
Three operatives return to their abandoned boarding school to hunt a sinister fugitive. As old traumas awaken and paranoia takes hold, will they survive their own fears?
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About
Three lifelong friends. One daring mission. No way out.
Elite operatives Mira, Goran, and Sarka have been through everything together. But when their latest mission takes them back to The School—the abandoned boarding school where they grew up—they realize that some scars never fade.
In Morse Academy, a short (~1 hour) psychological visual novel, help the team track down a fugitive who preys on fear, leaving behind messages that twist the mind and warp reality. As they track it deeper into the decaying halls, childhood memories resurface, distorted and wrong. The school is watching. The walls are closing in. And worst of all—something is hunting them.
Fear makes people change. Or maybe, it just shows who they really are.
The team’s trust begins to fracture as old grudges, buried betrayals, and long-repressed trauma claw their way back to the surface. Every decision you make pushes them further toward paranoia, suspicion… the corners of the mind nobody dares to explore. Will they stand together, or will fear drive them to destroy each other?
Four endings. Four fates.
The mission was to capture the fugitive. But in the end, what will be more terrifying—the thing they’re hunting, or truths they uncover about themselves?
Key Features:
- A character-driven psychological horror visual novel about trust, repression, and paranoia.
- 30 minutes to 1 hour worth of gameplay.
- Constantly updating map, the only thing keeping you from being lost forever.
- Multiple consequential choices, in the fractured team dynamic, your choices determine what happens to the team.
- Four endings, each revealing a different, disturbing truth.
- Haunting, grunge-inspired art style that brings the decay and dread of The School to life.
- Atmospheric and dark soundtrack.
The School remembers what they did. And soon, they will too.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, French, Italian, German, Polish, Traditional Chinese +1 more
Engagement
Reviews
A 40-minute visual novel from the developer of MINE MEMORY, with a few narrative choices that don't have much impact during the game, but may give you different ending if you pick the correct responses. Like the first game, I generally like the abstract visual effects and the mood, that said, the narrative just felt very random and the mystery was often not supported by the context, even though I got all the achievements I have no clue what the game was about, just something supernatural, darkness takes over, does not mean much of anything if I am being completely honest. I have a few issues with the writing, although I am not sure if the game was translated, maybe it's part of the problem. The biggest thing, I think the characters are constantly talking about something that the player has no context for, it almost reads like 'you remember the thing we did that you don't remember, but I vaguely have memories of, oh yea I vaguely remember something about it'... And as a player I am constantly going - "WTF you guys are talking about?" That does not mean anything to me because the events of the game were not contextually rooted into any world building. Another point of contention is how the conflict between the characters is handled. From the store page it reads "As old traumas awaken and paranoia takes hold, will they survive their own fears?" So I am thinking, okay they will go to this place, something bad will happen, and there will be tension between the characters because of the stress. But then you play the game for like 3 minutes and they already arguing, and the game already trying to present it as psychological trauma, but wait, nothing happened in the game yet, you have to set it up, you have to build to it. Another thing that annoys me is that from the player's perspective, I assume what they experience is supernatural, but their reaction to it is not consistent, and there is not much explanation given to why they react to it the way they do. [h1] Pros: [/h1] (+) I like the visual effects you are using like in the first game, I thought the panel variety was better as well, it feels like you trying to add a bit more mood and movement into the scenes. (+) The choices for music and sound effects were fine, I thought the atmosphere had a nice dark tone to it. [h1] Feedback: [/h1] - In my opinion, you have 3 problems with your writing. First, you keep mentioning events that the player has no context for, and you never find out exactly what it is. So you set up a mystery, but never really explain where it's coming from in any meaningful capacity. Now don't get me wrong, you can leave some parts of the narrative for interpretation, but there still has to be some foundation for you to build those supernatural events, and not just pull them out of nothing. So what I think you should have done, is contextualize that organization and its parts in a more grounded manner, and save the supernatural parts for later in the game, I needed more details about WTF those characters are, and where they come from, and in a way, give me an overall picture of what I am looking at. - Then, you advertise the game as this psychological drama that happens because the characters are under stress due to previous trauma, but in the game it feels like they already fighting before anything happens. So again, you have to build up to it, maybe if you showed them cooperating properly for 15 minutes, and then they would start fighting, that would work better, I think. - There is also an issues with how the characters perceive the supernatural events, their reactions are not consistent, and you as a player is not given context for why they react to them in those ways. So it's like, do they know exactly what they looking at, do they not know, sometimes it feels like yes, sometimes it feels like no, and as a player, I have no idea what is happening. [b] Overall Thoughts: 6/10 [/b] Only because it's cheap and I somewhat liked the mood, I'll still give it marginally positive take, but you need to build up to your conflict, not just toss your ideas at me, there is a lot of weird things that happen in this game, but all these events feel like they come with no background or context, mystery that isn't supported by anything. Establish some rules and concepts for the world where this game takes place, then break it. Also, the characters come across a bit too melodramatic, I think it would have helped if you portrayed them with more competency as a team first, and then started to introduce more conflict. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 35 reviews with recorded playtime.
