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Illustrazione rappresentativa di Baptized In Dismay™

LEAK TRAILER

survival
Baptized In Dismay™ gameplay icon - survival
horror
Baptized In Dismay™ feature icon - horror genre
single player
Baptized In Dismay™ mode icon - linear single player experience
consoles, pc
Baptized In Dismay™ platform icon - available for consoles and PC
funger-like
Baptized In Dismay™ recommendation icon - ideal for funger-like fans
Baptized In Dismay™ gameplay scene with soldier advancing through burning battlefield

GAMEPLAY

Baptized In Dismay™ is a horror RPG developed with RPG Maker, delivering a raw and brutal experience that blends turn-based survival mechanics with psychological horror and strategic decision-making. The game's unique features will be revealed with the official launch of the Kickstarter campaign.

THE STORY

Baptized In Dismay™ is set in a dystopian version of the 1980s, where nations have chosen self-management to avoid conflict. To prevent war, they adopted a conservative and isolationist stance: some maintain economic relations with the outside world, while others have completely shut themselves off, cutting all ties with the rest of the globe. The balance seems to hold, and isolation appears to be the ideal solution. Over time, however, rumors begin to spread about a curse a plague that devours people's humanity. It’s just a rumor or at least, that’s what they believe. The game takes place in Dismay, Free States, where all the protagonists have been escorted for global security reasons related to the preservation of humanity.

Baptized In Dismay™ lore

THE CHARACTERS

In Baptized In Dismay™, no one is truly sane. Every character you meet is broken; shaped by past traumas, marked by mental disorders, and haunted by the echo of who they once were. They suffer from conditions that distort their perception: obsessive fixations, derealization, intrusive guilt, compulsive rituals, and uncontrollable impulses.

The game aims to shed light on these very vulnerabilities, raising awareness about a topic often overlooked.

Blood will be the game's central element, not just a vital resource but a symbol. A code. A mark that defines who you are, what you fear... and what you are destined to become.

There are no heroes here.
Only shattered minds trying to survive in a world on the verge of collapse.

DISMAY

The city of Dismay, located in the Free States, is the only place in the world to have invested heavily in the construction of shelters in anticipation of war. After the epidemic, it became a mandatory refuge, not only for its own residents but also for people brought in from all over the world, including the main characters.

The territory is dotted with prisons and detention centers, many of which are outsourced to foreign states seeking economic gains. In Dismay, there are more shelters and prisons than hospitals or schools. The priority is control, not well-being.

Many nations maintain relations with Dismay, attracted by its infrastructure and its ability to ensure survival. In exchange for access to its systems, they offer resources, technology, and influence. For many, Dismay represents the last hope in a world on the brink of collapse.

Old Iron Death™ gameplay scene with soldier advancing through burning battlefield

THE CEO | UI & Brand Designer

Luca Ryan Austro is a game developer with a degree in Communication Design from the Academy of Fine Arts in Naples. He began creating video games at the age of 11 and has since dedicated himself to the medium as his primary form of expression. For Luca, game development is not just a craft but a way to give voice to inner emotions and ideas that go beyond words.

The project director, Lia Callan, creator of Baptized In Dismay™

THE PROJECT DIRECTOR | GAME DESIGNER & ART DIRECTOR

The entire story and level design are being developed by Lia Callan, born in 2000 and raised in Naples, Italy. Her work on Baptized In Dismay™ is rooted in a passion for psychological horror, surreal spaces, and emotionally complex narratives. Through this project, she aims to explore and raise awareness around fragile and often overlooked themes, using horror as a lens to reflect inner struggles and societal discomforts. Though unsettling, this indie title is deeply personal.


INSPIRATION

Baptized In Dismay™ draws inspiration from Fear and Hunger 2: Termina, particularly in its oppressive atmosphere, layered worldbuilding, and morally ambiguous tone. Cinematic horror elements are also influenced by films like Saw, where psychological tension and visceral choices take center stage. The game blends narrative dread with abstract design, forging its own surreal identity from these roots.

OUR TEAM

Baptized In Dismay™ is currently in development by the startup AMOS SHADE S.r.l. The gameplay has reached the vertical slice phase, with the plot, UI, and gameplay finalized. All characters, names, institutions, and visuals shown are original creations or used fictitiously. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.

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