
The second entry of the Abime Series. Play as the mastermind in a death game where you must find the traitor while concealing your identity. Six hours, one school, six deaths. Nine participants fight for survival: it's kill or be killed, trust or deceive, escape or die.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This eventually moved its way to a thumbs up once I finished everything, though I was on the fence partway through. THE GOOD: - Overall story is wild, and has some really good moments where I was left genuinely stunned. - The puzzles are wonderfully devious. Around 90% of them had me busting out pencil and paper, using spreadsheets, and really digging in for a satisfying answer. For the few I had to look up, I felt like an idiot for not getting it. But for the remaining 10%, it felt like the directive/hints for the puzzle didn't communicate too well, or the rules for organizing your answers weren't clear. Your mileage may vary, but definitely a solid puzzle game. THE OKAY: - The art is strong in the big illustrations and backgrounds, but the character sprites are a little odd to me. Not bad, but not standout. - The music is serviceable. It's fine, I just feel like it needed more variety. Tracks really got overused quickly. - The branching paths system is needlessly convoluted. I made sense of it after a while, but having to start a whole new file every time was a nuisance more than anything engaging. THE BAD: - The writing. This needed a stronger editor to cut down about half the dialogue and reword it. One character in particular is commits some major word crimes: someone who is described as speaking eloquently, but comes off as playing competitive Balderdash and using 20 words when only 2 are needed. There's plenty of banter, but enough to break the pacing and even undo the careful characterization they've put together. In deduction rooms, every single character loses their personality and fulfills whatever comedy role they're given to make some stretch of a pun work. The narration is often unnecessary, describing the action a sprite is clearly doing instead of letting the art communicate it. The narration is also full of baffling word choices, like referring to a character as "The bear-themed helmet wearer" or other mouthfuls instead of just saying their name. - Flow chart tutorials. The flow chart itself is okay, but the way you learn how to use it and how it helps you discover new routes is not. On two separate occasions, the "key" symbol outright lied to me and I spent around an hour trying to figure out what I was doing wrong. In both cases, I was on a fresh file, and the only lock available to open showed a red key (meaning you made the wrong choices) before I had even made a single choice. One was resolved with a seemingly random combination of choices (which I found by literal brute force), which then turned the lock orange, but playing the part before still somehow sent me to a different route. Turns out this was the only lock I had to click to unlock, which was never used before or communicated. With the other red lock (which appeared after being told to trust a certain person more), maxing that trust still sent me to a dead end. I tried every possible permutation of choices, literally brute forcing the answer, but it remained red and sent me to a dead end with every single one. I looked up a guide here, but even following said guide, I couldn't progress. The only way I could bypass it was by autofilling to a "dead end" right before it, which I lucked into after about an hour of frustration. I nearly dropped the game at this point. TLDR Despite my major gripes, I still recommend it. Other reviews mention puzzles autosolving, or not being interesting, but perhaps those were from earlier updates. If you like plot and puzzles, give it a go! I just wish the writing facilitated it better.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so convoluted that I'm stunned there was even a rewrite to make it more cohesive. What was the ending like before? Game could have been better if it didn't try to do too many at once. There are tons of massive twists at the end that really complicate everything, and the game should have honed in on one or two of them and work on those exclusively and make those twists better. Also, the ending feels like you're playing a completely different game. Not in a "woah this makes everything make sense/be better", but in a way that makes the ending and what came before feel like literally two different games. Other than that, pacing is weird, I wish the characters were more fleshed out, the plotholes ironed out, and the concept worked on more. This game feels like it tried to replicate Zero Escape, but it missed what made that series so special while focusing on the negative aspects of the series (long exposition dumps and convoluted plotline). I will say that I admire [spoiler]the twist that there was nothing supernatural going on on the flowchart, and that both game's paths are just two simultaneous groups[/spoiler] because generally people try to do the opposite, but I feel like that concept could be done better (like in AITSF... edit three years later: i actually don't really think ai:ni did it particularly well either nowadays).