认真地看完了中文版,看得我一头雾水。 觉得应该是机翻的问题,于是又认真地看完了英文版,依旧一头雾水。仔细研究了下,感觉作者母语应该是日语,于是又读了日语版,总算能看懂想表达什么了。 然后发现就是个超级简单且老套的故事包上了神神叨叨的皮,且作者似乎没有什么写作基础,叙事意味不明毫无章法,想搞毒电波但最后搞出来个龟派气功波的既视感,总之就是根本没有仔细阅读的必要。 使尽浑身解数就看了个这,人果然是越努力越不幸啊。
I'm honestly still clueless about the plot's content but I certainly loved experiencing it! This game has an amazing atmosphere that's incredibly uncanny and surreal, the visuals and soundtrack match the vibe very well! The story has a really intriguing concept, however the lacking context and story depth make it difficult to follow and left me with overwhelmingly many questions. It's a shame because I'm REALLY interested in learning more about the lore, since the plot direction is highly captivating. Overall the story and presentation are quite interesting and entertaining, the only flaws are the short length and insufficient amount of provided context.
Пробегается за 40 минут, и это не самые хорошие 40 минут в вашей жизни. Несмотря на интересную историю, у новеллы две больших проблемы: 1. Перевод. Очень сильно чувствуется, что его вкинули в переводчик и вообще не полировали. Повсеместно встречается дословный перевод оборотов, которые не используются в русской речи. Горан обращается к девушкам в мужском роде. Пару раз предложение настолько странно переведено, что ты в принципе не можешь понять его смысл. И так всё время, под конец даже начало раздражать. 2. Выборы. Большая их часть откровенно странная, и ни на что не влияет. [spoiler] Да, формально они влияют на получаемую концовку, видимо по системе "баллов", но, несколько раз промотав с разными вариациями, я попадал в ситуацию, где из-за паритета всё равно в итоге был "финальный" выбор, где ты тупо сам выбираешь концовку. А на общий ход сюжета влияния ноль - он линейный. [/spoiler] Зачастую игра предлагает сделать выбор в духе "бросить напарника/обосрать напарника" в ситуации, когда это ничем не обусловлено. А поскольку таких выборов много, серьёзность происходящего улетучивается. Уж лучше бы выборов было буквально 2-3, но в по-настоящему серьёзных ситуациях. С другой стороны, у новеллы есть несомненные плюсы, среди которых и общая завязка сюжета, и аудиовизуальный стиль (даже по скринам видно, что выглядит игра здорово). Ну и стоит она всего ничего, тоже фактор, как ни крути. [spoiler] К слову, по сюжету этих трех неопытных оперативников посылают в школу именно потому, что они там учились и знают территорию. Допустим, но, чёрт побери, очевидно же, что в таких случаях к новобранцам всё равно как правило ставят "старшего", который ими руководит. В новелле его нет, отсюда и рождаются ситуации в духе басни про лебедя, раку и щуку. Ей богу, лучше бы старший отряда был, но умер где-нибудь в начале похода, добавило бы истории логичности. [/spoiler]
Morse Academy is another small visual novel from the same creator as the recent Mine Memory. While the latter had a more psychological style, this one has a more horror-oriented story. However, the script does not surpass Mine Memory, as it has some gaps and missing key elements, such as who sent the characters on this mission and why. As for the visuals, I noticed some improvements and a general polish to the game. Btw, it uses a kind of 3D graphics with shaders to represent the scenes and even the portraits of the characters. I don't think it beats hand-drawn art, but it does add a refreshing touch of liveliness with its animation. There are four endings, which are as easy to achieve as their achievements, and can be completed in just under an hour. You can't really ask for more at such a low price. [quote] [i] Follow [url=https://store.steampowered.com/curator/44959158-Critiques-Sans-Frontiers/] our curator page [/url] to discover more interesting little games like this one. [/i] [/quote]
