We get bored of the super spy who saves the world alone. Here you will find real, flesh and blood espionage based on counterintelligence and the clandestine stealth of resistance against an oppressive dictatorship. From this context come the game mechanics..


This mechanic starts from a fundamental premise: “Avoid being detected by the enemy.” The need for extreme stealth originates in the narrative context of the video game: An asymmetric conflict in which the enemy is an entire regime that cannot be faced through frontal combat. Any type of confrontation of high intensity between the protagonists (civilians with a limited and precarious number of weapons) and the unlimited power of the enemy (a civil-military dictatorship with financing, instruction and massive weapons) logically has no reason to exist. In this sense and in strict rigor, the video game places the player in the face of an extreme stealth experience unlike other video games in which stealth is combined with elements of shooting (shooter) or elimination by the backs of enemies (ninja infiltration ).


The exploration constitutes a mechanics of recognition of environments essential for the development of the levels. In this sense, the exploration is necessary for the player to recognize the environments and the points to which he must go according to the level, as well as to find the necessary elements to overcome it, be they NPCs or objects of the environment. It depends exclusively on the ability of observation and orientation of the player, as well as the time management at each level. The exploration, unlike other videogames, does not constitute a mechanism to achieve extra or alternative achievements, but is absolutely necessary to overcome the levels and is executed in three circumstances.

Interactive Kinematics

Interactive Kinematics is a mechanic that takes the same graphic engine of kinematics where the player does not intervene but adds text boxes with alternatives that the player must choose to overcome the level through dialogues with other characters. In front of each interlocution the player has two or three options (In exceptional cases only one option and “silence” is taken as the second implied option) to respond and continue a conversation, however, the solution in each interlocution is univocal, that is, there is only one correct option to continue the progress of the level. There are no parallel scenarios, the player must respond based on the needs of the context and survival within the argument, therefore, the solution is always unique based on the narration of the game.


This mechanic represents the construction or decryption of elements necessary for the overcoming of the levels. It requires essential attention regarding the narrative development of the videogame on the operation of underground communication systems. The puzzle is basically used in actions that mix visual elements of 3D first person, with 2D frames in Motion Comic.