ABOUT THIS GAME
Compulsion is a six-block daily predator campaign in a living city. Fifty-two citizens keep deterministic routines across three districts while work, index-case fragments, Vale's investigation, and your own fixation shape each day. Prepared fixated violence reduces but never removes evidence; unfixated violence immediately fills the city with witnesses. When cover breaks, individual Vale and police units pursue you through streets and interiors, ending in ARRESTED, KILLED, or ESCAPED.
KEY FEATURES
A Living City
Three seamless districts and dozens of citizens with deterministic weekday schedules, workplaces, haunts, and social webs. Stalking is a reading skill: learn where a life goes. Your flat and workplace are enterable interiors - rest, shower, watch the news - and district banners announce each border crossing.
Three seamless districts and dozens of citizens with deterministic weekday schedules, workplaces, haunts, and social webs. Stalking is a reading skill: learn where a life goes. Your flat and workplace are enterable interiors - rest, shower, watch the news - and district banners announce each border crossing.
The Fixation Mechanic
Observation builds obsession. When it crosses the line, your target becomes the single tinted element on screen - and instability climbs until you act or deliberately refuse.
Observation builds obsession. When it crosses the line, your target becomes the single tinted element on screen - and instability climbs until you act or deliberately refuse.
Systemic Investigation
Witnesses record partial descriptions, gossip carries them, and persistent Detective Vale revises a theory from evidence, route habits, work contradictions, and the disputed index case.
Witnesses record partial descriptions, gossip carries them, and persistent Detective Vale revises a theory from evidence, route habits, work contradictions, and the disputed index case.
Six-Block Daily Campaign
Every 80-second civil block has a dramatic function and an authored city beat, from dawn residue through late-night decision, while the open sandbox continues.
Every 80-second civil block has a dramatic function and an authored city beat, from dawn residue through late-night decision, while the open sandbox continues.
Individual Final Pursuit
Vale and police units hunt as independent entities. Break line of sight to escape; armed police threaten streets only, never interiors.
Vale and police units hunt as independent entities. Break line of sight to escape; armed police threaten streets only, never interiors.
Grief Ripples
Every victim has people. Routines shatter, mourners change their nights, and a memorial appears carrying the color your obsession gave them.
Every victim has people. Routines shatter, mourners change their nights, and a memorial appears carrying the color your obsession gave them.
Descent Campaign Arc
Consequences accumulate across open-ended civil days until the player is ARRESTED, KILLED, or ESCAPED. Vale's final case note records the outcome and one unresolved contradiction.
Consequences accumulate across open-ended civil days until the player is ARRESTED, KILLED, or ESCAPED. Vale's final case note records the outcome and one unresolved contradiction.
Line-Art Noir Presentation
Procedural hand-drawn black-and-white line art at 480x270 native with a strict accent grammar: sodium light, cyan electronic eyes, one obsession hue, reserved blood red. Figures are inked with contour-weight contrast - curved shoulders, lapels, button, eyes and mouth - while the streets carry dashed center-lines, sparse facade windows, and sodium lampposts.
Procedural hand-drawn black-and-white line art at 480x270 native with a strict accent grammar: sodium light, cyan electronic eyes, one obsession hue, reserved blood red. Figures are inked with contour-weight contrast - curved shoulders, lapels, button, eyes and mouth - while the streets carry dashed center-lines, sparse facade windows, and sodium lampposts.
Disguise Counterplay
Swap your coat. Descriptions in circulation stop matching - until new ones replace them.
Swap your coat. Descriptions in circulation stop matching - until new ones replace them.
Content Tiers
Three-tier presentation ladder at launch: REDUCED (cutaway violence, abstracted evidence, silhouettes only), STANDARD (direct blood evidence that stains your coat and feeds the police profile, strong language under heat), or EXPLICIT (full gore and nudity in established scenes). Lower tiers replace sight never consequence - evidence and investigation always proceed at full weight. Violence is avoidable through refusal.
Three-tier presentation ladder at launch: REDUCED (cutaway violence, abstracted evidence, silhouettes only), STANDARD (direct blood evidence that stains your coat and feeds the police profile, strong language under heat), or EXPLICIT (full gore and nudity in established scenes). Lower tiers replace sight never consequence - evidence and investigation always proceed at full weight. Violence is avoidable through refusal.
GAMEPLAY
Perspective
Top-down open city with follow camera
Focus
Stalking, social stealth, systemic evasion
Players
1
Native Resolution
480x270 native (16:9), pixelated integer scaling, camera-followed world