
Type-NOISE: Shonen Shojo is a multi-ending mystery adventure game. A group of boys and girls who have lost their memories gather in a “Tokyo” that is both familiar and unfamiliar. They must trace their lost memories to escape the bizarre labyrinths. Are they prepared to confront their “true selves”?
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*This game does not include voice acting.
We noticed there are feedbacks on the English localization quality. We are working on a full proofreading of all English texts. Thank you for your support!
Perhaps there's a past that... we don't want to remember.
But, is that really something we can just forget?
While this game features an engaging narrative and various puzzle-solving elements, it is ultimately a story that delves deep into the emotional taboos hidden within the human heart.
The theme of "facing yourself" comes up often, but how can someone actually accomplish that? Who is it that put the chains on your heart?
Or perhaps we've never truly seen our "real" selves.
We hope that Type-NOISE: Shonen Shoujo is able to take our players on a journey to heal their own hearts, giving them the courage to take a step forward.
Please be mindful of spoilers! Share your posts with #Type-NOISE: Shonen Shojo!
For detailed streaming guidelines, please check the official website.
We’re also distributing streaming assets on the official site—feel free to use them!

Type-NOISE: Shonen Shojo features a variety of over 40 different puzzles to solve.
From simple cause-and-effect reasoning to logical puzzles, Ace Attorney-style courtroom battles, and deductions much like mathematical theorems, even scenes where you gather clues with a single click are filled with clever gimmicks.
We guarantee a densely packed game experience that constantly challenges your thinking.
The setting is a city that closely resembles Tokyo, but clearly isn't.
Six teenagers brought together by a shared crisis strive to escape the city while gradually recovering their sealed-off memories.
Doubts, jealousy, foolishness, pride, malice, and greed.
Can they face their own pasts? And what is the true form of the city...?
The labyrinth formed from mental traumas is filled with surreal visuals, such as inverted hanging puppets, scattered paints, and lights and shadows that have been warped and distorted.
While you search for a way out, you will be immersed in a combination of story and art that goes far beyond just simple puzzle-solving.


Zena: the story's protagonist. An icy girl that loves hero shows.
"I should be able to do it too, just like a hero...!"
Itsuki: a boy tormented by jealousy
"Gah, so annoying! You're really pissing me off. Go make me a Hamburg steak or something."
Honoka: a stubborn and skeptical girl
"In the end, it's someone else's problem. Doubting, being doubted... that's what it means to be human."
Kaito: a boy filled with self-doubt
"Because of this scarred face, I was ostracized and called 'filthy.'"
Hiyori: a streamer girl and habitual liar
"I'll keep on going hyper-powerfully!! Start the video!"
Soto: a meddlesome, yet honest boy
"If you're going to do it, I'll be there to back you up."
Specter: the Whimsical Watcher of the City
"Noises! Leave 'em to me~!"

You can exchange hints about the game, share your impressions while playing, and report any bugs you come across. Why not share your own "Noise" as well?
