
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?
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 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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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Stats
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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of these games that tries to resemble Zero Escape Series , it's the same class as Zodiac Trials and has the same problems : no death CGI's , self solving puzzles with the help of main protagonist, overcomplex story, the dialogues are boring and poorly written. The things I liked are : the art quality - certainly better than than : Zodiac Trials , The game of foutune , Friendly Facade ect. Also the music composed by Alex Shea is very climatic - almost like in movie The Saw. To conclude the game is average but somehow it made me last to the very end 7/10 or 8/10 if you liked Shin Tsukimi from YTTD.
I went into this not expecting much, and I finished it being pretty pleased with what I got. There were some good narrative ideas, though nothing ground-breaking. A couple reveals had me raising my eyebrows in surprise. While the writing was a bit basic (and more than a little horny), my intrigue was maintained throughout so in that regard it was a competently written mystery Character portraits are...fine. Backgrounds look decent. Nicely designed UI. Music was very fitting, though wish there were a few more tracks. Story is about 10 hours and doesn't outstay it's welcome. After finishing the game, I'm interested to check out the 2nd in the series
Players by region
Where this game's players are, estimated from review languages.
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