
The final entry of the Abime Series. Six intruders and six captives share a high-tech prison where their moral dilemmas may lead them to a fate worse than death. Can they overcome the wiles of Empathy Systems? What dark secrets lurk behind that institution? When does knowledge become a curse?
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About
Decide 4 God is the final entry of the Abime Series.

One hour.
The woman and her team of investigators had one hour to infiltrate a prison and cause a breakout. Her dearest hope was that, among the prisoners, there would be her brother who disappeared nearly twenty years ago.
She couldn't shake the feeling that something sinister was waiting for her team.
One hour.
The man had been up for one hour, contemplating his past. Everything changed when, one day, around noon, a box with clothing was slid through the opening in the cell door. He was told to put it on if he wanted to escape.
The prisoner obeyed, though something felt wrong. Why was someone breaking him out?

The final chapter in the Abime Series. Decide 4 God contains the entire truth behind the events of both Head AS Code and Birth ME Code. Familiar faces return and new faces emerge to complete the unfortunate cast suffering through over a dozen endings due to the misdeeds of Empathy Systems.
Two sides of the story. You will be able to follow multiple characters as they live out their terrible tale. Side A and Side B have wildly different events making up opposite parts of a whole story.
Interactions while exploring are choices. The companions you choose to explore with determine what you find, and what you find determines your fate. You can examine rooms alone or with others, and their involvement will change how the story unfolds.
Knowledge is a powerful curse. Everything you learn in your trip through Complex Twelve becomes a permanent part of your journey. The data transfers across playthroughs, but autosave means your information retention is permanent. Be careful of what you learn, as some of it may not be good for you...
Three kinds of story flowcharts. Side A and Side B have their own flowcharts, but that's not all: there's the global flowchart covering major parts of the information you learn and each exploration segment has its own solution flowchart to uncover too. Can you find your way out of this labyrinth of information and reach a Permanent Ending?
Note: Only 16:9 resolution ratio is fully supported.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing finale to the abime series, definitely worth checking out
A lot of it good, however one big thing against the game is the amount of returning characters compared to new characters.
Game is really keeping me engaged. If you like Zero Escape this is a good game for you! A great finish to a fun trilogy! Developer was extremely responsive and helpful
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $32.6K | 103 | 73% | $19.99 | |
| $32.6K | 53 | 89% | $14.99 | |
| $32.6K | 127 | 58% | $9.99 | |
| $32.6K | 69 | 97% | $13.99 | |
| $32.6K | 167 | 77% | $9.99 | |
| $32.6K | 103 | 80% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20K | 77 | 94% | $14.99 | |
| — | 0 | — | — | |
| $27.5K | 102 | 85% | $14.99 | |
| $70.4K | 494 | 95% | $12.99 | |
| $6.9K | 21 | 86% | $16.99 | |
| $983 | 33 | 88% | $2.55 |
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quite possibly one of my favorite visual novels of all time. It takes the themes from the first two games and delves into the whole world of the Abime series in a way that gives you those "aha!" moments! There were so many times where I paused to try to figure out just what was going on and I crafted so many theories as I played and it was so rewarding to see everything come together in a nice little bow. The gameplay itself is a vast improvement from the first two games (which I already enjoyed a lot!) and worked in tandem with the game's themes of repeating and trying again and utilizing learned knowledge to solve puzzles within the time frame that you're given. Overall, a 10/10 game and I'd be hard-pressed to offer substantial criticisms
I like it, there were definitely puzzles that I didn't like for a variety of reasons, but the game does its best to give you content to play even if your stuck. For the longest time I couldn't get past a section, but it didn't really matter until 15 hours in when I had covered every other bit of content I physically could, which stopped me from getting frustrated at the design of some puzzles because I could always come back latter with a fresher head to solve. Even then when I finally hit a brick-wall I couldn't pass, I could go to the discord and ask for help or collaborate on solving a puzzle. The story was good too, and it definitely re contextualizes the previous games a lot in retrospect.
