yellow sticky: "KINGDOM MANAGMENT"
Small yellow sticky: "Evolving interactable"
Red sticky: "Similar to when Harry talk to corpse with his inland empire, Cuno will create and play with the City thanks to his Beastmaster Raccoono"
Green box: "Cuno loses himself in the fantasy of Locust City. He wants to live within this world he's created out of a bunch of locusts in a box. He struggles to live in the hardship of the world around him. It's tough and unrelenting. The fantasy can give him a feeling of control, or at the very leaste some of the tools he needs to make it through his current turmoil."
End of sticky row
Left side of slide:
Paragraph: "Cuno carries a box filled of Locust with him. This is the Locust City.
its in his inventory under interact tag. [arrow which points to an edited screenshot of Disco Elysium's inventory system, specifically to the Interact tab] When interacting (in x7 all interact items will have to be equipped in characters hands since there is two chars and a shared inv, it's opening FELD, give an overview of he current situation of the box which is like a small city. Through dialog options, the player can inspect it, remove things, add things they have in their inventory in it, smell it equivalent, manage the city (this could affect Cuno's political alignement). Some of those dialogue options will lead to pass skill checks, gain secret task and Cuno tasks. The state of the box and its locust evolve with time passing and according to player choices."
Blue sticky: "Locust City Soundscape when interacting with it"
Green sticky: "Animation Cuno in game world checking in the box?"
Paragraph: "After you interacted with it for the first time, an Icon appears in your inventory to access it quicker. And each time (actually more interesting and surprising if the player is not all the time notified) there is an availalbe update in the box the player would be notified with the dot" [screenshot of the tabs in DE's bottom right hand corner, with task and thought cabinet tabs orange and a notification dot on them, to demonstrate what is being talked about]
End left side
Middle of slide:
Image: Edited screenshot of Disco Elysium's inventory system. The icon is the box containing the Locust City. The title is "Locust City". The description reads: "A cardboard box with several rows of little holes in the lid. Though at first glance the box seems perfectly ordinary, upon closer examination, it's obvious that it has been prepared with great care."
Artwork: Painting of a box with flowers on the side
Artwork: Painting of an orange-haired child sitting in a field with a box in front of them [A/N: If anyone knows where these images originate from please let me know so I can add them here]
Small flow chart of stickies: "Cunoesse can also interact with it (equip it in her hands)" -> (Branch 1) "Cuno reaction? (lookat+FELD interject first time)" / (Branch 2) "Not much to do in her FELD (she just see some eatable locust and some mess)" -> "Add negative modifiers when she has it equipped"
Large pink sticky: "When interacting (in x7 all interact items will have to be equipped in characters hands since there is two chars and a shared inv"
End middle of slide
End Overview slide
Section: Slide 2 - "Content"
Top of slide:
Yellow sticky: "What is the locust city" -> Blue sticky: "Locust city was more the big colony he had in his appartement in the vivarium I think"
Green box: "Through dialogue options and skill checks (often Beastmaster Raccoono), player can customize and manage Cuno's Locust City. Cuno is playing like a kid with a doll house. The nature of dialogue options and decisions to take to manage the Locust City imply that somehow he reproduces his vision of the world around him, which gives some extra bits of lore about Elysium and his thoughts on political views on it (political from a child pov). [new line] Some choices could affect Cuno's political alignment. [new line] Since all of this is in his head (mainly his Inland Empire) Cunoesse is not aware of it. So we could achieve a nice text-based living Locust City without any reactivity involved."
Black sticky to left: "Insects Doll house"
Black sticky to right: "Text based building sim game"
End top of slide
Middle area:
Left: Mock-up of game. Blank screen-sized box, within it on the right hand side is a long black bar. Title: "CUNO FELD". Below, narrator nametag "BOX OF LOCUST -". Short box labelled "DESCRIPTION" below. Long box labelled "Dialogue Options" below.
Description bubble: Circle pointing to Description box on image. Text: "A description of the box and its current state, evolving and updating during the game"
Dialogue bubble: Circle pointing to Dialogue Options box on image. Text: "Some dialogue options updating according to player choices"
Dialogue bubble also points to a green box labelled "MAIN HUB" with a row of empty dialogue options, with a screenshot beneath showing an in-game screenshot of dialogue to show what it looks like. Main hub box branches into two other boxes.