Let's escape from Noise Scramble City together!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
史
2025.11.14-2026.2.25 13.1小时全成就通关 拖了挺久才通关,因为游戏过程实在是太折磨了,中途一度自我和解了,我买游戏是为了玩得开心的,不是为了像上班一样逼自己玩的。但是后来想到本作有睡前助眠的功效,所以又坚持翻出来通关了,结果这么想之后便再也没有起到助眠的作用,因为剧情实在是太引人发笑了。 先说一下优点,本作有作为一款推理解密类avg,除了没有全局存档机制以外,在游戏制作上有很多优点。比如流程图,这一点弥补了没有全局存档的不足,但也导致手动存档显得有点多余。其它的优点还有UI干净清爽,详细的官方攻略防止玩家被脑瘫小游戏卡关。本作的美术风格更是非常吸引人,相信不少人都是被美术吸引来玩的,包括我自己,去年科隆游戏展上碰到发行商的摊位有试玩(说起来发行商居然是国内的,非常震撼之)还尝试了一下,当时就感觉有点无聊,有点不妙,但是看在美术这么好的份上还是首发入了,结果玩下来发现比我想象的还无聊,我已经很多年没看过这么俗套这么不讲道理这么极端的青春伤痛文学了。 是的,你的人设很时髦,你的动画很惊艳,你的演出也很漂亮,但这一切都掩盖不了你的剧情是一坨屎。而剧情不好就是推理解谜类AVG作品的原罪,再多优点都救不了的那种原罪,剧情这么烂的游戏是会被玩家判死刑的。 人设中二又好看,虽然名字起得连我这个塑料日语都能看出来有点不太对吧有点过于中二了,但是精致的立绘还是狠狠抓住了我这傻卵二次元的心,开头章节各个人物时的介绍动画炫得我想买周边,类动画的美术风格很戳我审美,期待看到日式青春伤痛群像剧情。但是玩下来感觉咋除了美术全是缺点?[spoiler]但通关之后关于人设我也有话要说,乐队哥和化妆姐就算了,还是比较正常的,学霸哥那个长相真没看出来是全班第一,网红姐那个糖糖造型也实在太不适合高中生了吧,不过鉴于他们是二次元高中生,我也忍了,但是女主那个穿搭你告诉我设定是每天要打好几份工生活都成问题的悲惨高中生,谁信啊?[/spoiler] 密室逃脱又臭又长,基本没有什么推理逻辑性,大部分时间就是点击收集证据,少部分时间进行一些完全没有难度的解谜。能明显看出来致敬学习了一大堆AVG游戏,但完全是去其精华取其糟粕,能把前辈们游戏里最折磨最无趣的部分摘出来做成一部游戏也是一种成就了。玩的时候我一直在想如果这游戏能把这些又臭又长的缝合一大堆avg元素的解谜部分删掉就好了,但是删掉之后就只剩让人无语的剧情了,这么一看好像也不能删。 如果说游戏的卖点是剧情的话,解谜弱一点也可以接受。但是本作剧情更是一坨,每个人物的剧情俗套得看了开头就能猜到结尾,人物塑造也非常单薄且符号化。剧情确实很青春伤痛,但是完全不讲道理,六个角色各个都是神人,他们的羁绊角色也不逞多让,整部游戏就是神人大集合。按我玩的顺序吐槽一下: 乐队哥佳弦:[spoiler]这种类似的故事我大概在二十本BL漫画里面都看到过,我最爱的hrd老师的《夜与朝之歌》就是这个剧情。都同居了还说什么羁绊啦友谊啦,大大方方承认吧it‘s so gay,一般向里面出现bl桥段也不丢人。虽然这种阴角被救赎后又被背叛的剧情很俗,但是如果正常写也是四平八稳平稳的,出不了大错,偏偏要来一个替罪剧情,然后还真的把大好未来和自己音乐天赋都毁于一旦了,看得有点生气。但比起其他神人,乐队哥的故事已经不算是很神的了,所以玩下来感觉还好。[/spoiler] 学霸哥慈来:[spoiler]这位的立绘我一眼相中,结果剧情却是重量级的癫,他哥我愿称之为全剧最神之神人。有一个优秀的兄/弟/姐/妹老是被比较,原生家庭氛围压抑,对兄/弟/姐/妹因爱生恨这种设定我大概在五十本BL和一般向漫画里面看到过,我最爱的田中老师的《无节操bitch社》中也有类似桥段。