The game was incredible. Play first "birth me code" and "head as code". Goooood
Very entertaining experience and, in my opinion, the strongest entry in the series. Game is quite long, but it never felt like filler, and story-wise you are given new interesting information at a fairly regular pace. The exploration segments are repetitive by design, so that's something to be prepared for (but these segments and puzzles were fair, and I never had to resort to a guide out of frustration like I did in BMEC). Soundtrack is good. Certainly not flawless, but overall a successful ending to the franchise.
Easily the best of the three Abime VNs, featuring actual escape room puzzles, and a much longer story that aims to tie everything up in a neat little bow. The new "timed" escape rooms took a while to grow on me, but eventually I came to not mind them. It certainly helps that the game is paced in such a way that you can swap between doing 'exploration' segments and the actual narrative segments so neither grow too tiring. I was quite worried about the infohazard thing upon my first scan of the achievement page before starting, but the game does a good job or letting you know exactly when you're about to lock your save (red warning text and an explicit choice to do it or not) so it ended up working out okay. While the overall story is good, I'd say the best part is the character writing. All of them feel unique, especially those on Side B (the better side, imo) and you end up with real attachment to them by the end. I'm sad this series is so niche, because I'd read some Abime fanfiction in a heartbeat. The Lore chart is also an excellent addition and incredibly useful for keeping track of all the bits and pieces of information that tie together the intricate story. Really my only criticisms are that it took a bit to really grip me (imo it doesn't truly hit its stride until after you've [spoiler] fully solved your first tower, whichever one you choose to focus on first [/spoiler]) and that a few of the parts of the tower puzzles were quite obscure (I don't think I ever would've figured out on my own that on 3B [spoiler] I needed to give Zach my hat for a light [/spoiler]). I'd warn anyone going for 100% exploration dialogue that the Steam guide isn't entirely accurate (or maybe the game is bugged idk) since I'm missing a single dialogue in a few segments that don't line up with the guide. Carrie is best girl.
If you enjoyed 999, VLR, or any similar Mystery Escape room style VN/game, please play this trilogy. I cannot recommend it enough. Head As Code Birth ME Code and this game are all very good. Play them. Well worth the price.
Let's start with the good. The art style and general polish has improved dramatically since the previous two installments. The writing has also taken a turn for the better. My main complaint about Head AS Code and Birth ME Code was the author's inability to distinguish how to use certain grammatical tenses. Miracle Moon has a strange inclination to use future and perfect tenses completely incorrectly (for example "I've left the Empty S over 7 years ago"). That has mostly been rectified here - whereas before, perhaps a good 10-20% of the lines had grammatical inconsistencies, that percentage has dropped to maybe 2%. It's still aggravating to see, but at least it's mostly fixed. Here's where Decide 4 God drops the ball: the escape rooms. In the previous two games, the escape rooms were visual novel style, where you click around on various hot spots, but ultimately there wasn't much puzzle solving. I think Miracle Moon took complaints too seriously and this time decided to go all out - but then implemented the cardinal sin of video game escape rooms - a time limit. Each action you take in an escape room takes one or more minutes to complete, other than walking around between scenes and some limited free actions. Think about it like an investigation scene in Danganronpa or Ace Attorney, or even just the rooms in the Zero Escape series - except with a time limit! It might be fine if the rooms were simple or more obvious. But this is one of those games where you have to explore a lot to figure out where to even start. What complicates things even further are the NPCs that you can (and sometimes have to) recruit as companions. When they are in your party, their thoughts and actions override your own - and based on their motivations and knowledge, they will obfuscate clues and take agency away from the player. Here's an example of how this works. Say there's a house you have to get in. The NPC, Bob, says you have to find the key to the front door and bring him over to the electrical box to turn off security (I'm making things simple - in the real game you get no instructions. You have to figure out what you need to do by