
A dark visual novel by acclaimed creator nyalra. Overly sensitive to other people's emotions, the protagonist—a light novel writer—develops the ability to read minds, only to be driven even deeper into isolation. His sole remaining comfort is his younger sister, gifted yet lonely.
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About


“Onii-chan, you really are a lonely person.”
“Did you lose faith in me?”
“No. I love you, onii-chan.”
Unable to bear the ugliness of the world and terrified of other people, the protagonist develops the ability to read minds.
He shuts himself away and submits a light novel he wrote, which unexpectedly wins a newcomer’s award. But the jealousy and envy that follow only deepen his distrust of the few human relationships he still has. Those around him hurt his fragile heart without even realizing it.
His only remaining comfort is his younger sister, who lives with him.
Clinging to each other just to stay alive, the two sink night after night into a twisted, unhealthy codependency.
―I keep living alone, talking about my own prejudices and cursing the world. Day after day.
I ripped off Dostoevsky, half-assed it into something modern, and turned it into a light-novels.
I mean, I tried. In my own stupid way.
Had the heroines talk about “existentialism” like it was supposed to mean something.
The gameplay is an old-school, straight-up classic visual novel. The text fills the entire screen, so read as much as you want—or just right-click to hide it and enjoy the art. That’s it. Read, click, and vibe.
Live through a gloomy, suffocating real world through an overly sensitive protagonist… then come home and savor the only happiness left in his life: the time he spends with his little sister, his one true comfort.
As the friction with the people around you keeps piling up, there’ll be moments when their petty thoughts make you feel actual murderous rage. And in those moments, you can use your mind-reading ability to drive them to suicide.
That snide bastard. That arrogant asshole. Hit them right where it hurts—right in the deep-seated insecurities they never want anyone to see—and take them out. It’s not like you’re killing them with your own hands, so you won’t get caught. The ones truly at fault are the tasteless, mindless conformists who do nothing but obey society without a shred of aesthetic sense.
…But is that really okay?
What is happiness, anyway?
And in the end—what kind of future will the protagonist and his sister walk into?
Witness it with your own eyes.
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Scenario & Director: nyalra
Artwork: Ohisashiburi
Music: Aiobahn +81
UI Design: Maruino
Logo Design: Yuto Hama
Programming: HAYAO

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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, Simplified Chinese, Japanese
Engagement
Reviews
Themes across 437 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b] 喜欢赤石钱多的精神病可以玩 [/b] 没有玩过demo本来以为是哥妹骨科游戏没想到。。。 通篇给人一种强行美学的既视感,文本造就的很艺术实际上并不知道到底想表达什么。一个精神病和一个辍学妹在家里谈论哲学,我受不了了。而且文本三句话不离性,强行写性话题是会给作品带来什么升华吗?一股日本男人味,剧情完全为了写心理恐怖而恐怖 妹妹角色塑造让我特别失望,全程背景板,丝毫没有感受到妹妹魅力所在,[spoiler] 最后还要哥控大爆发和哥哥一起死 [/spoiler],个人感觉哥哥妹控成分也写的不是很好,总是在逃避的时候想到妹妹 其余角色塑造太复杂我一个草履虫无法评价,总之玩下来感觉也很无聊,[spoiler] 都死了也是一种大团圆 [/spoiler]
I feel like the author messed up by not making the codependent relationship between siblings the main theme of the game. I think the game i still enjoyable enough for it to worth 8 bucks though.
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Hours played at review time, across 438 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i think this game was crafted in a lab to appeal to me specifically 7/10 the sister is pretty much just a plot device, not even bordering on a Character. she kind of just exists to baby the MC. quite short game and really would have been stronger with more content. if i wasn't also a pretentious writer i probably wouldn't have liked this game nearly as much. can be incredibly hard to figure out who's speaking because the game doesn't have anything to visually indicate who's speaking other than an occasional sprite change. no indication of how to save/load/quit unless you decide to mouse up to the top of the window and lo and behold, options appear. game also doesn't have vsync and in a visual novel like this where text is constantly moving up the screen, the screen tearing becomes pretty painful to look at. honestly i was kind of disappointed by this game but i suppose trying to make another game after the bombastic success that was NEEDY GIRL OVERDOSE [strike] and also having that games publisher steal the franchise from you and getting kicked off the production team of the anime so you don't get a single cent of the money from its broadcasting... [/strike] would make creating something new a rather high-pressure and tricky ordeal. either way, i generally liked this game!