Box 1: "1.-INSPECT the box"
Box 2: "2.-OPEN the box" Branches into three paths with sticky label "OVERIEW"
Branch 1: Green box - "1.- INSPECT smth(s) inside the box)" - Extra box labelled "Examples" with two empty numbers
Branch 2: Green box - "1.-Build (available depending if player has certain items in the inv) - Extra box labelled "Examples", includes text "1.- Build the Green Legs monastery with a few matches" -> Connects to white box next to Branch 3
Branch 3: "2.- Manage" Connected to white box: "Dialogue option showing because you build the Green Legs monastery" Connected to green box: "Example - 1.- Organise a meeting at the Locust City Green Legs monastery to decide of the fate of the Green Leg cardinal; 2.- Destroy etc; 3.- Tktk" -> Leads to white box: "1.- Excommunicated [Beastmaster Raccoono - Challenging 12] Release in nature"
Transparent box: "To help writers and designers to imagine the Locust City we could make a map"
Yellow sticky: "This map could be also an item in the game that you can get at the end"
Crude drawing of a map showing a dot labelled "Aemilie House", four lines converging labelled "The green Legs monastery", and a circle and long rectangle labelled "The Rock division"
End middle area
Left bottom area:
List: "GAIN TASKS", "GAIN SECRET TASKS", "GAIN THOUGHTS", "GAIN XP", "PASS SKILL CHECKS", "PROGRESSION AND EVOLUTION"
Black box: "Cuno could start with a very small Locust story, with one or two Locus involved and it's the player that will expand the story with Cuno. [new line] At the beginning there is a slight Tamagotchi vibe (but story rich) where you get attached to very few locusts, like 2 or 3, But they reproduce, he puts some new ones in the box he found on the way, and its slowly increasing and becomes more a Construction and management sim Locust City, a KINGDOM MANAGMENT. The story is flourishing and the player can decide to focus more on certain characters and the story of the City [new line] [crossed out] Or the other way around, the player starts the game with a rich city that Cuno build up and the City collapse as the locusts dies during the game. [end crossout]"
Dot point: "New dialogues options when leveling up Beastmaster Raccoono"
End left bottom area
Bigger transparent box:
"Cuno influences the direction of the kingdom and its society by deciding on cultural practices and values. Offering items and telling them how to use them also has an effect.
The time between Cuno checking on the kingdom act as millennia -- only minutes/hours for Cuno. This lets us see how single decisions have a big impact.
DECISION BRAINSTORM
Funeral practices
Foster the young or help the old?
Fear or adore the darkness
Worship Cuno as a god?
Religion, science, mathematics, or art
Individualism or collectivism
Marriage?
Crime and punishment
Hunters or farmers
Elect a regent?
OUTCOMES (not obvious through decisions)
[Yellow sticky: "Get really weird with this"]
Drawing boundaries (creating countries and rivalries)
Cannibalism
Democracy
Welcome or fear outsiders
War or peace
Gaining certain resources"
End transparent box
Other example: Four yellow stickies
"food" "birth" "other locusts immigrants" "death"
End other example
End Content slide
Section: Slide 3 - "UI Flow (Inv Wireframe TBD)"
the simple flow chart diagram has harmed me once again
Bottom "Box Of Locust" section:
Top white box: "Just like a substance, after an "Interact" will be equipped for the first time in character hand, FELD opens and the icon of the interact displays in hand's slot."
Left white box: "After the first time it was equipped, The box of locusts becomes more easily reachable thanks to an additional box of Locust icon on the"
Yellow sticky 1: "Problem with this is it makes it easy for the player to avoid neglecting the locusts"
Yellow sticky 2: "Ideally, we want the player to have to remember to check up on them -- like a Tamagotchi"
End Box Of Locust section
End UI slide
Section: Slide 4 - "Time & Updates"
"Time between updates should be millennia in order to see significant changes in the locust civilisation. This equates to minutes or hours for Cuno. Through his imagination, he sees a whole society grow, prosper, and potentially even collapse."
"Note: The diagram below is a very high-level concept for how the societies could differ. It will need much more brainstorming. Progression from one Age to the next won't be obvious nor will it be a binary choice. There will be variations of each Age possibility depending on the decisions Cuno makes and the items they receive."
Top-down flow chart/tree with five rows. Boxes on the left are NEGLECTFUL, boxes on right are ATTENTIVE.