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good
Absoultely amazing game cant wait to play the others
Cool mystery/escape room game!
great VN. fun escape rooms. tricky puzzles.
Wow! I REALLY enjoyed this one. Everything is a step up from the previous game. Art is better. Music is great. Story is complex, philosophical and very engaging. Gameplay was... added! My main criticism would just be how obtuse some of the puzzles are, the hints barely helped on a fair few of them. The 'Trust' system could have been better explained early on as well. Looking forward to starting the 3rd game!
I enjoyed Head AS Code, the prequel game, enough that I immediately hopped over to this game. Head AS Code was plagued with grammatical errors, but it wasn't egregious enough to impact the experience for me. Birth ME Code is another story. The strange grammar and tense switches creates major problems in narrative given all the actual rules to follow and the logical deductions the player has to make. With the imprecise nature of the wording, the effect is far more aggravating than the prequel. Just some quick examples: "And also, you haven't been exploring with the others earlier." "You can't see it just yet, but the cylinder in the middle will be gone… In front of you, once your vision will have come back, will be a shotgun." "Hopefully you didn't kill off your best puzzle solver yet, or else you would regret it now." In a game like this, the explanation of the rules and any infodumps must be tight and concise. The author seems to be someone who learned English as a second language, and unfortunately this writing style really impedes on the player's understanding of the entire story. As an improvement, or perhaps in some cases a deprovement, there are actually puzzles to solve in this game. It's still barebones in terms of escape room, but there are puzzles nonetheless. Unfortunately they are essentially all riddles - most are wordplay, some require abstract thinking, some are just plain not good. Especially towards the end, the more nonobvious puzzles gate the story. Head AS Code is relatively linear in path, whereas this game actually uses a flag system to determine the route. Unfortunately the narrative isn't tight enough to support this switch, which results in some glaring plot inconsistencies and continuities. It's quite immersion breaking in my opinion. Two glaring ones that stand out to me: 1) In all routes, it doesn't matter who you choose to vote for. It always states something like "Character X's face popped up," which is totally fine. In one specific instance, the game railroads you into choosing a specific character, but still gives you the option of choosing someone else. If you choose someone else, the next scene it still treats it like you chose the character you're supposed to pick. Why even bother giving a choice? 2) After Deduction 4, there's a specific sequence where you see certain shenanigans happen to the voting machines. You literally see exactly what a specific character does to manipulate the vote, and yet if you don't have enough TRUST with certain characters, the MC never brings that up and acts all surprised at the result. It doesn't make any sense. The ending is also big disappointment. It's essentially a big wall of text with lots of pseudoscience jargon, I literally can't tell exactly what the game is trying to relate to the player. I'm almost entirely sure the ending mixes up characters G and H at several points, which, combined with the dubious ability of the author to use the correct grammatical tenses, results in unacceptable levels of confusion. Overall, I was tempted to give this game a thumbs down, but I still feel like I got enough enjoyment out of it for a thumbs up. I really hope the writing in the 3rd game is better. Another gripe that require some MINOR SPOILERS The mastermind's justification for kidnapping the characters for this death game is weak. Most of the characters are high schoolers, as young as 13 or 14 years old. Yeah, many of them did some bad stuff, but there's a reason that we have a juvenile justice system and don't just lump children together with adults in prison (for the most part). Seriously, giving a kid the death sentence for forgery is beyond the pale. The main character just accepting the mastermind's explanation is bizarre.
A nice little game to scratch that Uchikoshi itch. Fans of the Zero Escape games and more recent AI: The Somnium Files are gonna enjoy this game, as well as its prequel, Head AS Code. It's a step down in writing quality though, so temper your expectations. My favorite mechanic is definitely its streamlined timeline flowchart. To play a new route, not only can you pick the fork to the new branch you wanna continue, but also the relevant choices from previous nodes that can unlock the branch.
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