I'm glad I took my time reading this. You can really tell how personal this work is. I often had to take breaks in between chapters to think about it all, as I found it quite thought-provoking. Maybe I just happen to be the audience for it, maybe not, but I can genuinely say that it hit me. It makes me sad to see bad reviews from people who approached it from a very surface level. Regardless, if you love denpa and want a work that I found to be quite inspiring as an artist then I genuinely recommend it. From the art, the music, the writing, the characters, everything is nailed perfectly. I loved it, and I'm very much looking forward to your next VN nyalra.
没有对上电波所以并不推荐 文青病晚期的自嗨作
I know the protagonist was probably written this way intentionally, but I still can't stand him as a person. I also really dislike the way this game handles its narration. It's mid at best, but honestly, I don't think it's even good enough to be called mid. Since the game itself criticizes this kind of simplistic criticism, I'll elaborate a little more on what I actually disliked about it. My main issue is the pretentious style of the narration. At the beginning, the game constantly invokes philosophy, often seemingly misunderstood, though I'm setting that aside for now, and literature, apparently to sound more profound or "cool," only to eventually forget about most of these concepts. That's a lot of wasted potential here. And I genuinely don't understand how one can make that particular leap from Buddhism to nihilism; it feels more like selectively picking passages that support a conclusion that was already decided upon. In the end, the game feels less like an exploration of these philosophical ideas and more like a critique of the modern world. Is that critique accurate? Sure, in much the same way that every horoscope is accurate.
挂羊头卖狗肉,我一般很少给游戏打差评,但这个游戏真的是太无聊了,无聊到即使是我这样的赤石大师都食之无味。电波作不是你可以无视游戏内容,无视玩家感受,随意书写抒发自己想法的借口:玩得下去觉得好玩就是对上电波了;玩不下去觉得不行就是没对上电波,和游戏质量没有一点关系,哪有这种好事呢? 回到游戏本身啊,游戏标题把妹妹放在第一位,封面又是一个大大的美少女妹妹,任谁都该觉得妹妹的戏份应该无比重要吧?事实上,游戏的内容主要是fw男主角无病呻吟,没事找事般的对社会万物进行锐评,辅以语言攻击杀人的故事。 这种偏阴暗,视角独特的故事啊,作者写得好也就算了,偏偏作者写得无聊透顶,仍然是老生常谈的小日子式班级等级叙事那一套:阳角就一定是表面开朗,内心虚伪,在班级和别人嘻嘻哈哈一定是为了朝批,和阴角搭话就一定是出自可怜心理;阴角就一定是心中嫉妒万分,敢恨不敢言。上班就是被社会腐化,画师画美少女就是魅男。总而言之就是一股日式轻小说的刻板阴暗味道,你学轻小说倒是学点好的呀,该有的妹妹美少女怎么边缘化得一点描写都没有? 总而言之啊,这个作品就是一个阴暗的日本人怀抱着刻板印象,想象着社会的一切,自顾自地,自以为是的进行着可笑批评的故事,主角的言语没有攻击性,更没有逻辑性,但设定上他就是能靠语言逼迫别人自杀,而且还若无其事的吸着毒,那说啥了,差评给你了。
First off, the premise is incredible. A writer who gains hatred towards society and humanity as a whole through his mind-reading powers is a really interesting narrative to say the least. This kind of story, I know that it'll bring some insane character study into the table, as expected of Nyalra. And it delivers. The beginning parts were incredible! Words can't describe how hooked I was, the moment I read the narrative. We get to explore characters, and the fact that Nyalra was able to touch like 90% of my own personal flaws and most others I've seen in my life, then call us out on it feels like a genuine roast targetted on myself. Like for example, the game calls out Hiyakawa for his envy and pretentiousness about writing. He is the kind of person who wants to appear as a high profile writer, but never produced anything out besides concepts, yet he like to make reviews of other people stories just to call out their flaw and boost his own ego. This UNFORTUNATELY, as much as I hate to admit it, is also partly a flaw I have. The relatability of both the main character, and the people around him is a really fun read. Even if people hate Hasuya as a character, from what I read on forums and reviews, I personally think Hasuya is a greatly written, flawed character. We got introduced to his power, and through that, we see the potential, yet self destructive nature of the power he wields. Seeing the unseen part of people means you get to read the worst out of people, and unfortunately for Hasuya, human nature makes sure that there's always a negative in someone. I don't think it's fair to hate on Hasuya for being overly edgy, after all, he HAS to see the worst out of people, in every single interaction. It's only natural someone would genuinely resent the world out of this nature of the power. The game did an amazing job in portraying this, and how he calls people out in a way that genuinely hurts. Many see this as pretentious/unrealistic, but to be honest, if I put my own shoes on the person Hasuya called out, I'd likely do the same as they did in the story. It's scary when someone calls out your deepest vulnerability. The game also explores some relatively common flaws from people through almost every character. We get to see Hiyakawa as stated previously. We get to see Igusa, which I have seen a lot of the same kind in my own life, the kind of people who are just around you and doesn't do much, but deep down they stay because they want to feel superior/have the upperhand. We get to see Dokudami and his carefree, monkey brain nature, and again this is a trope I've seen everywhere since Highschool and College. I don't have much to say on his parents and Botan though. Visually, it's incredible. Ohisashiburi is still one of my fav artists, and every design are so well made. They don't feel