Row 1 - Age I. One box. "Just a few locusts, survivors Commune with god (Cuno) In his favour and service)"
Row 2 - Age II. Two boxes. Box 1: "Warring tribes; Fight for resources; Monotheistic nomads". Box 2: "Shared resources; Polytheistic farmers; Agricultural spiritualism"
Row 3 - Age III. Three boxes. Box 1: "Castle warfare; Mycelium alchemy; Warrior culture; Xenophobic". (Sticky: Encourages distrust of Cunoesse). Box 2: "Democracy; Domestic servitude; Caste system; Dualistic theism". (Sticky: Post-colonial India; Light and dark deities (C-C). Box 3: "Parapsychology; Moss mythology; Collectivism; Flight worship (sky burial)". (Sticky: "Could do a psychological evaluation of Cunoesse").
Row 4 - Age IV. Four boxes. Box 1: "Cannibalism; Stake blastema culture; Nihilism; Corpse steppes". Box 2: "Fungi barons; Mutations; Slavery; Aristocrats". Box 3: "Multiculturalism; Hippie culture; Hedonism; Lichen fusion". Box 4: "Monolithic society; Moss bioreactor; Huge population; Swarm behaviour".
Row 5 - Four boxes. Box 1: "DEAD" (+ Sticky: "Could have other ways to accidentally kill them off -- i.e. via toxic items"). Box 2: "DIVIDED". Box 3: "LAISSEZ-FAIRE". Box 4: "UNITED".
Section: "Item / Upgrades"
Worship: Pebble (spirit ward); Carved stone (church)
Weapons: Sharp sticks
Cultural: Psychedelic shrooms
Energy production: Glass vial (moss bioreactor); Dirty water (cyanobacteria x mushrooms)
Section: "References"
On the left appears to be this quote from Cixin Liu's The Three-Body Problem:
"Look at them, the bugs. Humans have used everything in their power to extinguish them: every kind of poison, aerial sprays, introducing and cultivating their natural predators, searching for and destroying their eggs, using genetic modification to sterilize them, burning with fire, drowning with water. Every family has bug spray, every desk has a fly-swatter under it... this long war has been going on for the entire history of human civilization. But the outcome is still in doubt. The bugs have not been eliminated. They still proudly live between the heavens and the earth, and their numbers have not diminished from the time before the appearance of the humans. The Trisolarans who deemed the humans bugs seemed to have forgotten one fact: The bugs have never been truly defeated.
A small black cloud covered the sun and cast a moving shadow against the ground. This was not a common cloud, but a swarm of locusts that had just arrived. As the swarm landed in the fields nearby, the three men stood in the middle of a living shower, feeling the dignity of life on Earth. Ding Yi and Wang Miao poured the two bottles of wine they had with them on the ground beneath their feet, a toast for the bugs."
There's one extra sentence underneath this bit of the slide but I can't read it.
On the right: "As a symbol of good luck and abundance in Chinese culture, harnessing the power of the grasshopper or locusts encourages us to take chances, and leaps of faith. Sometimes associated with astral travel, locusts symbolise the ability to overcome fear and move in the direction of positive change."
Section: "Age I - The Mortual Age"
I can't read anything on this, but I'm including it because it looks like there's at least one screenshot of a movie or something on here. If you recognise where any of the pictures on here are from, please let me know so I can add it here!
[EDIT 05 NOV 2025]: Courtesy of @tomtomtomtomtomtomclub - one of the screenshots is of the Man in the Planet from Eraserhead!
[EDIT 07 JAN 2026]: this was all the way back when the original edit was made but I forgot to add it here since I had to move some stuff around LOL -- thanks to @laughingpinecone for finding the reference image! turns out it's a promotional poster rather than an actual screencap from the film itself!
also thank you to @yellow-yarrow for finding the top right screencap; it's a screenshot from a scene in the movie Stalker (1979)!
This is where I ran out of images, so again, you can see the rest on the Part II post. Thank you for reading this far!
X7/Locust City Act's V Plot Details, Tasks, and Endings!
hi everyone! I created a new sideblog EXCLUSIVELY so that I can post this text (I figured my main account is shadowbanned or smth) ANYWAY
you can read the 1-5 Acts' Summaries done by @parasolemn! They've done an amazing job and I wanted to take part in deciphering too, hehe
note: English is not my first language therefore word-guessing can be pretty hard for me. There are some minor places I couldn't undestand so I would highly appreciate your help!
PLOT DETAILS ACT V
So what is Cunoesse’s story?
Cunoesse has brought Cuno to Hämärä Maa as a replacement for a kid she drowned three years ago.
