
I arrived in the land of Mongolia to capture the Mongolian Death Worm. To capture my beloved Mongolian Death Worm and save our Mongolian Death Worm Capture Department from extinction. ◆Game Introduction This is a visual novel style visual novel game. The estimated playing time is about 1 hour.
Modeled estimate, not a reported figure. How we estimate →
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About
Mongolian Death Worm. It is the ultimate UMA, with a perfect balance of form, ecology, and name. I arrived in the land of Mongolia to capture the Mongolian Death Worm. However, Mongolia has turned into a magical city with an army and an infestation of UMAs! To capture my beloved Mongolian Death Worm and save our Mongolian Death Worm Capture Department from extinction.
Now, the battle for the survival of the planet begins. ━━━━━━
◆Game Introduction◆
・This is a text adventure in the form of a visual novel game.
・There is no branching by choices, and there is one ending.
・The estimated playing time is about 1 hour.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Reviews
关于一个热血男高为理想抓大虫陷入大危机的故事 特别无聊以至于玩了感觉和没玩没区别 ui啊什么的也都挺简陋 不过战力天花板哥特女主超萌的
[h1]モンゴリアンデスワーム捕獲部って何だよ…[/h1] 日本語対応、国産インディー タイトル通りのUMAを捕獲する部活が主人公のみで廃部の危機! 何とかするために単身モンゴラへと旅立つ…というノベルゲーム 分岐などは無いタイプ ラノベっぽい雰囲気の文体で読みやすい 主人公、現地で助けてくれるヒロインと共に話がどんどん デカくなっていくのでわくわく感アリ クリア後鑑賞できる少しスチルが少ないなと感じたが お値段を考えると許容範囲 読後感は悪くなかった [code] Steamキュレーターで紹介しました [URL=https://store.steampowered.com/curator/41056472/]「3D酔いでもゲームがしたい」[/URL] 毎日更新してます! [/code]
Mongolian Death Worm Capture Department Activity Record is a short, surreal, and deliberately off-kilter narrative experience that leans into pulp horror, cryptid folklore, and a darkly comedic sense of absurdity. From the moment it begins, the game frames its story as an official “activity report” from a peculiar field operative sent to Mongolia to capture the legendary Mongolian Death Worm — a creature often associated with desert myths and impossible biology. Instead of treating this premise with scientific seriousness, the game embraces a wild, exaggerated tone that feels closer to a fever dream than a field investigation. Once the protagonist arrives, Mongolia is depicted not as a barren landscape but as a strange, chaotic territory overrun with bizarre creatures, rogue armies, and supernatural disturbances. This shift from cryptid hunt to apocalyptic fantasy gives the story an unpredictable energy, as if the game is constantly one step away from dissolving into complete madness. Structurally, the game operates as a linear visual novel without branching choices or multiple endings. This means your role is not to shape the narrative but to witness it unfold, almost like reading an illustrated incident log or watching a condensed animated short. The entire experience lasts roughly an hour, which gives the game a compact, almost sudden rhythm; scenes transition quickly, and major events occur with little buildup. While this brevity limits narrative depth and character development, it also contributes to the game’s punchy, absurd tone. There is no time to question the logic of what’s happening — the game simply hurls strange encounters and grotesque imagery at you until the final sequence arrives. Players who enjoy wild, over-the-top indie experiments may find this pace refreshing, but anyone hoping for emotional nuance or complex worldbuilding may feel the story ends before it ever fully takes shape. A significant part of its appeal lies in its atmosphere. The game blends grotesque horror elements with fantastical and surreal visuals, resulting in scenes that feel both unsettling and strangely humorous. The depiction of various UMAs, the militarized chaos, and the exaggerated transformations all contribute to a tone that refuses to settle into