Is a World Where You Can't See Unwanted Things Really Comfortable? The New ADV "D-topia" Takes Place in an AI-Governed Society Resembling Today's Social Media [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/948/G094833/20250927009/
Editorial Department: Hayashi Yosuke | 2025/09/26 16:55 (UTC)
At the Annapurna Interactive booth during Tokyo Game Show 2025, the new adventure title “D-topia” is available for playable demo.
The game, developed by Japanese studio Marumittu Games, takes place in a society where artificial intelligence fully manages an “utopia” designed to maximize happiness for the greatest number of people. The AI-controlled residential complex known as D-Topia was built under this utopian plan—offering a very comfortable lifestyle—but residents still carry their own personal worries. As a facilities maintenance worker, the protagonist is tasked with helping resolve these issues.
We report on what we observed during our hands-on session that captured the game’s atmosphere.
D-Topia is exceptionally clean and offers everything one could desire. Breakfast is already prepared when you wake up, and health checks are conducted before going out. Work lasts only in the morning, leaving afternoons free—truly enviable. While walking to work, we overheard residents discussing how living in this town has become a kind of social status.
Thumbnail image No.002 / “Is a world where you can’t see unwanted things really comfortable?” The setting of the new ADV “D-topia” resembles today’s social media in an AI-managed society [TGS2025] Thumbnail image No.003 / “Is a world where you can’t see unwanted things really comfortable?” The setting of the new ADV “D-topia” resembles today’s social media in an AI-managed society [TGS2025]
As mentioned, the protagonist works as a facilities maintenance worker—but at first, it’s unclear exactly what that entails. On their initial shift, they are assigned a task resembling a puzzle: moving blocks labeled with numbers to designated positions.
What stands out is how little explanation there is about the rules of this puzzle. While we described earlier a “puzzle involving moving number-labeled blocks,” in fact, no such instruction appears within the game itself. During the first assignment, only a block marked “1” and an empty space labeled “1” are shown—players intuitively move the block into that space to complete it.
Thumbnail image No.004 / “Is a world where you can’t see unwanted things really comfortable?” The setting of the new ADV “D-topia” resembles today’s social media in an AI-managed society [TGS2025] Thumbnail image No.005 / “Is a world where you can’t see unwanted things really comfortable?” The setting of the new ADV “D-topia” resembles today’s social media in an AI-managed society [TGS2025]
Other elements appear as well—such as conveyor belts that increase the number on blocks, or switches that remove obstacles when a block is placed. However, no explanations are given for these mechanics either; players must discover their rules through trial and error.
After finishing the first workday and leaving the factory, the protagonist collides with a young man named Eebi riding roller blades. After delivering something he dropped, trouble erupts at a nearby shop. It appears that the store’s robot employee, “Shoproid,” has broken down.
The shop owner recognizes the protagonist as a facilities maintenance worker and asks for help with repairs. This is when the role of such workers becomes clear: In D-Topia, people’s visual information is optimized by AI so they don’t see things they find unpleasant—but maintenance staff can use a switch on their terminal to enter the real world (the “Blockside”) and solve problems directly.
When the protagonist flips the switch, the once stylish, bright, and clean shop transforms into a dimly lit factory-like environment. A talking mouse even appears.
While inspecting the Shoproid in shock, it becomes clear that a misaligned part is responsible for its malfunction—and the repair process begins again, this time with significantly higher difficulty.
After successfully solving the puzzle and completing the repair, the shop owner is overjoyed. However, this repair wasn’t viewed favorably by D-Topia’s governing AI, and as a result, the protagonist gets flagged as a person of interest—this marked the end of our demo session.
At the booth, we were also able to speak with Marumittu Games’ Akira Mihashi and Yoko Shiino, where they shared further insights into the game.
The distinctive graphics are designed by Shiino, who experimented with blending her personal love for “cute things” and “round shapes” into a science fiction setting—a challenge she tackled through trial and error.
According to Mihashi, minimizing puzzle explanations was intentional. The goal is to create puzzles that anyone can intuitively understand on first sight, yet remain solvable even if players don’t grasp them immediately—through experimentation.
The game’s core concept—the world where unwanted things are invisible—is inspired by today’s social media platforms. Modern social networks prioritize content with high engagement or paid promotion, giving users the illusion of control over their information diet while subtly manipulating what they see. D-Topia reimagines this dynamic as a physical society.
One feature not included in this demo is the “Brain Meeting.” This occurs when, within D-Topia—a place that appears comfortable to most—residents struggling with their lives are confronted by the protagonist, a facilities maintenance worker, and forced into making major life choices. In some cases, these decisions lead residents to leave D-Topia entirely.
The game is being developed by a small team. Mihashi expressed his joy: “This is our first time appearing on such a large stage—so I’m really happy if many people get to know and play this game.”
Shiino noted that while players often describe the game as “cute and cozy,” she emphasized it actually contains discomfort and darkness beneath its surface. She hinted at these unseen layers, adding: “I aim for depth so that playing puzzles can prompt reflection on one’s own happiness and others’.”