Cuno and Jaakko – the drowned kid – don’t have much in common. Both are/were boys with red hair, and about the same build but that’s about it. Only a child’s mind would come up with a plan to replace the dead kid with an ‘identical’ one so she’d be accepted back in her tribe.
But Cuno can’t just be like Jaakko, he has to *become* Jaakko.
The Suru(?) have a coming-of-age rite that involves drinking a brew made of the bone marrow of a blind underwater cave fish. This experience has sometimes profound, sometimes devastating effect on one’s consciousness.
Perhaps this “Naming Ceremony” doesn’t happen until the Hämäräns are 10 years old, so that’s why Cunoesse never got her name, and this is the pretense under which she lures Cuno into the ceremony – a name for herself (but Cuno doesn’t know it’s also going to be a new name for him.)
Cunoesse believes that if she subjects Cuno to this ceremony and “spirit guides” him through this process Cuno might actually *become* Jaakko. Or at least accept he’s Jaakko now. She’s been laying foundation for this transformation throughout this whole journey.
Cunoesse’s people thought her dead, drowned with the boy. Hardly anyone could recognize her at first sight.
Maybe Cunoesse hid the body (under a rock in one of the caves) before she fled Hämärä Maa, so in her mind no-one can definitively claim the kid she brought back isn’t Jaakko.
Psychedelic Sequence
We want this to be a truly visually … and spectacular setpiece where you can bind the rules of everything <…> and apply dream logic.
The entire underwater showdown will be in FELD.
We can depart form/ play with the … perspective, switching into a side-view showing the vastness of the dark screen, with the C&C small figures sinking.
Experiment with overlays, filters as well as tainted and/or 3D mode/ed addictions (??) in the scene, showing people, motifs and icons elements from their journey. There can be lots of … with the visual elements reflecting decisions the players has made throughout the game.
Competitive Red Checks are the key now feature we want to test here, to create unique playthroughs and the impression of truly “fighting yourself” as the rolled value of Cuno or Cunoesse’s Red Checks affects the difficulty of the other’s counter attack.
For the first time, … and commune with each other.
Cunoesse comes out of the trip with +1 Psyche is she lives.
Blue notes:
Multiple life/death outcomes.
Swarm/Locust City side-plot reaches its conclusion.
New home for Locusts
Funeral cultural event
(another note totally unreadable for me, sorry)
_____________________________________
TASKS ACT V
The path through Act V is still largely TBD
In its bare minimum implementation Hämärä Maa could have the same density as the Deserter’s Island finale of Disco Elysium, where the game’s entire conclusion is communicated through a small number of characters – three very extensive and immersive dialogues (one of which is a stylized dream sequence) followed by a posse epilogue. Although railroaded, Disco’s finale had a “page-turning” quality to it that we should aim for as going too much into the mundane idle of the Hämärans would kill the pacing. However, since the entire journey has been about getting to the island, we should give the player at least a little more to see and do than the Deserter’s Island did.
An example of how the task chain at Hämärä Maa could look:
Face Cunoesse’s folks
Find a new home for the Locust City.
Learn how the brew works
Make the brew
Go to the caves
Survive the caves
Bring “Jaakko” to his parents.
Reactivity/Outcomes
Cuno drowns and Cunoesse is this time for real exited by her people
Cunoesse drowns and Cuno returns to Jamrock alone.
ENDINGS
Ending 1 – Jaakko Ending
Location: Hämärä Maa
Cunoesse is alive, Cuno is brainwashed
Notes:
Cunoesse’s manipulations worked. Cuno has fully internalized Jaakko.
The scene closes with Cuno diving dead-eyed among the Hämäran boys. He’s one of them now.
Loss of Identity. No more Cuno-sentences.
Ending 2 – Pale Ending
Cunoesse is dead, Cuno is alive
Location: Tréville, deserted
Notes:
With Cunoesse dead, Hämärä Maa <…> for Cuno anymore. <…>
He lands back in Tréville and <…>. The prison has …
Cuno sits with him. With Cunoesse’s death, Cuno’s prison has left him be(???) (no clue sorry). The thing about freedom is that <…> you where to go.
Cuno waits with the prisoner indefinitely. We fade to white and red(?) credits.
Ending 3 – Bad Ending
Cunoesse is dead, Cuno is dead
No notes, no location
Ending 4 – Circle Ending
Cunoesse is alive, Cuno is dead
Notes:
With Cuno dead and her plan failed Cunoesse … exile herself from Hämärä Maa again.