any conventional horror category. It’s neither grounded nor psychological, neither comedic nor entirely grim — it floats between genres in a way that mirrors the unhinged cryptid lore that inspired it. This shifting tone gives the game personality, and for players accustomed to formulaic horror or predictable visual novels, Mongolian Death Worm Capture Department Activity Record stands out simply because it does not behave like anything else. However, the game’s limitations are hard to ignore. The reliance on AI-generated artwork, transparently acknowledged by the developer, results in a visual style that can feel inconsistent or mismatched from scene to scene. While some images capture an effectively eerie mood, others look noticeably artificial, weakening the atmosphere at key moments. The writing, particularly in the English localization, also suffers from clarity issues. Characters’ genders and pronouns shift unexpectedly, sentence structures sometimes break, and certain descriptions become confusing to follow. These translation flaws make an already chaotic story feel even more disjointed, and they occasionally disrupt immersion. With a narrative this fast-moving, clarity becomes especially important — each confusing line reduces the impact of the larger plot. The linear design also means that once the hour-long story concludes, there is nothing more to discover. No alternate outcomes, no hidden scenes, no choices that allow replays to feel different. This narrow design places all the game’s value into that single run, and whether that value lands depends entirely on the player’s expectations. For some, the low price point and compact runtime will feel fitting — a brief, bizarre horror vignette that delivers a quick burst of entertainment. For others, the lack of interactivity and narrative depth may make the experience feel more like a rough concept or experimental art piece than a fully realized game. Ultimately, Mongolian Death Worm Capture Department Activity Record succeeds most when viewed as a strange, creative indie curiosity rather than a traditional visual novel or horror title. Its bizarre premise, chaotic energy, and unapologetically surreal scenes give it a memorable flavor, even if the technical execution and narrative structure leave much to be desired. It offers a one-sitting experience that is quirky, grotesque, and unpredictable, ideal for players who enjoy experimental storytelling and cryptid-inspired weirdness. But those seeking polished presentation, strong writing, or meaningful interactivity may find themselves wishing the game developed its wild ideas further before ending so abruptly. Rating: 6/10
谁教你的一个角色的话说完了以后另一个角色说话前中间要插一段4秒的空白停顿的???????? 逆天设计,文本和情节也是设计得莫名其妙混乱不堪!
本作是糅合洛夫克拉夫特式世界观并有UMA传说神秘动物登场的奇幻视觉小说,讲述霓虹的UMA爱好者主人公为了解决废部危机奔赴外蒙古寻找蒙古死亡蠕虫的踪迹,却卷入了外星美少女的寻宠大冒险,被与蒙古海军齐名的军警追杀,目击修格斯美少女双胞胎脑控可爱小虫虫惨遭灭口,危机之际蒙与天龙人一字之差的传奇友方天蛾人搭救,和带队宪兵化敌为友,撞破蠕虫农场的真相,在天蛾人的心灵感应帮助下唤醒修格斯隐性基因和蠕虫合为一体干翻跨物种界融合的修格斯美少女,最终找回虫宠抱得美人归化解废部危机的故事。剧情中规中矩,机翻质量比较差,建议让AI润色一下。
best game of my life 10/10 why did the worm say "piggy" ?????
奇怪的游戏名字和奇特的画面《蒙古死亡蠕虫 捕获部活动记录》,名字这几个字差不多可以诠释游戏的剧情,游戏的价格不贵,剧情文本在1小时左右,主要讲述男主偶遇去寻找神秘蠕虫的线索,偶遇黑发美少女陷入军警的追杀,后续解开谜题真相故事,因为直译和网文轻小说般的文笔,比较流水账,阅读起来会很快,但内容并不是很充实,不过有的语句对话因为直译的问题会感到别扭,可爱色气的女主和血腥暴力的双子白毛姐妹或许是游戏中最大卖点,更多玩家也更愿意会冲着妹子而来。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
居然是第一条评价吗!(荣幸) 先说优点: 剧情完整,对我没有雷点,讲的就是很简短的一个小故事(这里不剧透了), 结局是包饺子he,女主也留下来了社团也保住了 氛围的营造上我觉得是不错的,感觉是日子过累了可以来这里坐坐的那种小游戏(? 有战斗爽,有超能力,有非人生物,有军方,有外星人,听上去很多其实讲得还蛮能让人分清的, 背景什么的也不会让人觉得离谱 好那接下来就是缺点了: 受不了这个破机翻了,人名翻译一扭头就不一样了,“他”其实是“我”的意思, 男主也是一会夏天一会晴一会Haru的……总之是有点影响阅读了,幸好也不至于看不懂 看一半的时候我想要不开英语吧,结果发现设置里换不了语言! 本来都想夸这次没漏译问题了发现cg回看里还是纯日语…… 再有就是性价比原因,嘛游戏其实也就一个小时的体量…… 给好评其实是因为这个游戏公司我很喜欢前作执着学园) 总之就到这里,谢谢大家看我的评测(鞠躬
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