In a dim, gritty setting, the film opens at the house of gangster authorities Matvey and his associates, where a young boy named Vampire arrives claiming he has killed their guard and needs to talk. The tense mood hints at a knot of loyalties, debts, and hidden dangers that will pull the players into a far bigger game than they expected.
Cut to roughly a month earlier, when the city buzzes with a cybersports tournament. The star-studded Grandmasters team—Vampire, Doc, Komar, Tall, and Jan—dominates the competition, snagging the title with slick precision. Vampire’s partner, Rita, also makes waves by finishing second in auto racing, while Vampire’s friend Maxim takes a victory in a fighting game. In the wings, Victor Pokrovsky, the president of the company "VIRTUS", hands over the first samples of the latest disks, which turn out to be experimental models of scientific development. The moment the discs spin up, the players discover they awaken extraordinary talents tied to their gaming passions: the Grandmasters gain uncanny weapon-handling, Rita becomes a top-tier driver, and Maxim unlocks advanced martial arts skills.
The narrative then follows a tense sequence in a cafe where Maxim and Lena share a coffee and a plan. A clash erupts with Vazha’s crew, Khizir’s brother presenting a dangerous spread of influence. With their enhanced abilities, Maxim repels the assault with surprising ease. The danger escalates when Vazha’s men seize Maxim and haul him to Khizir’s factory. In a bold move, Vampire leads a daring raid with his teammates, grabbing the captured weapons and tearing through Khizir’s fighters to free Maxim. They stash the weapons at Tall’s dacha, but Maxim makes a firm choice: he refuses to join the team permanently, signaling the rift growing within their circle.
A month slips by, and the situation grows direr financially. Doc finds himself short on funds and proposes a risky gambit—he suggests striking a deal to “bet out” a criminal syndicate led by Matvey. The plan backfires, forcing the group into a deadly confrontation with bandits. During this volatile period, Rita is kidnapped by the FSB colonel Lebedev, the hard-edged enforcer working in cahoots with the oligarch Boris Sergeevich Gromov. Lebedev uses blackmail to coerce the team into acting for the state, pushing them to eliminate dangerous targets.
In the opening days of their coerced assignment, the team experiences the glamour and excess of a life they didn’t ask for. But the mission takes a grim turn as they are tasked with liquidating Sergei Zaritsyn, a business magnate sealing massive deals with the Bolivian government. Vampire recognizes a troubling truth: they are not working for the state but for criminals who pull the strings behind the scenes. He tries to dissuade Doc from killing Zaritsyn, but Doc betrays him and completes the operation. The escape from the battlefield leaves Rita and Tall badly wounded, yet Vampire’s resolve steadies the group as they retreat to Lebedev’s base. Tragically, Tall dies from blood loss, marking a tragic turning point in their already fragile alliance.
Throughout the ordeal, the lines between loyalty, survival, and ethics blur, and the characters are pushed to confront the true cost of power gained through borrowed abilities. The narrative threads weave through friendship, ambition, and the creeping realization that the world they stepped into is governed by larger, more ruthless forces than they ever anticipated.