An action game set in Naples, a world distorted by shadows and anxiety. Take control of Connie, fight with a dynamic system of dashes, parries, air attacks, and combos, and uncover what lies beneath the city and within your mind.

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Planned Release Date: Q2 2026

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⚔️ COMBAT SYSTEM

SIMPLE ATTACK

Connie's basic strike: quick, direct, and used to maintain pressure on enemies at close range.

COMBO ATTACK

A second, chained strike that increases impact and opens up brief windows of advantage.

Timing matters: doing it too early or too late leaves you exposed.

AIR ATTACK

An attack designed for flying enemies.

It's used to control the space above your axis of movement and deal with threats that don't touch the ground.

DASH

Pure mobility: a horizontal dash designed to cross distances, reach platforms, and reposition quickly.

Zero invincibility: it's precision, not dodging.

PARRY

Sharp timing: intercept the attack at the exact spot.

If successful, the enemy is briefly rendered harmless and remains vulnerable.

🔧 FUTURE COMBAT FEATURES

DASH ATTACK

Transforms the momentum of your dash into an immediate strike, useful for opening battles or closing distance.

DIRECTIONAL ATTACK (UP/DOWN)

Takes the fight vertically: strike upward to deal with elevated enemies, strike downward to close spaces or strike while falling.

CHARGED ATTACK

A slower but much more powerful attack.

Perfect for punishing stunned enemies or creating openings.

RANGED ATTACK

A ranged option for dealing with creatures holding Connie back or for controlling space.

🖤 CORE

The deep, twisted heart of Naples: a labyrinth of shadows, lava, twisted structures, and impossible landscapes.

Here, emotions take shape and become enemies.

It's the place where Connie fights, runs, falls, and gets up again.

🌋 NAPLES

The surface.

The houseboat.

The Musician.

The memories that keep Connie anchored to what is real.

Naples is the breath, the heart is the pressure.

👤 CHARACTERS

CONNIE

A girl torn between Naples and Core. Down there, her fears take shape and haunt her.

Her movement isn't escape: it's survival, one step at a time.

THE MUSICIAN

Voice, guide, emotional compass.

She doesn't descend into Core, but her presence keeps Connie anchored to reality. Music is the only thread that doesn't break.

MAELUS

The demon of Vesuvius.

He's not just an enemy, but the constant pressure that lives beneath the city.

It's Core's deepest voice: ancient, warm, explosive. Connie can't ignore it, and he has no intention of letting her go.

-------------------------------------------------------------------------------------------------------------------------

Each section of Core introduces new non-player characters:

distorted, fragile, symbolic faces.

They are fragments of thoughts, memories, fears, encounters that reflect a different side of Connie and her surroundings.

Some help, others confuse, still others simply observe.

🎨 HANDMADE ANIMATION

All of Disquieted's characters are animated entirely by hand, frame by frame.

There are no automatic movements, serially generated tweens, or recycled rigs: every gesture, blow, fall, and reaction is drawn individually.

This choice gives the game a clear identity.

The reading of blows is cleaner, the rhythm of actions is more precise, and poses are constructed to be instantly recognizable.

The result is more readable, dynamic, and "alive" combat, because each animation is created with the precise intention of explaining a movement, not simulating it.

In a distorted world like that of the Core, where shapes bend and shadows sigh, traditional animation becomes a distinctive element: a human trait within a place that is no longer human.

Every enemy, every NPC, every figure that moves on the screen bears the mark of its creator.

And this is what makes Disquieted different.

About This Game

The Core (Napoli di Sotto) is not a place, but an open wound.

Sloping streets like sliding memories, suspended buildings, demons that take the form of the fears you try to ignore.

Connie moves here, on a journey that is as much physical as it is mental.

Disquieted is an action game where rhythm, impact, and mobility are everything.

Each area of ​​the Core presents Connie with new creatures, new paths, and new combat possibilities.

Napoli, on the other hand, leaves room for storytelling: the houseboat, Connie's routine, the Musician who guides her, and the fragments of a past that continues to demand a hearing.

The core of the game is the combat system, fast and responsive, built on:

  • simple attacks and combos

  • aerial attacks

  • high-mobility dashes

  • a parry that reverses the inertia of the fight

Other techniques are coming: directional attacks, charged attacks, ranged attacks, and dash attacks will further deepen the system.

The Core wants to crush you.

Don't fall down.

System Requirements

Windows
macOS
    Minimum:
    • OS: Windows 10
    • Processor: Intel Core2 Duo E8400
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 3870
    • Storage: 2 GB available space
    Recommended:
    • Processor: Intel Core i3-4170 or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GT 640 or better
    • Storage: 2 GB available space
    Minimum:
    • OS: Mac OS X 10.9+ (Mavericks)
    • Processor: Apple Silicon or Intel
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 3870
    Recommended:
    • OS: Mac OS X 10.10+ (Yosemite)
    • Processor: Apple Silicon or Intel
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GT 640 or better
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
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