She goes into another Murder Hangover, back to sleep and …
The Internal Skull(?) announces “A new epoch of timekeeping is beginning”
AMAZING JOB ON THIS OP. Personally I'm all tuckered out from squinting at the video and have other projects I'd like to work on, so I can't help at the moment with transcribing anything. BUUUUUT I *did* have some notes on the endings I already wrote down in the comments on my post on Reddit that I can quickly copy+paste over, if that helps you figure anything out! (note the formatting might be a bit weird because of that haha)
Summary slide:
On the first slide summarising each ending, there's four sticky notes in a row. The first one says:
"The Endings are still a work in progress, though we know the broad strokes."
One sticky note I can't read at the moment, and then:
"Right now we are thinking that the endings would take place in (part of) existing maps, thereby reusing assets."
"We will have a better idea of any additional location or audio resources required as we develop the story further."
(Additionally, a box in the top right reads: "The outcome of the Swarm will also be concluded in the endgame". That's Cuno's box of locusts, I think. It has a little piece of art of a locust on it.)
There's a little mindmap thing that just show off the different outcomes for Cuno and Cunoesse, and connecting them with lines to represent each possible ending. There's some sticky notes next to them I don't think I can read.
note: all things i am uncertain about are now in italicised square brackets bc they were bothering me
I encourage everyone to look at the screenshots or video themselves to see if they can read something themselves more accurately than I have. (Video has been removed via copyright strike from ZA/UM, however drive links are available.)
(Updated as at 5/04/2025 at 10AM AEST)
Act 1 - The Murder
Summary
Size: Small
Playtime: ~1 hour
Energy: High
Emotional tone: Panic & Survival
30% Talking; 70% Action
30% Comedy; 70% Darkness
"The first Act introduces Locust City's protagonists, Cuno and Cunoesse. The game starts inside Cuno's subconsciousness, in the special Locust Dream sequence, from which he is violently awakened by his father's abuse. We find Cuno in his living room at the Capeside Apartments, where he must fight to survive Beast de Ruyter's violent rage. Brought to near death by his father's overpowering strength, Cuno is rescued by the [pursuing?] Cunoesse, but their escape attempt is thwarted by the Beast's relentless pursuit. Finally, the children are cornered into brutally murdering Cuno's father on the Capeside boat dock. The act is witnessed by the [urgent?] Call Me Mañana, frightening the children into fleeing Martinaise for good. Cunoesse sets the destination: Hämärä Maa, her ancestral land, thus setting the events of the game in motion. Lastly, before moving on, the player needs to go back and explore Cuno's apartment to collect a few key items before setting off on their journey. (See the Miro board for a detailed overview and storyboard.)"
Player experience
Immediate parallel to Disco with the interior psychological opening of the Locust Dream
The extensive multi-phase animation-driven action sequence between the kids and Cuno's father should give the impression of an ambitious technological upgrade over Disco
Kicking off the game with a refreshingly faster, more higher-stakes pace, establishing the tonal difference of the story
The opening Act is necessarily linear in its major outcomes (Beast is murdered, murder is witnessed, kids flee Martinaise) but on a smaller scale, the Player and the roll of their dice can influence the way in which the Beast dies, as well as the inventory, Health and injuries the kids walk away with.
The more curious Player should understand through environmental storytelling and reading between the lines that the Martinaise strike is still ongoing. Streets are barricaded, and Mañana is still an agent of the Union. The kids might not understand it, but on some level (for any subsequent playthroughs) the Player should understand that Mañana doesn't truly intend to report the children to the cops, he merely wants to get them out of Martinaise because they've witnessed him where he shouldn't be.
The Player will internalise some of the key gameplay mechanics, character [switching], and refreshed Skill, Inventory, Consumable and Thought Cabinet systems.
