![how to kill a fly [ H2KAF ]](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4566700/f6686a890c92d7293302075d1e448d9739bc8bbb/header.jpg?t=1787419008)
You are a corporate flesh object with no way to speak on your own trying to pose as a human by mimicking what other people say. Serve the corporation that owns you, complete your assignment.
Modeled estimate, not a reported figure. How we estimate →
About
> You are a corporate flesh object unable to say any original phrases and must mimic NPC dialogue.
> Try to pose as a human by using the lines said by other people and serve the corporation that owns you.
> Experience the shadow of a future vision of prominent tech CEOs. Also known as the Hypercapitalist Cyberpuke "vibes"!
> A Puzzle/Immersive Sim based on talking and responding to people.
> "Talk" with little people, see their regular lives, look at how those ordinary people, the flies of the new society, get by, as an "ordinary" operator yourself.
"We look forward to having you in our team! On behalf of CorBi-e, you'll be locating an inconvenience and report it back to the department, simple as that! With your impressive set of skills and equipments, we are sure that there won't be any setbacks. We are delighted to have you as a CorBI-e Operator and firmly hope you won't forget who modified & created you!"
-Core Bionics & Electronics Security and Field Operators Department
"Having been freshly wiped, for the past wouldn't be necessary, you are assigned to locate a minor threat to the corporate existence. The reward? Don't worry; in HyperDome17, work always pays off."
-E-mail sent by Chief Operator Chessie "Khornie" Tipique.
"We all had to grind for this view, 6/10."
-A desperate hyperdomian.
"So where the centredits at? 10/10"
-GurgleReviewer67.
"Oh now you come for my reviews, huh? You will NOT profit from MY info. ??/10"
-An anonymous citizen of HyperDome14.
Try to pose as a human by using the lines said by other people.
The RAMember module, inserted to your Active-Brain by scooping out a chunk of Broca's area, for keeping people's sentences in your mind and re-using them.
A short experience in a cyber-puke-environment.
Interact with flies who are living their lives.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You're missing out, this game is awesome! A dystopian cyberpunk walking puzzle PnC akin to Observer_. You have no mouth, so you must "talk" with NPCs to collect their dialogue to regurgitate it to others as your own. The story is great, the art style is phenomenal, The NPCs are worth listening to every line, and the world-building is top-notch. Can't wait to replay for all achievements, dialogue options and whatever my "prize" is for getting all the cheevos. Also, having an assist mode made a world of difference for me. Toggle it on if you get stuck, but a super appreciated feature for sure.
> steal other people's sentences > pretend they're your own > act like an npc > serve the corporation > close linkedin > open h2kaf > somehow less dystopian > 10/10 shat my pants
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Languages: English**languages with full audio support
Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This esoteric walking simulator has the unfortunate problem that it presents you with too many choices and punishes you for choosing the wrong one. Correct options can at times be difficult, I'd even say impossible, to figure out. This all compounds with the issue of first having to find the right answer too, like a literal needle in a haystack. It is tedious to play at its best, straight up confusing and unplayable at worst. There's even an intentional soft lock that gates you out of a side quest that you can walk straight into because the game doesn't even try to hint when it happens. You explore the place, and all of the sudden you can't do that piece of content anymore. In fact, you can get locked out of a lot of information that is technically not crucial to the story, because once you're done with an NPC, that's it. No take-backsies. You're just forever locked out of finding out anything else. Will I ever know the smoker's name? No, because he will not tell you after leaving the balcony. How stupid. There's ways to do this that make a lot more sense. If the smoker was gone, then sure. I can understand not being able to ask him that question. But he just moved to a different room. How does that change anything? Same with Gruel. He's still there, fully able to answer questions. But no, you cannot ask him to help you. Could the game give me an alternate path to still do the side quest, or warn me, however subtly, that I'd be locked out somehow? No! Because the devs do not care. This is intentional. The assistance mode is required to play the game, and it babies you like you have an intellectual disability for enabling it by calling it an "accessibility feature". Frankly I'd prefer the more accurate term 'playability feature.' Since its the only way to play the game without spending hours doing nothing but restarting saves because you failed to choose the right option out of a hundred. And don't get me started on the Act 2 'easter egg' that puts something on your screen that you cannot remove, which was my personal last straw. Its all fun and games until you have to play through the entire rest of the dumb game like that. Frankly, the developer should have just written a book. Or made a comic. It would be much better, because I like the story. Sure, its a little childish, and definitely quite surface level, but its fun. I enjoyed it. Just sucks that I won't get to see the ending. Et cetera, the game is miserably, hopelessly f'd, because the core gameplay mechanic is simply tedious and awful, and I honestly don't even know how to fix it myself. It'd be better if it had a simpler conversational mechanic like visual novels, or maybe something akin to Disco Elysium. Thanks. Edit: The visuals are pretty good. I like games that look like this. That's a positive, I guess.
I haven't seen a game that does dialogue options like this, it's really unique and does make you think sometimes. What is sometimes irritating, are the times you feel like you have gone through every NPC, every possible interaction that you need to proceed, but still can't pick the right option. That is, however, made much simpler with the search function, which I find to be a great addition. What's also really cool is that your interactions with some characters, like Taria, can end in multiple ways depending on your answer/info gathered, which may have some ramifications in the future. Overall a neat puzzle game of sorts, I like it.
I actively avoid cyberpunk settings. Usually, the neon-drenched dystopian tropes do nothing for me, and can get dull in my opinion, yet the puzzles and world-building in this one genuinely hooked me At its core, it scratched that classic point&click itch, treating conversations and information gathering like actual puzzle mechanics where words are your inventory, The design philosophy clicks immediately in the first act puzzle, where you track down the 'Anti', as it was set in a fairly small apartment building, it acts as a remarkably concise tutorial that lets you get a grip on the mechanics without spoon-feeding you, while tucking in neat little side areas that quietly invite you to explore and digest the setting before moving forward. The writing gives the setting an identity that genuinely stands on its own rather than just leaning on worn-out aesthetic crutches and as it touches on one of my favourite topics - transhumanism, It did not disappoint in that regard. My only major grievance is the audio design, The soundscape/audio-mixing really needs some fine tuning, the ambient audio and background loops in multiple dialogue sections quickly grated on my nerves, making it genuinely irritating to sit and listen to conversations that otherwise deserved full focus. Still, for a game in a genre I usually dodge, the world it presents is well worth the headache caused by the complex puzzles and design
When you open the game, you can immediately tell it was made with passion and creativity. The setting, characters, sound effects and dialogue are all just sort of unwelcoming, yet feel like something genuine. Overall, I really enjoyed the game and the plastic green world.
I've been patiently waiting for H2KAF since the demo and I am pleased to announce this game SLAPS. A short little game displaying what the Indie scene is really capable of.
I love this game, kid. They shot me three times for sayin "i love this game, kid." Now i cant move.
I spent nearly 3 hours on the demo kept refreshing the page waiting for the game to drop both visual and story wisely so beautifully done had sm fun with the dialogue mechanics the game forces you to read every dialogue and everything without it getting exhausting keeping you immersed in the story remember to check the new analysis of trading trends :DD
10/10, LIFECHANGING. NEVER CAME BACK TO FILL ME UP. I DON'T HAVE A SINGLE THING TO SAY. ♥♥♥♥ MY STUPID VENDING LIFE!!
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