A dystopian multiplayer shooter across five city-states. Four playable characters. One mechanic that changes everything.
The world of Dissever started as a 535-page novel. Kael, Zane, Lila, and Cassia were characters before they were playable. Every city-state, every rebellion, every lore quote in the game comes straight from the book — written by Athena Poindexter.
The Barrier was supposed to protect them. Sealed beneath a dome of green energy, five city-states believed they were safe. They were lied to. The Barrier does not protect — it feeds. The Council siphons elemental energy from the city-states to keep it burning, and anyone whose power registers too high is flagged, hunted, and disappeared.
The Barrier feeds on the broken. The broken feed the Barrier.
The Council sits at the center of the world — geographically and in power. They control the Barrier. They control the belts. They control what citizens can and cannot feel. The Spiral Flame rebellion believes the children are not powering the Barrier. They are being devoured by it.
The children do not power the Barrier.
The Barrier devours them.
Every citizen wears a sensor belt measuring elemental affinity in real time. Use your abilities and it escalates. Get caught at Red and the Council deploys Enforcers. The only way to remove suppressor cuffs is Lila. The only safe zone is Umbra.
Undetected. Safe — for now. No abilities used, so the Council ignores you. The calm before everything goes wrong.
Suspicious. Enforcers begin investigating. Every ability is watched and logged. Every move has a cost.
Flagged. Enforcers deployed, drones active, suppressor cuffs incoming. Find Lila or reach Umbra now.
Each map has its own hazards, atmosphere, and rules. Your affinity class gives you home advantage — if you survive long enough to use it.
Crumbling slum city under a toxic green Barrier glow. Sensor scans every 90 seconds. Council checkpoints by the aqueduct.
Black obsidian towers around the Crucible arena. Random heat-vent eruptions. Fire affinity +20% inside the arena.
Chemical fog limits visibility to 20 meters. Minimap disabled inside the Dome. Fire abilities weakened. A purification canal runs beneath.
Mid-revolution. Riot NPCs fill the streets. Wind gusts push non-Aetherian players. Fallen aqueducts become cover.
Entirely underground. Near-total darkness. IR beacons pulse every 15 seconds. Council drone raids at 4 and 8 minutes. Sound is everything.
Every character came from the book first. Every character plays differently. Every character has a reason to fight.
“Belt never drops below Yellow. Hunted at all times.”
“Fire is not a weapon. It is a reckoning.”
“At least Ignis burns. Aqua drowns slowly.”
“The Council built the cage. I hold the keys.”
The sensor belt changes every mode. BattleGround closes to the Crucible. Flag Mode triggers city-state events. In Aqua you cannot see the flag carrier. In Umbra you can only hear them.
Every player for themselves. Belt management becomes survival. Who gets flagged first dies first.
Two teams, first to 50 kills. Coordinate abilities — Lila's cuff removal changes everything for your squad.
No respawns. The zone closes to the Crucible. One survivor. The most dangerous thing near you is a Red belt.
Two flags, and each map plays differently. In Aqua the fog hides everything. In Umbra footsteps betray you.
Hold all three flags for 10 seconds to trigger a city-state event. Aether broadcasts. Umbra drone raids begin.
Follow development. Join the Discord. Be there when the Barrier breaks.
contact@dissevergame.com