Act 2 - The Escape
Summary
Size: Medium
Playtime: ~2 hours
Energy: Medium
Emotional tone: Impatience & Paranoia
70% Talking; 30% Action
50% Comedy; 50% Darkness
Themes (top to bottom, left to right):
BLUE: Being in transit; Clocks ticking; Neither here nor there; Maps, networks; Wanting to leave, not being able to; Running from your past; People who live in between places [The in-between economy] -> (Yellow) Beggars, homeless
PINK: The "strong" vs. the weak; Cushioned childhood vs. street childhood; Loss of childhood naïvete
GREEN: Guilt; Paranoia; Looking over your shoulder; Being bound in blood; Depending on each other
"The Second Act finds the children arriving at Jamrock Central station, having walked all the way from Martinaise. It is 07:30 in the morning, and Cunoesse insists they must board the 14:44 train to June Cite. Time at the station is limited, and there are several progression paths through the area. If the kids can obtain two train tickets, they can board legally, or otherwise smuggle one another in a pet carrier, potentially create a diversion (?) or, if all else fails, leap aboard the departing train, likely losing health, inventory supplies, etc. During their time at the Station, the kids notice they are being followed by Petit Hercule, an impressionable little schoolboy whose naïve nature can be put to good use in stealing one ticket. In the process, it becomes clear that the kid is traveling unsupervised and has one ticket already on him, resulting in Cunoesse urging you to lure him into the men's room and try to mug him, testing your conscience and the power balance between Cuno and Cunoesse. Otherwise, the kids can take up the advice of the Beggar King and begin the painstakingly slow process of scraping together barely enough coins to buy one ticket, thereby receiving an introduction into the game economy system."
Player experience
Being thrust into the bustling train station following the gruesome murder should leave the player feeling like a fugitive on the run trapped in limbo, eager to depart but forced to pretend everything is normal.
The indifferent reality of the train station will provide a contrast to the post-murder emptiness, a reminder that the world is still moving in its tracks. The clocks are still chiming. People are drinking coffee. It's almost insulting. Don't they know someone's world has just come crashing down?
Time at the station is limited to mere hours, adding to the sense of impatience and pressure to move on, so that the player would not lose momentum after the high-action opening Act and fall into a slump. They are still not safe -- this is no time to relax.
This Act will challenge the Player's problem-solving abilities, as finding all the ways to gain passage aboard he train will require speaking to a variety of characters and following up on several strategies.
This Act will also put the Player's motivations at odds with their conscience, presenting them with a layered and difficult choice between Little Hercule and Cunoesse. This confrontation sets up Cunoesse's frightening, manipulative nature.
The Player will be introduced to Co-operative Checks, the game economy, the map(s), and receive a greater variety of items and consumables to experiment with.
Themes (anything I can read):
PINK: Social contract
BLUE: [Deception?] -> Trip as Peter Pan -> Never growing up
"The third Act, entirely aboard the Azure Sans-Détour train line, represents a breather in the tension and a break in the overall darkness. Whether they like it or not, Cuno and Cunoesse have no other option but to stay on this fast-traveling metal tube for three entire days before they've reached their destination, so they might as well make the most of it. The key character of Trip the Train Conductor will serve to induct them into the ephemeral but vibrant social microcosmos of the train, a temporary society on wheels. This is the Act where we have the opportunity to introduce the largest social spectrum of characters, involving the petit bourgeois hops entrepeneurs Vincent & Agnes, wrapped up in a (consensual) love triangle with Trip, as well as other train staff and passengers from social groups Cuno and Cunoesse have never had the chance to interact with before, such as a scientist.(?) This Act will contain another Locust Dream sequence, as well as one-off sequences like the Ghost Station, the Biggest Meal, and Two Kids in a Trenchcoat. The catch of the train journey however, which Cunoesse doesn't tell you until you've already boarded, is that the place where you need to get off the train is actually in between two stations. For this, you're going to have to do Trip's bidding in order to have him pull the emergency brakes on the third day to let you off, or you might have to risk jumping off the moving train to move to the next Act."
Player experience
Here we want the Player to relax a little bit and indulge in Cuno & Cunoesse's mischievous and comedic side. The Train is removed enough from both the immediate stress of the murder and from the impending dread of arriving at Hämärä Maa that it is able to have a more lighthearted tone than the rest of the game.
The Player should feel as though they are really covering ground on their journey, as evidenced by the daily changes to the Train map and the dynamic scrolling background.
The characters the Player gets to interact with on the Train can be very thematically diverse and unconnected by background or life experience, joined only by this shared journey. These characters can deliver all kinds of stories from all corners of the game world, expanding on Elysium worldbuilding and lore.
The Man from Jamrock Station throughline will present the players with a parallel plot which bridges the seemingly unconnected locations of Acts 2, 3 and 4.
The Player should have the freedom to decide how they will navigate the special puzzles of the Train, affecting the fate of Trip and his love affair.
The location itself should provide enough exploration incentives to keep the limited train space feeling fresh, including gaining access to various cars and compartments, new Orbs and situations appearing every day, and people and luggage changing location daily.
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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Anya is LIVE right now
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Free to watch • No registration required • HD streaming