
“You were only trying to do the right thing—so why is everything falling apart?” A Japanese language teacher’s choices to save three girls who have stopped attending school will change their fates. A psychological horror visual novel with 16 endings.
Modeled estimate, not a reported figure. How we estimate →
About
You are a Japanese language teacher.
One day, concerned about a student who has stopped coming to school, you decide to visit her at home.
What awaits you there are girls crying out for help—and a reality that cannot be saved by good intentions alone.
Choose your words. Choose your distance. Choose their futures.
Will your kindness save these girls?
Or will it become another cage?
Three girls. Sixteen endings.
Spring at Dawn, I Am a Monster. is a multi-route psychological horror visual novel about a teacher and three girls who have stopped attending school.
There are no knives.
Only human nature.
Dependency. Obsession. Family problems. Loneliness.
Nanatsu Kokorome, Nyako Maigo, and Ajimi Konoha.
Each girl carries different circumstances—and secrets she cannot tell anyone.
What will you say to them? How far will you step into their lives?
Your choices as their teacher will change your relationship with each girl.
Each girl has five different endings.
After witnessing all 15 of their endings, one final story awaits:
The Teacher Route.
After trying so hard to save these girls,
who—or what—was the teacher all along?
The right words and the right distance do not always save someone.
Helping them. Watching over them. Walking away.
Being needed.
Even when you believe you’ve made the “right” choice,
something may slowly begin to break.
Rather than relying on sudden loud noises or jump scares, the horror slowly closes in through conversations, silence, expressions, and changing relationships.
“Spring, at dawn—”
A monochrome world accented with red.
Beautiful spring scenery.
And within it, a growing sense that something is terribly wrong.
Experience a beautiful yet unsettling story of spring.
Three original theme songs, each created to accompany the story of one of the girls.
“Gomen nasai, Gomen nasai”
Vocal: Nanahira
Lyrics: Kaoru Nekofuji
Composition & Arrangement: TAKASUKE
“AZULAMENT”
Vocal: Gurutan
Lyrics: Kaoru Nekofuji
Composition & Arrangement: TAKASUKE / Takenori Shibayama (OplaSync)
“Ao ni Kei, Fuyu wa Itomete”
Vocal: Naozumi Takahashi
Lyrics: Kaoru Nekofuji
Composition & Arrangement: TAKASUKE
We welcome gameplay videos and livestreams of the game.
You may stream or upload videos covering all 15 endings of the three main character routes.
However, streaming, uploading videos, or otherwise publicly showing Ending 16: “The Teacher Route,” which is unlocked after completing all other endings, is prohibited.
Please include a link to the game’s Steam store page in the description of your video or livestream.
If your content contains spoilers, please provide an appropriate spoiler warning in the title or description.
Please do not redistribute the game’s images, music, or video content separately from gameplay.
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Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
2時間ほどで完走いたしました。 [spoiler] キャラクターごとのシナリオのボリュームに差があります。 ななつ、あじみ→短め にゃこ→やや長め にゃこのシナリオが僕は好きでした。 正直ここまで生徒の生活環境に踏み込む教師はいないと思います。 だからゲームを通して子供が安心できる環境を作っていこうと伝えるために CHARONはこのゲームを出したのかもしれません。 CHARON節である理不尽な主人公への暴力はありません。 我はバケモノというタイトルだったのでその辺期待してたんですけど… 刃物は出ません、人間性が出ます。とのことで。 僕には少々物足りませんでした。 [/spoiler]
讨厌全结局的老师线 严重影响我体验 三个真结局后哭的稀里哗啦的我想看看老师的故事 结果你告诉我要全结局? 我不想为了结局做出违心的选择 改一改呀 像精神病大王花那样真结局后出呀!!!!