overdesigned, every character has a sense of normalcy in its design. Igusa, Dokudami, and Hiyakawa looks like someone you'd find irl, yet distinct enough as a character to remember. Even Hasuya's parents looks very average, which is good, it doesn't lean on the stupid cliche of "perfect looking parents" even if their kids are actually good-looking. His mother is a bit chubby, and she complains about her weight often. Same for the father, he looks like an average, old Japanese dad. Botan and Sahana are the only distinct ones, but Botan is like that because she likes the fashion style to begin with, which makes sense. Sahana is the one I kinda have problem with. She does NOT look like her parents at all. The atmosphere is also great, Ohisashiburi’s art greatly complements the story, it's incredible. The moments where the characters get stylized for symbolism is great, take example of Igusa's death in the ending where his blood splatter into butterfly wings, completely in line with his caterpillar sigil is absolutely awesome and brutal to see. The arts are unfiltered, so take a big gore warning before playing it. The UI is also great, though I hate how hard it was to navigate at first. The save files are very fragile, and you can only save a file when you're currently playing in a story, it's really not user-friendly, and it's sadly a major flaw with the UI Design. Though if we talk strictly about looks, it is very fitting to the game's style. The music, I don't need to talk about much. The moment I see Aiobahn as the composer I just know it's gonna be great, and it is. The game also portrays abstract concepts really well! Just like NSO, it hides extra details in its symbolisms and references to other medias, and it isn't too abstract that it becomes genuinely confusing. It awards players for realizing, not make it feel like a chore to look into the detail. The story explains its own symbolisms, which I really appreciate, clarity is always a good thing to have in a story. It also have its own abstractness through Sahana, the sister. She acts as the emotional anchor of both Hasuya and the player. The game actively makes you uncomfortable, and the payoff with every arc ending with Sahana comforting you is always a very powerful feel. Even though this takes away the pure, feeling of discomfort and isolation you get from NSO, the game does execute it in a way that feels good. It feels like a calming session for you to process each arc. Now too bad, it’s negative aspect time. The ending. I want to give it some justifications before we get into the flaws. It is very emotional, and soothing, and as much flaw as it has in my opinion, it is executed really well to the point it actually works. The visuals and music involved in the ending, and the message that Hasuya shouldn't always read other people minds is a good progress for him to reduce his resentment towards the world and his life. The way we get to trust Sahana was a really emotional moment of the game because we couldn't make any different choice previously, and so it marks the true end in a good way. And the fact that they're in another country, not understanding other people's language creates the perfect isolation for Hasuya to begin healing. It's a good ending execution wise. But narratively, I am not too fond of the direction. First of all, the ending is TOO convenient. Hasuya didn't resolve anything, he escaped his old life and his struggles behind by simply moving countries, and the fact that this courage came out of nowhere, which is from Sahana's wish at the beginning of the True Ending, feels too convenient. The ending gave him happiness without letting him earn it himself, because the courage was not influenced by anything at all. Sure it can be seen as a "what-if" but it really undermines the whole theme that the story tried to build through the five arcs. Let's compare this to NSO. In NSO, you can feel Ame's progress on Comment te dire Adieu, the progress came from herself, and through all of those endings she realized that it was her own codependency with P-Chan that is leading her to terrible decisions. She learns and progresses to move on as we watches her improve step by step, and then answers the big question that P-Chan never existed. The ending is the ultimate revelation and is perfectly satisfying for those who read the game from the start. Hasuya doesn't have this all, his courage came from thin air and then exploring the world healed him without fixing his flaws at all. He is still codependent on Sahana, he doesn't get over his own ego, and it doesn't answer questions on whether Sahana was real or not. It doesn't really make you feel satisfied, but rather leave questions to ask. Did he get to write that second book? What happened to the people he left behind? It is left ambiguous despite the build-up. Unfortunately, as emotional and well executed as the ending was, it is narratively unsatisfying and kind of contradicts a lot of what the game has built to that point. Still, despite this flaw, I thoroughly enjoyed the first half of the game for its character study.
除了妹妹立绘可爱这游戏 这游戏一无是处。
edgy, boring and shallow, play NSO instead of this slop
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