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Discrete Heart - 离散之心

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Discrete Heart - 离散之心 screenshot 1
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Discrete Heart - 离散之心

leakart · Published by leakart

1 user reviews — 0% positive (1 reviews) · 8 achievements

Last updated 27 Sept 2026

Discrete Heart is an emotion-building game in a 2D pixel style from a top-down perspective. Joy, trust, fear... Each initial emotion corresponds to different initial attributes and props. "Inject" and control the characters to build 8 basic emotions, looking for the answer named "Unintentionaler".

DJCTQ 6

£2.49

Lowest price we've ever recorded

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Price history

4 Sept 2026Lowest: £2.49 · Highest: £2.4911 Oct 2026

Action, Adventure, Indie, RPG · 2024 · More under £5 games

Navigate through a top-down 2D pixel world where each emotion shapes your journey. Inject and manipulate feelings to uncover "Unintentionaler," blending action, adventure, and RPG elements in a unique experience from developer leakart.

About this game

Discrete Heart is an emotion-building game in a 2D pixel style from a top-down perspective. Joy, trust, fear... Each initial emotion corresponds to different initial attributes and props. "Inject" and control the characters to build 8 basic emotions, looking for the answer named "Unintentionaler".

Background settings:

In the past, carriages and horses were very slow, and letters were far away. Doves connected the two ends of longing, symbolizing "love and peace";
Nowadays, machines are noisy, people are crowded, and information is expanding. Flying doves symbolizes "betrayal and disputes."
In a certain cyberpunk future world timeline, more and more people in a society where order has collapsed must correctly understand and process the emotions encountered at a faster speed:
The waiter in the restaurant mistakenly captured the mood of the guest, and the office staff failed to understand the leader's thoughts in time, and they lost their jobs...
Those who were greedy for pleasure before their lives were settled, got pregnant before marriage, had no one to take care of their offspring, those affected by the war, their emotions, and where should their future go?
With great anticipation, AlphaMood has developed the first-generation discrete heart emotion module. One of the important functions of this module is to train participants' adaptability to the module through simulated consciousness. This test activity is now recruiting volunteers.
"Everything is becoming faster, and so are emotions," an anonymous person commented. "It is imperative to implant electronic emotional chips."
As a result, one after another emotionally numb characters, who have been beaten to death by life, are planning to participate in emotional module training and become the "Unintentionaler" who knows better about "relaxation", and all their worries will disappear.
We are one step closer to becoming the best tool person who knows how to work without eating or drinking. "This is just a small step for AlphaMood, but it is a giant step for all part-time workers," AlphaMood's CEO said at the press conference.

Main target:

None of the above is what the player should care about, the player only needs to complete the game.
The main goal of each game is to find the empathy recipe for empathy within a limited time index(a value used to simulate real time) and become an "Unintentionaler", And you can complete a game by talking to the "Guider".

Main features:


  • Emotion-building is the core gameplay, which is inspired by the Plutchik-wheel
    1. Restores the main content of the emotion wheel theory, including basic emotions, combined emotions, etc.
    2. Emotions are set to increase or decrease various abilities. After obtaining the empathy recipe, you can adjust this combination through empathy.
    3. You need to decide for yourself which emotions you should obtain or retain based on the situation you encounter, and...occasionally you may encounter a little accident that breaks your plan.
    4. The guider will only allow complete the game people who is "Unintentionaler".
  • There are not many system-level restrictions. Players do not have to play a certain protagonist to save the world in some way. You can deliberately play a certain role, it is up to you.
  • Interact with NPCs. The plot includes puzzle elements. There may be connections between various plots, but they do not necessarily have to be connected.
  • Simplified ARPG combat system: There are no fancy skills and magic systems, and there are several cold weapons that can be used as combat weapons.
  • Mild ROGUE: Tailored RogueLike mechanism.
    1. Players will start activities in a map with limited vision.
    2. Randomly generated sub-maps (generated once per game, different sub-maps will have different terrain and a greater possibility of encountering specific types of units).
    3. Random attribute point rewards.
    4. Encounter randomly generated units in the sub-map and choose possible plots.
    5. All units, including players, can pick up items, have independent archives and will die permanently
  • Trading system: You can trade with most NPCs and use currency to exchange for the items you want in their hands.
  • Synthesis system: items can be synthesized after obtaining the recipe
  • Freely decide the life and death of all NPCs, There are no battles limited by the plot.
  • All units have the possibility of actively triggering battles (all units have no camp)
  • All units are randomly generated and grow with the growth of the player-controlled character.
  • After getting familiar with it, the game time can be controlled within 30 minutes, which is suitable for fragmented time.