[h1]没有时间为被激起的保护欲产生行动……紧接着奔赴战场的是——闪烁的教资![/h1] [h2] 推荐指数:★★★★★★★☆☆☆ [/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] [h2]前言[/h2] 在各种ACG作品中,“病娇”往往是一个极其容易给观众留下深刻印象的角色类型。她们所展现出的并不只是单纯意义上的“喜欢”,而是一种已经逐渐偏离正常关系、甚至走向用扭曲的爱意来影响剧情的角色。 无论是对某个人产生近乎病态的执着,还是因为极端的占有欲而逐渐失去自我,又或者为了达成自己的目的而不择手段,这些特质都能够让原本平静的恋爱故事瞬间变得诡异起来。 她们可能在前期只是一个温柔、可爱的普通萌萌角色,可随着剧情推进,玩家才会逐渐发现,这份看似纯粹的感情背后其实隐藏着完全不同的东西。当对方的理性开始被爱意吞噬,当“喜欢你”逐渐变成“我不能失去你”,最终甚至演变成“只要你属于我,其他一切都无所谓”,角色本身造就的强烈反差让人欲罢不能。 这是一种相当特殊的体验,病娇角色往往能够成为众多故事中极其强力的剧情催化剂。不需要刻意制造复杂的阴谋,仅仅是人格、情感与行为逻辑的逐渐崩坏,就足以让事件不断升级,跌入最坏的那一面。而这个时候的玩家通常早就已经察觉到了事情开始不对劲,却又忍不住看下去,究竟深渊的终点为何处? 它可以让甜蜜的恋爱变成悬疑,让日常故事变成惊悚,也可以让一个原本普通的角色,在剧情彻底爆发的瞬间成为整个作品最令人难以忘怀的存在。那份扭曲的爱意、早已坏掉的自我,以及为了达成目的不惜一切的决绝,往往才是病娇角色最令人着迷的地方。 例如《心跳文学俱乐部》中的莫妮卡。 例如《未来日记》中的我妻由乃。 例如《米塔》里的疯米塔。 她们只需要你的爱,为此……哪怕变成怪物也无所谓。 [h2]关于故事[/h2] 游戏的内容还是比较简单的,你作为一名老师,由于三名学生没来上课,于是出于关心前去探访。 分别是“木之叶亚美“、“心目奈奈”、“迷子喵子”。这三名角色各自有不同的性格,也导致了游戏剧情展开呈现的更加多样化。 [h2]首先说说亚美[/h2] 她的家境优越,无论是衣食住行,似乎都可以用金钱轻易解决。因此,当我第一次见到她时,她给我的第一印象便是冷漠而疏离。无论是脸上的表情,还是举手投足间那份近乎刻意的优雅,都让我觉得她似乎并不符合这个年龄段本该有的模样。 可当你真正去观察她的眼睛时,却又能从那其中捕捉到一丝尚未褪去的稚气。也正是这一点,让我意识到,她或许远没有表面上看起来那么成熟,甚至比我想象中的更加像一个孩子。 而造成这一切的原因,其实源自她的家庭。她的母亲曾经遭受过霸凌,却没有选择消化那份痛苦,反而将积压已久的愤怒与怨恨转嫁到了自己的女儿身上。于是亚美明明拥有着优渥的生活,却始终无法真正像一个普通的孩子那样成长。渐渐的,她将自己会被虐待的原因归结到了一个最根本的原因——是不是只要我成为大人了,妈妈就不会欺负我了呢? 所以她才想要拼了命的成为大人,她成为了名为“被未来束缚”的孩子。 [h2]接着是心目奈奈[/h2] 她曾经是一名开朗的孩子,脸上总是洋溢着笑容。但不知从什么时候开始,她就没有来上课了。我们去试探她的时候,上来就会看到她正在丢垃圾,脸上依旧挂着那份笑容,只不过比以往更加的僵硬。 而当你真正走进那间屋子时,扑面而来的恶臭以及脏乱的环境已经明晃晃地告诉了你,这里究竟曾经发生过什么…… 接下来的对话,则会让你不得不亲眼直视那份可怕的真相。 其实,并不难猜。甚至从一开始,你就已经从那柔软的手感中隐隐意识到,那些被丢掉的“垃圾”究竟是什么,你在屋内也没能见到对方的父母。可即便如此,当一切逐渐被揭开时,你身上的每一个细胞依旧会本能地发出呐喊与悲鸣,拼命告诉你——不要再问了。 因为只要继续追问下去,事情就会彻底滑向一个无法挽回的深渊。可偏偏就在这个时候,你内心仅存的那份善良,却让你无法转身离开。 因为你明白,眼前的这个孩子早已经“坏掉”了。她真正需要的,从来不是一个因为恐惧而选择逃避的无聊大人,而是一个愿意直视她的人。 一个不会因为她已经变得残破、扭曲,就将她视作有问题的人。 一个依旧愿意把她当作“人类”的人。 既然大家都没有想过去做的话,那么就由我来试试看吧。面对这个,成为了“怪物”的孩子。 [h2]最后,是迷子喵子,也是整个游戏中最让我心疼的一位角色[/h2] 她的父亲家道中落,妻子离开了他,自己也找不到工作。于是男人将所有家庭的重担压在了女儿的身上,让她承担起本不该属于自己的责任,长期扮演着一个像是“妈妈”的角色。照顾、料理生活、收拾残局,仿佛这个家的一切都理所当然地落在了她的肩上。 可更令人窒息的是,即便长期遭受父亲酒后的家庭暴力,她也选择一边承受着来自父亲的伤害,一边还要继续照顾他的生活起居。 