Dispatch's Final Shift Features Intentional High-Failure Rate

02 Dec 2025

In the game Dispatch, the final shift includes intentional high failure rates during Episode 8, confirmed by AdHoc developers Dennis Lenart and Polly Raguimov. This change turns routine tasks into critical storytelling moments.

Design Decisions and Intentions

Dispatch involves strategic decision-making, especially in challenging Episode 8. It incorporates an auto-failure feature for high-percentage operations when hero stats surpass a set threshold. Raguimov emphasized that these high failure rates during the 'final shift' were deliberate, affecting outcomes according to the boss character—Coupe or Sonar.

Lenart noted that these design choices reflect the game’s narrative about an unpredictable world. The updates maintain player engagement by increasing tension and narrative depth through strategic gameplay elements.

Gameplay and Narrative Harmony

The episodic structure of Dispatch leverages dynamic level designs to deepen player immersion. Despite being a secondary feature, Dispatch's gameplay is crafted to complement the overarching story and cutscenes. Game designer Raguimov clarified that fresh gameplay mechanics were progressively introduced to prevent monotony.

The dispatching system evolved to include varying powers and combinations, while the controversial auto-failure element represents intentional difficulty escalation. Developers balanced this with game elements like fostering character banter, which stays engaging but non-intrusive.

Impact of Gameplay Changes

While Dispatch's gameplay might not be the primary attraction, the attention to detail suggests AdHoc's dedication to a cohesive gaming experience. The game underscores storytelling through player decision-making, with thoughtful difficulty adjustments, ensuring the gameplay resonates with the narrative’s theme.

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