yourself). There are three screens - the street where Bob is, the front lawn, and the backyard. Between the three screens, there are 40 hot spots. You have 30 minutes to figure everything out and each action takes 1 minute. Example Winning Sequence: 1. Player searches the most obvious spots where a key could be hidden. In the front yard: a. You flip the doormat. It's not there. (1 min) b. You look in the mailbox. It's not there (2 min) c. You pick up the garden statue and look underneath. it's not there (3 min) d. You look inside the front light fixture. It's not there (4 min) e. You look inside the flowerpot soil. You find it! The key is too dirty, you need to find some way to clean it off. (5 min) 2. Player needs to clean the key a. You try using the key with the bird bath. Oops, the dev didn't intend on you using any object with the bird bath, so it just gives you a description. Maybe you misclicked. You click it again and get a random pun. Maybe this is one of those hot spots where you have to click it until the very end? You click again and get a quip, The hot spot turns red. Nope, wrong place. (8 min) Minor spoilers [spoiler]This is literally something that happens in the first room where you need to clean a lens. Apparently using dried out, crusty old hand sanitizer is better than using fresh fountain water for cleaning. [/spoiler] b. You go to the backyard (free) c. You use the key on the outside faucet - you get a message "You have to turn it on first!" (9 min) d. You turn on the outside faucet (10 min) e. You use the key with the outside faucet (11 min) f. You turn off the outside faucet (12 min) 3. Player needs to bring Bob over to the electrical box, which is in the back yard a. You go to the street (free) b. You click on Bob and ask him to join you (13 min) c. You go to the backyard (free) d. You click on the electrical box (14 min) e. Bob says he needs 5 minutes to shut off security. You ♥♥♥♥ around for 5 minutes (19 min) 4. Player needs to get into the house a. You go to the front lawn (free) b. You use the key on the door and walk in (20 min) In the end, it takes 20 minutes out of 30, and you could even cut out 5 minutes if you bring Bob to the electrical box first, then search for the key. That's plenty of time to spare, right? Here's how I played this scenario: 1. I click on Bob and ask him to join me because I have to bring him to the electrical box later on anyways (1 min) 2. I click on the doormat, Bob makes a quip, then looks underneath and finds nothing (2 min) 3. I click on the mailbox, Bob makes a quip, then looks inside and finds nothing (3 min) 4. I click on the garden statue, Bob makes a quip, then lifts it up and finds nothing (4 min) 5. I click on the front light fixture, Bob makes a quip, then looks inside and finds nothing. (5 min) 6. I click on the flowerpot, Bob says "My parents used to hide their spare key under their flowerpot!" He lifts up the flowerpot and finds nothing. Remember the key is IN the flowerpot, not underneath it. (6 min) 7. I click around randomly, assuming that everything above was searched thoroughly, until time expires. INVESTIGATION FAILED In real time the intended sequence takes 30 minutes to an hour to finish, thanks to all the reading and bloat. If you fail, you have to do it all over again! Danganronpa and Ace Attorney all had instances of logical leaps or places where the next step was unclear. But there wasn't any time limit so you could click around all over the place until you figured things out. Yeah, there was some repetition, but not more than a minute or two at a time. This game, on the other hand, does not respect the player's time. If I were back in school on summer break, then I might be more lenient. However, now as a working adult, I simply don't have time for trial and error nonsense that makes me redo the entire investigation from scratch if I fail. Miracle Moon has stated that it's intended for the player to fail these escape rooms the first time. I thought it was due to perhaps an overzealous ineptitude, but the official explanation is even worse, because that means the dev knows that they are wasting the player's time! This game honestly reminds me of those 90s point-and-click adventure games where a decision an hour into the story could soft lock a game, but you'd only find 20 hours later. Just like the previous Abime games, there's probably some point in the story where you get the ability to jump around segments. Maybe you get a time dilation device too? I don't know, but this is one of the most frustrating starts to a visual novel that I've ever run into. I'm probably going to continue playing because I'm invested in the story. It's just unfortunate that the gameplay really hinders my enjoyment.
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