久而久之,她已经习惯了这样的日子。所以,当你真正把她从那个家庭里救出来之后,她依旧对生活中的一切都小心翼翼。吃饭的时候,拿筷子的手会忍不住的发抖。饭吃完了,还会检查盘子有没有好好放回去,生怕因为这些微不足道的小事而受到打骂。那一刻,完全就像一只胆小怕事的小猫,实在是太惹人怜爱了。 可最让人难受的地方恰恰在于——无论现在的生活有多么温暖,但幸福到来时,悲剧也开始了自己的倒计时。 所有当喵子的父亲再次出现时,她被不可避免的拉回现实,虽然自己现在和“我”在一起,是幸福的。那么……自己的父亲呢? 那个一事无成的男人怎么办? 他没有工作,每天除了喝酒就是睡觉,甚至连一顿饭都不会自己煮。明明是一个早就应该为自己的人生负责的成年人,却又只是把自己的女儿当作照顾自己的工具,导致喵子的内心出现了前所未有的迷茫。如果自己不回去的话,会死吗?她的理智无时无刻在与本能斗争着。 是喵子确实已经离开了那个牢笼。可仅仅是身体。她的心,依旧被锁在那间阴暗狭小的房子里。那里有她的父亲,有她不敢违抗的恐惧。或者说,真正的自己早就被她亲手把关进了一座名为“家庭”的牢笼。 真正需要被救出来的,从来都不只是那个走出房门的喵子。而是那个至今仍然被困在家庭阴影里的那位“迷路“的孩子。 [h2]踏入,然后聆听吧[/h2] 在游戏中如果想要获得好感,我们必须主动去了解那些孩子,去触碰她一直试图隐藏起来的内心世界。但这也就意味着……我们必须跨入那道可怕的深渊之中。 那里只有无垠的黑暗、扭曲的情感,以及一个又一个不愿被触碰的伤口。而我们所要做的,就是在这片无垠的黑暗之中,一点点拨开笼罩在她身上的阴霾,最终找到那束微弱,却始终没有彻底熄灭的光芒。 她们不应该被迫理解什么是爱,也不应该被迫承担一个家庭的重量,更不应该因为大人的失败,而提前学会如何成为一个“大人”。 这些所有的一切,归根结底,不过是那些已经被伤害得千疮百孔的孩子,在用自己仅剩的方式向这个世界求救。 孩子从来没有主动选择成为怪物。 而是变成了怪物的大人们亲手把她们推向了深渊,然后又站在深渊之外,指着里面的她们说: “看,一群怪物。” [h2]游戏的吐槽环节[/h2] 聊回游戏,虽说整体制作还算不错,对家庭以及对教育环境的探讨也相对深刻。可是过短的流程暴露出最根本的问题就是——角色之间的情感爆发缺乏一定的铺垫。而且每个角色的真结局所附赠的日后谈内容都相当短,感觉有大段的内容由于经费原因遭到了阉割,这也导致了每个角色线路结束后多少都会有点意犹未尽的感觉。 而且!很多时候,如果跳脱出游戏的视角来看,那真的是……我的教资在无时无刻的闪烁啊!主角真的是有一万种打法结果偏偏选择了弹幕最多的那种打法。尤其是喵子的真结局,本来应该是比较感人的师生久别重逢,结果硬生生被演的像新海诚的苦痛小剧场! 快住手啊……这样不仅教资要没了,甚至还会被电的啊! [h2]最后,总结一下[/h2] 本作不是单纯把“病娇”当作卖点的作品。三个女孩看似扭曲的性格背后,其实都藏着来自家庭与成长环境的伤痕。她们不是天生的怪物,只是在无人伸手时,用错误的方式向世界求救。虽然游戏流程偏短,部分角色的情感铺垫与后日谈略显仓促,让人多少有些意犹未尽,但它对于“孩子究竟为何会变成这样”的思考,依旧值得肯定。如果你喜欢病娇、心理描写,以及带有一定社会议题的视觉小说,那么这部作品还是值得一试的。 [quote] [h3] 优点 [/h3] +可爱的角色立绘 +探讨教育、以及心理方面问题做的不错 +惹人怜爱的孩子们 [h3] 缺点 [/h3] -角色之间缺少情感的铺垫 -过短的流程让人意犹未尽 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean
Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
俺はtrueエンドを見たらそのキャラのほかのルートはやらない人間 あじみのエンドはコンプした した後泣いた いいノベルゲー
*以下为全线路全结局后评价: 真的挺好的 推荐(虽然和极其神秘的某条线关系不大吧。 *以下为三女主线全结局后评价: 停停停 有些有点猎奇了哈。不过还算推荐吧 *以下为仅游玩了亚美线全结局的评价: 非常非常非常推荐 本来刚看到那几张宣传的cg还有点怕 看到简介直接拿下without hesitation!! 剧情 文本都很好 题材也挺特别 *重点要夸bgm 真的太强了 !可以评为我本年度玩过的最佳视觉小说! (*美中不足是有AI使用、体量偏小以及其导致的刻画不够深入吧
秒吃。。。但是流程有点太短了对于33来说不是很值【另外有一些插图像ai
