
The first entry of the Abime Series. Eight captives must cooperate or compete to escape an underground subway under the manipulation of a dangerous psychopath. Can you really trust anyone? What about yourself? And what is the meaning of a good ending? Is reaching one even possible?
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About
Head AS Code is the first entry of the Abime Series.

It is April 22, 2022 and Simon Fournier woke up in a strange location. Surrounded by friends, strangers and foes, he has to play the dangerous game introduced only as the Dating Game. It's not a joke; it's real and it's dangerous. If they failed, they would die.

It is a merciless environment where tensions rise and where no one is safe. Any suspicions could get you killed. Everyone's questions quickly multiplied. Who is Smiley? Who really are the other participants? Is Smiley among them? What is the real purpose of the Dating Game?

A surprising story full of twists! Head AS Code is a story with plenty of twists and turns to keep you on the edge of your seat. Every one of Head AS Code's 19 endings contains thrills, chills and kills.
Many riveting choices! No need for saves when the game autosaves for you. Every choice has its own weight. And if you don't like where you're going, there's always...
An ever-expanding flowchart! You can access it after your first ending. Use it to jump to any point you already read! The game autosaves, but there's global, visible progress.
Numerous interactive sections! Active Searches were designed to give YOU control over which interactions you'd like to read. Talk to someone, investigate an object or skip the optional searches if you'd like.
Note: Only 16:9 resolution ratio is fully supported.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Criminally underrated. Probably like the entire genre of visual novels like Zero Escape.
Edit: (Post 100% completion, no spoilers review) This game has one of the best stories, and easily the best ending of any visual novel that I've played. I didn't count a single plot-hole, either The atmosphere and music often had me feeling tense, and anticipating what would happen next. I guessed some of the twists, but many took me by surprise I also grew to really like the main character. Which I wasn't expecting Oh, and I would look forward to whenever there was a CG. They added onto the game's personality There are a few flaws: - Some of the characters' sprites are off-putting (but much better than the beta!) - Some characters don't get enough development (this is explained by the true ending) - There are many abrupt endings (also explained by the true ending) For a game that I at first reluctantly played so I could get to the other games in the series, it surpassed my expectations and I'm really glad that I gave it a go
I played the original version of Head AS Code several years ago and quite enjoyed it. Recently, I decided to play this remake (as well as the sequel) in preparation for the final game. I think this second playthrough left me slightly less impressed with the game, but it was still a good experience overall. The short verdict: HasC is a good Zero Escape-inspired ontological mystery that doesn't quite live up to its inspiration, but is likely to provide a enjoyable time for fans of the series. HasC has several strong points. The metro train station setting is unique, and the ontological mystery is a strong hook. The twists are interesting and surprising, and I enjoyed the way the different endings both answered questions while also presenting new mysteries. I know some lament the lack of interactive puzzles, but I didn't mind (the few puzzles that do exist actually hurt the pacing in my opinion). Pacing is a strong point of the game overall, which pairs well with its suspense to create a story you want to see through to the end. On the other hand, the character writing is unfortunately a bit weak. The lovable jokester Marco is by far my favorite, even though he doesn't get much screentime. The rest of the cast tends to be a tad undeveloped (which was somewhat of an inevitability given then game's brisk pacing). What really bothers me, however, is the way characters are made to act unrealistically for the sake of creating violence and drama. I won't go into specifics to avoid spoilers, but nearly every optional bad end in this game is the result of bizarre shifts in characterization that felt inconsistent with what we'd seen previously. The writing (in a technical sense) is another area that falls flat. Throughout the game, many sentences are stilted and poorly constructed. This is especially apparent with the character "A", who I believe is meant to come across as arrogant. In reality, his dialogue is sometimes painfully awkward to read and does not sound like how any real person would speak. Overall, a fine choice for fans of ontological mysteries like Zero Escape. The new art and QoL features make this a definite upgrade from the original, but I still enjoyed the game a little less on replay (likely due to a more critical eye on my part). However, the mysteries and reveals are still quite solid, and I think that's what matters most in a game like this.
Head AS Code is a solid and tragically underrated entry into the genre of 'Zero-escapelikes', putting its own unique spin on the core premise, that is: A bunch of quirky characters who don't get along are locked in a structure full of elaborately constructed puzzle rooms and introduced to the threat of painful death; tomfoolery ensues. HAC asks the question, what if that happened but in Canada and with trains? There's actually little in the way of actual puzzle solving since most of it will be done for you, but that's not really why we're here. We're here for the characters, the winding, branching storyline and the twists and turns within and on this front HAC delivers, mostly. Though most of the characters in HAC are multidimensional and full of surprises, others noticeably get the short end of the fleshing out stick, and I feel as though this reduces the impact of certain moments and reveals. If you're familiar with the genre of zero-escapadelikes you might think to expect what twists lay ahead. HAC expects you to expect this and deliberately twists these twists into something entirely unexpected. That said 'unexpected' is not necessarily superior and a handful of these reveals feel as though they exist solely to subvert preconceived expectations, others suffer due to the aforementioned deficiency of character development. All that said I liked HAC overall and recommend it to any fan of mystery/thriller Visual novels. E best girl.
