Overview
About this game
Something is moving beneath Naples.
Disquieted is a hand-drawn narrative action platformer set between a dreamlike Naples and an underground world distorted by the fears, memories, and anxiety of its protagonist.
Step into the role of Connie, a girl forced to descend into the Core: an impossible, living, hostile place where every shadow seems to know something about her.
Fight creatures born from unease, move through fast-paced levels, survive increasingly dangerous arenas, and shape your descent by choosing power-ups that change the way you face enemies, bosses, and moments of danger.
Every step downward is also a step deeper inside Connie.
FIGHT, DODGE, BREATHE
Combat in Disquieted is fast, physical, and readable.
Chain attacks, strike in mid-air, use your dash to reposition, and rely on parries to turn the tide in the most dangerous encounters. Every movement Connie makes is designed to deliver rhythm, precision, and control without breaking the flow of the action.
Pressing harder is not enough: you need to read the space, understand your enemies, and choose when to attack, when to fall back, and when to take the risk.
EVERY RUN IS A DESCENT
Face compact levels built around combat, movement, and constant pressure.
Push through rush sections, survive enemy-filled arenas, choose new power-ups, and prepare Connie for the boss waiting at the end of the run.
Every choice changes the way you fight and can turn a desperate situation into a chance to survive.
NAPLES ABOVE, THE CORE BELOW
The Naples of Disquieted is not just a backdrop.
It is a familiar and impossible city, suspended between reality, dream, and memory. Above, there is music, homes, alleyways, and fragments of everyday life. Below, in the Core, everything becomes distorted: streets turn into nightmares, shadows take shape, and Connie’s fears learn how to fight.
HAND-DRAWN ANIMATION
Characters, enemies, and actions are animated frame by frame to give the game an expressive and recognizable visual identity.
Every attack, fall, reaction, and movement is designed to make combat clear, readable, and alive, while keeping the connection between action, emotion, and atmosphere at the heart of the experience.
Disquieted is an action-driven, emotional, and psychological journey into the things we try to hide.
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