From the introduction:
Arjé tries to explore the limits of the collective human psyche, both their most luminous and hopeful faces and their darkest corners. It uses simple instructions for shared imagining –based in the Hero’s Journey- to create oniric landscapes and explore them, like they were the collective unconscious.
The game’s central premise is: humanity has discovered procedures to travel from this to other planes of conscience, where it’s possible to interact with different archetypal and oniric elements, breaking thus the limits of conscience and logic from everyday reality. The characters are psychonauts that using different techniques (meditation, drugs or directed daydream, etc.) can enter the oniric world and intervene in it, to the end of detecting possible threats that transform into madness or violence in people. They use their own archetypal expressions for this: their Psike (their own conscience), the Hero (the noble) and the Shadow (the temptation, the
visceral).