■ [b] 봄은 새벽, 나는 괴물. [/b] □ [b] 가책이 따라붙는 가정 방문 [/b] ㅤ(★★☆☆☆) <사이코로사이코>를 비롯해 얀데레나 멘헤라를 위주로 소재를 다루는 1인 개발자 CHARON이 만든, 국어 교사인 주인공이 등교를 거부 중인 나나츠, 냐코, 아지미의 집을 가정 방문하는 내용을 담은 비주얼 노벨이다. 선의를 바탕으로 소녀의 말에 응할지, 혹은 이성적 판단에 따라 옳다고 믿는 행동을 택할지에 따라 이야기가 달라지며, 분위기는 나나츠가 독보적으로 기괴하고, 아지미와 냐코는 비교적 현실적인 문제를 다뤄 셋 모두 몰입하기에 충분했다. 각 소녀마다 5개의 엔딩(배드 4, 트루 1)을 본 뒤 마지막에 해금되는 ‘선생님 이야기’에서 추가 내용을 확인할 수 있는데, 개발자가 전하려는 메시지는 분명 좋은 뜻이었지만, 이 때문에 다소 교육용 게임처럼 느껴지는 면도 있다. [quote] 📮 평가모음집 큐레이터 → [url=https://store.steampowered.com/curator/43983573/] 📰 [/url] [/quote]
刻劃太淺,故事太短,略為可惜,不過美術倒是挺好
so much like blue archive, overall it fine
Interesting game! This game is quite the lenghty one to convey stories that not necessarily require the amount of time poured into it. I'd like to go through each route in the same order I completed them: Nanatsu: I began with Nana's route because from the trailers, it was the one that interested me the most. However, it was somehow pitiful to see that this story is the one who is most dissonant from the game's proposal and overall story. Ajimi: Had potential, but flatlined during the inbetweens of understanding who Ajimi was trying to be and who she really is. Her rich enviroment contrasted quite largely with Nana and Nya's routes, to the point it felt almost like a tantrum rather than an intricate story. Nyako: By far the best route, the one that actually was best scripted in a way that truly pulls the heartstrings from the player. Nyako's conflict felt more "easy" to connect, in a way that it felt real, and the choices along with it were worth chasing every ending. Teacher: Great message within the teacher route, however it would be preferable to condense this message in a shorter way. I would hope in future games from Charon that the dialogues can be more evenly timed. My biggest complaint about the game was in regards on how long it takes for some dialogues to be continued, to the point I found myself several times disconnected from the narrative despite a tense or impactful scene taking place.
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