    Hope you have fun and live a happy life!
    The most important thing is: remember to "relax" when you are in a bad mood.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows7+
  • Processor: 2 Ghz
  • Memory: 1 GB RAM
  • Graphics: Integrated Graphics,OpenGL 3.3+
  • Storage: 256 MB available space
  • Sound Card: Preferably

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows10,Windows11
  • Processor: 4 Ghz
  • Memory: 4 GB RAM
  • Graphics: Discrete Graphics, 128MB, OpenGL 3.3+
  • Storage: 512 MB available space
  • Sound Card: Exist

Supported Languages

English, Simplified Chinese

Latest news

  • Patch NotesOfficial

    v1.2.3r.ff103e543

    Routine maintenance Update the dynamic link library of Linux version to ensure that some improvements are applied
    Read full article on Community Announcements (leakart)
  • Patch NotesOfficial

    v1.2.3

    1. Achievement system (8) 2. Several crash bugs when switching scenarios 3. A bug where the merchant's currency may not match expectations when there is a deficit or surplus through the trading system. 4. Numerous balance adjustments, including: Nerfed Staff (effect is now related to Intelligence), Reduced item drop probability for most creatures, No longer have quests that give infinite Emotion Points, Added several Emotion items, +1 to Blood Vials, Enhanced Chamberlain, Nerfed LordOfInadvertent. 5. Kirin, dragons, wolves, and apes have been changed to be aggressive and carry the Book of Wrath. 6. Specific target settings caused the combat system to crash. 7. Bug that target HP zeroing may cause crash in certain situations. 8. Bug where staffs (Hope or Despair) could crash when hitting targets too often. 9. Replace the staff to handle mild emotions, and add relevant plot hints. 10. Improved toggling of the hold state during conversations. 11. Removed the possibility of accidental damage during aiming of long range weapons. 12. 12. Improved target range determination in melee combat. 13. 13. Improved detection of obstacles when searching for a target. 14. Some line errors. 15. Added a line and sound effect for the flick knife. 16. 16. Improved scripting experience. 17. Improved several imbalance flaws in missions, disallowed repeat completion, increased balance. 18. 18. lengthened the interval of fear growth when running away, and the AI no longer grows fear frequently when running away to the corners. 19. Fixed the bug that the AI's field of view was not updated when the scene changed in some terrains. 20. Fixed the bug that the item range of the backpack system was incorrectly detected under certain circumstances. 21. Improved the structure of the three generated maps to make them easier to understand.
    Read full article on Community Announcements (leakart)
  • Patch NotesOfficial

    v1.2.2.0

    1. the flaw that caused the staff to crash when used extremely often 2. A bug in the trading system where the seller's inventory is not reduced after a trade in some specific cases. 3. bug that caused crash during battle in few cases
    Read full article on Community Announcements (leakart)
  • Patch NotesOfficial

    v1.2.2.0

    1. improved CD effect, CD time is linked to weapon speed, the faster the speed, the shorter the CD. 3. fixed the default weapon bug for guardsmen. 2. Recipe changes will be archived immediately. 3. fix the default weapon bug for the chief guards. 4. Fixed a bug that caused crash when player controlled character was defeated by follower in very few cases.
    Read full article on Community Announcements (leakart)
  • AnnouncementsOfficial

    v1.2.0

    Add multiple main and branch characters, scripts, and related props, and corresponding map scenes Lord Of Inadvertent Envy experts Junk Dreamer Practitioner King of the one Chamberlain Guard Chief Mr. Aloof Etc. Improve the UI related to health bar and time index Improve the interaction frame effect, cancel the interaction frame design above the head, and use click units to trigger interaction Use the replacement staff to replace the original emotional attack design, also use the right button to trigger, the usage method is similar to that of long-range weapons Greatly improve the target selection logic of AI, AI will tend to select a target that is easy to reach Enhance the field of view effect, more refined Add some terms for aiming to long-range weapons Greatly enhance the operation experience of long-range weapons, and the action becomes smoother Improve the interaction effect with objects in the scene, including but not limited to: tall grass, doors. Added some treasure chests with fixed dropped items on the map (some of the contents are random) Further refined the collision bodies in the map, checked for omissions, as of 1.2.0a (the initial version of 1.2.0, there are no known collision body defects). Some defects that cause AI to get stuck in a certain state under certain circumstances. Improved AI wandering logic && Adjusted and ensured that all creatures in the main map will not get stuck in the corner due to improper configuration of the birth point. Some animation goofs, such as when rolling. Improved the field of view occlusion effect of some scenes. Some defects in the generative map, including crash errors when generating creatures under certain circumstances Improved AI's change logic, and will not change after hitting Translated and polished and supplemented some missing texts. Slightly increased the drop rate of the second jealous eye Use racial values ​​to correct the drop rate of items and weapons. In general, the higher the racial value, The high...
    Read full article on Community Announcements (leakart)

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