SEとボイスの音量設定が機能していなさそうでジャンプスケア的な音声が爆音で出てくるのが辛い 一作目と比べて日本語訳がふわふわしすぎていて登場人物3人の会話が読み取りづらい 選択肢は沢山出るが試してみた所最後以外は特に意味はなかった(文章差分はある) 影と儀式についての説明はない、無くてもなんとなくはわかるけど…という感じ
Eu vi esse jogo na promoção e achei ele pela estética dele bem interessante e eu comprei. eu gostei muito do jogo apesar de ser curto, ele é uma experiencia legal e acho que vale o valor, mas apesar de ter gostado muito do jogo, eu tive que me esforçar para entender o que são as distorções que aparecem e as criaturas, mas se você conseguir fazer todas as conquistas, você consegue compreender um pouco mais da história, e eu gostei mais do final que [spoiler] o Goran e a Sarka tentam matar a Mira, porque o PIOR final é o do Goran achando que a Mira fez tudo porque ama ele, [b]SEM CONDIÇÕES![/b] [/spoiler] , mas apesar desse problemas na facilitação do entendimento, se você se permitir você terá uma jogatina agradável, vale a pena dar uma chance a esse jogo se você poder.
довольно прикольная новелла, коротенькая, своих денег стоит, приятно провести 40 минут + супер зачетная визуальная сторона, по сравнению с mine memory заметен сильный левелап. спрайты выглядят более целостно и пропорционально, есть свой стиль и анимации + общая завязка сюжета. мне понравилась история и все концовки, которые равноценны и каждый может выбрать свою истинную. простой но хорошо обыгранный посыл и история + аудио, мне очень понравились саунды в игре, отлично вписываются и меняются под ситуацию. для меня частая проблема в визуальный новеллах это присутствие 1-2 простеньких саундов на фоне, которые быстро приедаются, из за чего просто играю под pisca и rory in early 20s, что бы добавить хоть какой никакой атмосферы, но в этот раз игра справилась сама и очень хорошо - я как любитель подобного звучания оценила - выборы. они не несут практически никакого смысла, потому что на концовку влияет только последний, а так их слишком много и они бесполезны. даже в mine memory я заметила систему баллов и мне пришлось поменять выборы что бы получить самую отличающуюся концовку. но здесь с первого раза закрыла все концовки - есть проблемы с переводом, он явно переведен просто гуглом. иногда это рушит какие то предложения и приходится додумывать, но критически на игру это не влияет как по мне
[h1] Direk Alınabilecek Bir Görsel Roman [/h1] Her ne kadar psikolojik korku türünün hayranı olmasam da, oyunun atmosferi ve hikayesi beni içine çekmeyi başardı. Görsel roman seviyorsanız oyunu direk alın, 50 Liraya bile gelmiyor. Yine de oyunun iki eksiği dikkatimi çekti: Her ne kadar analog korku türüne yakın bir çizim stiline ve atmosfere sahip olsa da, spiritlerin yani karakterlerin kare hızları çok yavaş. Oyunun kastığını falan sandım başta Linux'dan oynadığım için ama meğer kare hızıyla alakalıymış. Ayrıca, oyun içinde kullanılan sesler kendini fazlasıyla tekrar ediyor. Tamam, o yaratığı betimleyen ses o olabilir; ama sürekli üst üste çalınması, etkisini yitiriyor.
Графика и музыка потрясающие!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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