As a diehard fan, I can hardly contain my excitement about the rumored sequel to Disco Elysium that’s been leaked! However, the bitter pill to swallow is that the game itself has reportedly been canceled. The tantalizing prospect of what could have been leaves me with an aching longing for more.
Project X7, also referred to as Locust City – A Tale from Elysium, was discreetly terminated several months back.
However, due to a YouTube user named Jamrock Hobo, a confidential presentation from ZA/UM’s team has been leaked online. This document sheds light on the advanced stage of the project and its potential for great ambition.
Despite being immersed in a game world brimming with philosophical nuances, gritty realism, and deep emotions, Locust City managed to ratchet up the tension further.
In the subsequent installment, we give players the reins as they navigate through the lives of Cuno and Cunoesse, the challenging characters whose influence was deeply felt in the initial game.
After the heartbreaking death of Cuno’s father, the narrative would instead focus on them trying to escape their surroundings by boarding a train heading south from Jamrock.
The setup is distinct as it delves deeply into personal experiences of childhood trauma, survival, and broken connections, focusing on these aspects from a firsthand perspective rather than an external one.
In the unveiled document, it was revealed that the narrative could significantly shift depending on the actions taken by the player, potentially leading to a deep-seated conflict between the two main characters. It’s possible for one character to even meet their demise at the hands of the other.
The developers deliberately introduced a high degree of storyline uncertainty, mirroring the complex dynamics of interaction between the main characters.
Players are free to switch between characters Cuno and Cunoesse whenever they wish during gameplay, which includes exploration, conversations, and managing their inventory. Each character possesses distinct physical attributes, viewpoints, and ways of perceiving the world.

Additionally, there were instances where the characters worked together, leveraging their individual talents to successfully tackle difficult situations through joint effort.
The development primarily focused on enhancing the fundamental mechanisms of Disco Elysium, thereby granting the player a greater degree of control, all while ensuring the story remained consistently engaging and well-structured.
Among the unique aspects, Cuno’s “Box of Locusts” stood out – it was an actual object he carried around, serving as a symbolic reflection of his inner thoughts.
Inside, he imagined a society of locusts evolving, mirroring the changing emotions and psychological aspects as the narrative unfolded.
What’s astonishing about the revelation is that the project had progressed so far before it was abandoned, reaching such a sophisticated stage.
The video presentation inside delves deeply into all aspects of Act 2, featuring initial animation sequences, character models, sound effects, and the user interface for skill usage, character swapping, and inventory control.
In addition, ZA/UM incorporated audio clues that varied based on the character being controlled, subtly altering the atmosphere of the surroundings.
In a manner reminiscent of Disco Elysium, each character possessed distinct voices for their thoughts and abilities, yet the system was significantly intricate.
The team constructed custom rigging tools and animation workflows entirely, utilizing Blender, demonstrating their commitment to quality rather than taking shortcuts. Despite the innovative drive of Project X7, turmoil brewed unseen within the studio.
After prolonged periods of legal battles, staff resignations, and disagreements concerning creative vision, the Disco Elysium team eventually fractured apart. When it was all said and done, many of the original team members had either relocated to different projects or were pushed out.
This leak has dealt a significant setback as it wasn’t only the anticipated sequel that was lost, but also the universe that enthusiasts were eagerly awaiting to revisit, which was meticulously crafted by creators who still harbored many more tales to tell.

As a gamer deeply immersed in this community, I’ve witnessed countless hearts heavy with sorrow, particularly among those who found solace and understanding in the original game’s portrayal of pain, politics, and personal identity. It’s hard not to feel the weight of their emotions as we stand on the precipice of change.
The leak occurred in April, leading some to believe it could be a joke. However, the inclusion of fully narrated segments, concept artwork, game mechanics, and numerous internal memos suggested it was much too detailed to be fake.
It’s uncommon to get such an open look into the workings of a canceled game, especially one linked to a well-known universe like this one.
Given its release, it’s tough not to contemplate its potential applications. After all, Locust City was never intended to mirror Disco Elysium.
This sequel presented a unique, personal, and perhaps bold take on the story, showcasing great promise.
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2025-04-02 08:12