I highly enjoyed playing this game and it was 100% a worthwhile investment for me. It isn't exactly a masterpiece, but I found the story to be very enjoyable. I had a ton of fun theorizing and mentally piecing together bits of the story and character lore. I felt like the open timeline worked really well and discovering all the routes was very fun. While it doesn't have much depth as a lot of other mainstream death games, it's certainly very good for a smaller team and it was still well worth playing. I do think a lot of the escape rooms were a bit pointless, with it largely being just clicking around and the characters solving the rooms for you. It would have been nice to at least attempt some of the puzzles they show, since they actually did have fun concepts! It just fell short when the characters solved it with no input from the player. That being said, I personally found the story to more than make up for the lack of puzzles. I do wish we got a better look into the characters and their backstories as well as explanations for their actions, but by the end of everything I was largely satisfied with the story. Overall, I think the developer(s) did a great job on this and you should absolutely consider adding this to your library.
goood
Incredible. Played it through after seeing it years ago. If you liked Zero escape or simnilar games you'll love the story on this. Great plot twists and the small hints made me go back to check what i missed. Brilliant
Just no.
Claramente inspirado en la saga 999 y Ever17, esta novela visual logra transmitir la misma sensación de misterio que esos juegos. Particularmente me parece muy bien diseñada la flowchart de rutas. Si bien no alcanza el nivel de los que juegos en los que se inspira, es claramente una buena opción para los jugadores que tienen ganas de jugar una historia similar de un juego de muerte.
Head AS Code, developed and published by Miracle Moon, is a psychological mystery visual novel that builds its identity around tension, branching storytelling, and a constant sense of uncertainty. Acting as the opening chapter of the ABiMe series, it introduces players to a confined, high-stakes scenario where a group of strangers awakens in an underground subway system with no clear explanation of how they arrived. The situation quickly escalates into a deadly “Dating Game,” where survival depends on forming connections, making difficult choices, and navigating a web of hidden motives. From the outset, the game establishes a tone of unease, where every interaction feels layered with potential deception. The narrative is the core of the experience, structured around multiple branching paths that encourage repeated playthroughs. Rather than offering a single linear storyline, the game presents a network of possible outcomes shaped by player decisions. Each route reveals new information, gradually building a broader understanding of the situation and the characters involved. This design creates a sense of discovery that extends beyond a single playthrough, as players are motivated to revisit earlier choices and explore alternative paths in search of a more complete picture. The writing leans heavily into psychological tension, often raising questions about trust, identity, and manipulation without immediately providing clear answers. A defining feature of the game is its flowchart system, which visually maps out the branching structure of the story. This allows players to track their progress and revisit specific points, turning the narrative into something that feels almost like a puzzle to be solved. Instead of simply advancing through the plot, players are encouraged to piece together fragments of information across different routes, creating a layered storytelling experience. This approach adds depth and replay value, though it also demands patience and attention, as understanding the full narrative requires time and careful exploration. In terms of gameplay, Head AS Code offers light interaction rather than complex mechanics. While the premise suggests escape-room elements, the actual gameplay is relatively simple, consisting mostly of exploration and object interaction. Players examine their surroundings, gather clues, and trigger events that move the story forward. Although there are moments that involve problem-solving, they are generally straightforward and do not require extensive logical reasoning. This makes the game accessible but may feel underwhelming for those expecting more intricate puzzles or systems. The experience ultimately leans much more toward storytelling than gameplay challenge. The cast of characters plays a crucial role in maintaining engagement. Each participant brings a distinct personality and perspective, contributing to a dynamic where alliances and suspicions constantly shift. Conversations often carry an undercurrent of tension, as players must interpret not just what is being said, but what might be hidden beneath the surface. While some characters are more fully developed than others, the group dynamic as a whole succeeds in creating a sense of unpredictability. The protagonist, Simon, serves as the player’s lens into this world, though his characterization may feel more subdued compared to the more expressive members of the cast. Visually, the game presents a modest but effective style. The environments help establish the claustrophobic atmosphere of the underground setting, while character designs, though somewhat unconventional, contribute to the game’s distinct identity. The soundtrack is a standout element, enhancing both the tension and emotional beats of the story. Music is used effectively to reinforce key moments, adding weight to revelations and maintaining a consistent sense of unease throughout the experience. Despite its strengths, the game is not without flaws. The pacing can be uneven, with certain sections feeling slow or repetitive, particularly when revisiting similar scenarios across different routes. Some narrative twists are impactful, while others may feel abrupt or insufficiently developed. Additionally, the limited gameplay mechanics may leave players wanting more interaction, especially given the premise’s potential for deeper puzzle design. These issues do not overshadow the overall experience but do highlight the gap between the game’s ambitions and its execution. Ultimately, Head AS Code is a compelling introduction to a larger narrative universe, offering a story-rich experience that prioritizes tension, choice, and interpretation. It succeeds in creating an engaging mystery that rewards persistence and curiosity, even if its gameplay and pacing occasionally fall short of its potential. For players who enjoy branching narratives and psychological thrillers, it provides a solid and intriguing foundation, setting the stage for the series that follows. Rating: 7/10
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