Average Playtime: 3 hours


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Dyscourse is an interactive choice-based narrative adventure game where you journey through a stylized world of choice and consequence. You play as Rita, an unfortunate art school grad turned barista, who is now stuck on a desert island with a crew of oddball travelers after a plane crash. That last choice you just made? It may end up being integral to your group’s survival, or it may lead you down a path to murder and cannibalism!

Stories in Dyscourse are emergent, and choices made in the game directly tie to the survival or downfall of the group. As players get to know their fellow castaways and make critical and interpersonal decisions, drama dynamically unfolds, and your choices author your own unique story.

We've designed Dyscourse so that players will end up with vastly different stories forged from their choices - everyone’s playthrough will have a unique story to tell. With over 120,000 words and many hours of replayable content, each playthrough allows players to explore more of the overall “story space” and learn more about the crash and their fellow survivors. There are no ‘good’ or ‘bad’ choices and endings to Dyscourse - how to best survive the island is a decision left up to the player. Choose wisely!

Kickstarter!Yes, it's true. Dyscourse is a Kickstarter success story! Thanks to over 2,000 backers, we hit our $40,000 goal back in November of 2013.

Special Edition!We're offering a Special Edition of Dyscourse which includes:
  • The 77-song Dyscourse soundtrack (Yes, 77 unique songs! We're crazy!)
  • Dyscourse mid-development documentary video
  • Digital art-book of the making of Dyscourse
  • Dyscourse wallpaper

Indie Island!Now available! Indie Island is a bonus story for Dyscourse that features 10 prominent indie game developers stuck on an island together. After a GDC-bound flight took a turn for the worse, these ill-fated indies must now survive together, for better or for worse.

Indie Island contains the likes of Tim Schafer (Double Fine), Edmund McMillen (Super Meat Boy), Phil Tibitoski (Octodad), Alexander Bruce (Antichamber), Ron Carmel (World of Goo), Robin Hunicke (Journey), Ichiro Lambe (Aaaaa!), Adam Saltsman (Canabalt), Will Stallwood (Auditorium), and Rami Ismail (Ridiculous Fishing).LinksVisit the Dyscourse website: http://www.dyscourse.com
Visit Owlchemy Labs: http://owlchemylabs.com
Follow us on Facebook: http://facebook.com/owlchemylabs
Follow us on Twitter: http://twitter.com/owlchemylabs
Release date
Owlchemy Labs
Owlchemy Labs
Age rating
Not rated

System requirements for macOS

  • OS: 10.7
  • Memory: 2 GB RAM
  • Storage: 600 MB available space

System requirements for Linux

  • OS: Ubuntu
  • Memory: 2 GB RAM
  • Storage: 600 MB available space

System requirements for PC

  • OS: Windows XP and up
  • Memory: 2 GB RAM
  • Storage: 600 MB available space
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Last Modified: Sep 17, 2019

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Jul 12, 2015
Mar 25, 2015
Apr 8, 2015
Kuplinov ► Play
Let's Look At: Dyscourse!
Mar 28, 2015
Dyscourse Gameplay Ep 01 - "Wormy Boar's Head Dinner!!!"
Apr 1, 2015
Mar 27, 2015
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12,676 items
Till Death Do Us Part
I've Fallen and I Can't Get Up
Friends, Rita, countrymen, Lend Me Your Ears
Loyalty Test
Baby Ruthless
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31 items
Best Voice acting EVAR
Dyscourse (art time!) - Indie Dev Supershow
Dyscourse Low% NEW WR 22:19
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Dyscourse reviews and comments

Translated by
Microsoft from Deutsch
Dyscourse is actually starting promisingly. The Graphic Style is very successful, the Menu allows you to expect a humorous Love of Detail and the Music and Sound background knows how to please. Unfortunately, however, Dyscourse suffers from two much more important Aspects, namely the Dialogues and the History itself. A Lot of Charm falls victim to the Premise that Dyscourse is about Decisions. These are almost exclusively bipolar Possibilities, as they are known from Choose Our Own Adventure books. The Developers have also made an Effort to sort out the Decisions in such a way that the Player does not know exactly what his Actions will entail. In my Opinion, however, this has exaggerated it extremely. Again and again there are Situations that you would solve with logical Thinking in a certain Way, but the Game suddenly throws an uninspected Minitwist at your Feet, in which the Decision turns out to be wrong. Just remedy the Situation and doing it differently at some point. In order to create as many such Decisions as possible, internal coherence was also based on internal Coherence * * *. For example, a Storm is picking up and the Group is consulting on whether it wouldn't be better to find a better Shelter. Unfortunately, it is feared that it will not be able to locate such a Shelter and lose its Bearings in the Storm. If one Now decides to stay in Camp, fate takes its Course and a Storm Surge forces the Group to flee after all. One Figure now offers the following Advice: "I've seen a few Rocks inland that would provide a good Shelter." Great, the Advice comes a bit late, not giving it beforehand doesn't make Sense! There are many other such Examples. When someone from the Group dies, you Usually have the Opportunity to decide beforehand who they meet. Since the Developers want to keep you in The dark as long as possible, what he decides, one chooses, for example, who sleeps at which point in the Camp. Should the Player then feel guilty because he is "responsible" for the unexpected Death and why is the Player actually responsible for every little Decision in the Game? After All, the Group is critical of you than you come across to them as soon as the first Decision is due a few Moments later, the Player, who was just about to be ejected from the Group, is allowed to decide what to do. Ridiculous. And my second Main Criticism of the Game is Storywriting itself. The Dialogues Are really really underground. Each Character is a walking Cliche, the Jokes often just don't ignite and everything is kind of illogical. In addition, each Character is completely inept, stupid or advances with important Information only when it is already too late (of course only to allow the Player an unbiased Decision). After a few Minutes I was at the Point of wanting to skip any Text, I had to force myself to continue to follow the Story. Since I was able to see from the Reviews that the Game lasts no more than an Hour, I was able to torment myself more or less successfully at least once. I really can't recommend the Game. There are a lot of Games that are just better at what Dyscourse is trying to do. 80 Days, for example, offers similar Decision-making Diversity but it is much better written and invites you to Play Through again. Dyscourse may look nice, but if you look behind the Facades of Textadventure-esque Decisions, only a half-garish Game finds that is narratively very uninspired. Hopefully the Tide of bad Robinson Crusoe games ends soon, but strangely enough games like Dyscourse or Lifeline are getting increasingly good Reviews.
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