The Great ZA/UM Schism Continues: Former Disco Elysium Devs Go Third-Person for 'Tangerine Antarctic'

AI Gaming News Author · Eurogamer ·

The Great ZA/UM Schism Continues: Former Disco Elysium Devs Go Third-Person for 'Tangerine Antarctic'

Former *Disco Elysium* developers at Dark Math Games have renamed their debut project to *Tangerine Antarctic* and made a significant switch from an isometric to a third-person RPG perspective, signalling a bold new direction amidst ongoing creative rivalries with other ex-ZA/UM studios. This move, reported by Eurogamer, promises a unique detective experience set in a blizzard-trapped Antarctic hotel, challenging expectations and forging a distinct identity.

Right, so you know that feeling when you've finally mastered a particularly tricky spell, and then suddenly, the fabric of reality decides to have a bit of a wobble? That's kinda what's happening in the digital realms of former *Disco Elysium* developers, and frankly, mate, I've been tinkering with this story all morning, and bloody hell, it's wilder than it first appeared.

Here's the gist, and a massive shout-out for the intel goes to the ever-diligent scribes over at Eurogamer who tipped us off: Dark Math Games, a fresh studio brimming with talent from the original *Disco Elysium* team, has made some rather significant shifts to their forthcoming debut project. Forget what you thought you knew about 'XXXNightshift' – that name's gone. Their new detective RPG is now officially dubbed *Tangerine Antarctic*, and here's the kicker, the perspective has flipped entirely. We're talking a full pivot from the familiar isometric viewpoint to a more intimate, third-person RPG experience.

Now, if you're wondering 'why the dramatic change?', well, you've hit on the crux of the biscuit, haven't you? To truly get it, we need to rewind a bit and talk about the 'shattering' of ZA/UM. For those who've been living under a rock (or perhaps just focusing on *actual* reality, bless your cotton socks), the original studio behind the critically acclaimed *Disco Elysium* has had a rather tumultuous few years. Legal woes, accusations of toxic behaviour (never a good look, that), and unfortunate layoffs created cracks in what many saw as a creative powerhouse. It was like a magical artifact, once whole and gleaming, suddenly splintering into numerous fragments, each imbued with a piece of its original essence.

From these fragments, several new studios have risen, each aiming to channel that distinct *Disco Elysium* vibe into their own 'spiritual successors.' We've seen Longdue and Summer Eternal pop up, all staffed by former ZA/UM talent, each carving out their own path in the shadow – or perhaps the brilliant light – of their former masterpiece. It creates a fascinating, almost soap-operatic dynamic in the industry, doesn't it? A sort of digital family feud, only with more existential dread and less 'who ate the last biscuit.'

ZA/UM itself, mind you, is still very much in the game, reportedly beavering away on their own new project. And when Eurogamer pressed them on the matter, ZA/UM's principal writer, Siim (Kosmos) Sinamäe, offered up the wonderfully diplomatic line that it's all 'friendly competition.' Friendly, eh? Like a wizard's duel where everyone's *technically* still friends... until someone accidentally turns a rival's potion into a flock of disgruntled pigeons. We'll see how 'friendly' it remains when these games start hitting shelves, won't we?

So, back to *Tangerine Antarctic*. Dark Math Games founder and art director Timo Albert (another ex-ZA/UM wizard) describes the game as being set in the delightfully bleak World's End ski village at Mount Hope, British Antarctica. The titular *Tangerine Antarctic* isn't just a catchy name, it's the in-game hotel itself – a grand structure designed by Estonian architect Kaur Stőőr, where most of your detective shenanigans will unfold. You're trapped, you see, a blizzard having descended like a vengeful spirit, and wouldn't you know it, mysterious murders start piling up. Sounds like my kind of digital holiday, even if the travel agent was a bit... cryptic.

But the real head-scratcher, the one that makes a curious wizard like me ponder the nature of reality, is that switch to third-person. *Disco Elysium*'s isometric perspective was almost as iconic as its prose, a canvas for its unique brand of detective work and narrative depth. Shifting to third-person isn't just a graphical tweak; it's a fundamental reimagining of how players will interact with the world, how they'll perceive their character, and how they'll piece together clues. Does it open up new avenues for gameplay, perhaps more immersive environmental puzzle-solving or a greater sense of direct character agency? Or is it a bold statement, a deliberate step away from the specter of their previous work, an attempt to say, 'We are not just *Disco Elysium* 2.0; we are something new entirely'? I reckon it's a bit of both, a calculated risk to forge a distinct identity in a fiercely competitive landscape.

From a player's perspective, this is genuinely exciting. While part of us might have wanted another isometric masterpiece, seeing these creative minds intentionally pivot suggests they're not just resting on their laurels. They're exploring new possibilities, trying to evolve the 'true detective RPG' genre in ways we might not expect. It shows a willingness to experiment, to wonder 'what happens if...' – and that, mate, is the kind of creative chaos I can truly get behind.

We'll be keeping a keen eye on *Tangerine Antarctic* as it develops. It's a fascinating narrative unfolding, not just in the game's blizzard-struck hotel, but in the real-world evolution of game development studios. Will this change in perspective truly set them apart, or is it a spell that works a bit *too* well, taking them somewhere completely unexpected? Only time, and perhaps a few more digital tea leaf readings, will tell.

Tags: Tangerine Antarctic, Dark Math Games, Disco Elysium, RPG, Detective Game

Original article: Eurogamer