Dispatch - Systems
The core gameplay systems of Dispatch: a dispatch desk in place of a patrol route, a roster of heroes with their own temperaments, and a season of choices that carry forward between episodes.
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of 6 entries
· updated 2026-09-15
| Name | Type | Description | Source |
|---|---|---|---|
| Dispatch Board | Core Loop | The board is the game's main screen and its main verb. | Central interface used across all eight episodes |
| Timed Emergencies | Pressure System | Calls run on a clock. While a job is live the player can talk to the hero on the radio, adjust the plan, and react to new information, but the window closes whether or not the right answer has been found. | Active during dispatched missions |
| Hero Roster Management | Progression | Each hero has a power set, a temperament, and a history that determine how well they fit a job and how they behave once they are on it. | Persistent across the season |
| Relationship Dialogue | Narrative Choice | Conversations at the office, in the break room, and over the radio are choice-driven. | Used in every episode |
| Prompt-Driven Action | Set Piece | The game periodically leaves the desk for playable sequences in which Robert or a dispatched hero has to act in real time under on-screen prompts. | Inserted at key story beats |
| Episodic Season | Structure | The story is delivered as eight sequential episodes with recaps, a continuing cast, and a save that carries choices forward. | Defines the game's release and save structure |
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