但慈来的哥哥最神的地方在于为了拯救弟弟选择了自杀,玩到这里我被震撼到看了好几遍那个遗书,感觉写的都是我看得懂的文字但是连起来却看不懂了。什么叫明白自己的优秀给了弟弟很大压力,所以选择自杀拯救弟弟。越写越想笑,我感觉哥哥的问题比弟弟大,因爱生恨倒是没啥,为爱自杀是不是有点极端了。[/spoiler] 化妆姐朋夏:[spoiler]比较普通的剧情,在其他人的衬托下吐槽点不多,但KTV事件也是纯粹为了制造冲突而冲突,虽然后面解释了没找店员帮忙是因为怕店员和男网红们是一伙的叫了也没用,但是跑出去后赶紧叫打电话报警不行吗,或者在街上拉几个路人先回去帮忙呢。不过这一点问题也不是很大,可以用危机关头作为高中生想不到这么多来解释。后面闺蜜变成杀人魔也是很莫名其妙,感觉这游戏里每个羁绊角色都是要莫名其妙黑化走向极端才行。[/spoiler] 网红姐园堂:[spoiler]把同班同学当牛马不尊重别人劳动成果就算了,莫名其妙安插一个两人其实是失散已久的亲兄妹这种剧情的意义是?我一向怜爱女角色但是园堂在故事里确实单纯到有点蠢,没有自己独立思考的能力,被养母操纵不知反抗,而且离开了哥哥也不会做视频了,每天就只会自怨自艾没有容身之所了,后面还引发了粉丝之间的吵架……我就想说视频里让你哥出来露个脸或者直接变成双人组合又怎么了呢。唉反正也是莫名其妙的剧情,不多评价了。[/spoiler] 女主歪空:[spoiler]爱上牛郎的妈,破碎的她,害她的坏男人和救她的好男人。这种类似的故事我大概在一百本BG和BL漫画里面都看到过……但都比这写得有意思且更生动……平庸到连吐槽都不太想得出来,算了。[/spoiler] 男主想征:终于,玩到最后已经丢掉大脑,纯靠官方攻略把剧情看完了,结果最后真相线男主的剧情又给我来一个暴击,[spoiler]什么叫不想面对女儿去世的事实,所以选择在女儿最后的时日里抛弃了妻子和女儿一门心思投入工作之中,等女儿去世了又追悔莫及发明了这个神人REM设备来自我拯救……玩到这里我真的沉默了,连吐槽的力气都没有了,算了随便吧,爱咋咋吧。[/spoiler] 结局拖拖拉拉,玩得我最后一点耐心都没了。最后那段的言弹属实有点没必要了。模仿弹丸的言弹玩法模仿得很拙劣,弹丸里采取台词缓慢弹出的形式是因为玩家需要思考选择哪一条发言来反驳,但是本作完全没有缓慢弹出的必要,就做成普通对话然后出选项不行吗?台词缓慢弹出除了拖时间我想不到别的意义。龙猫逃脱还要回顾一遍之前走过的地方,也行吧,但是意义不大,水时长嫌疑很重。 文笔一般剧情深度也很浅,本地化看不出好坏,只能说中规中矩,玩的时候碰到几处错字但是不影响游玩。 总之,诸如此上的理由导致游戏流程玩得及其折磨,全靠美术硬撑。美术确实从头到尾都很好,稳定得让人安心。不推荐任何人游玩,如果喜欢美术可以吃点谷,期待出谷。
事实证明技术力强的插画师未必能写好剧本,一人全包的名号听上去唬人,实际做出来的东西就是典麻了和缝爆了,下次还是找个正规的脚本家帮忙写吧这不丢人
浅い。 ダンガンロンパとペルソナがとても好きなのはわかるがさすがに本筋のストーリーが疎かすぎる。というか無。展開というものがラスト付近までは存在していないに等しい。 ただ各キャラの悲しき過去を脱出ゲームしながら順番に回収していくだけなので、なんか急に仲間オーラとか出されてもちょっと反応に困った。 ペルソナの本筋が存在しないままに仲間コミュだけ入れたみたいな感じで、とりあえず舞台が東京もどきである意味は特に無いと感じた。P5に寄せたかっただけ? キャラの悲しき過去だけを楽しめる人+特に必要性の無い異様に凝った大量のミニゲームを楽しめる人向けのゲームだと思う。 終点教団が価格以外はほぼ上位互換と言っていい。 終盤は一応ほんの少しだけ楽しみがあった。そこまでが本当に悲しき過去以外の展開が何も存在せず、やっと最後に話が動いただけではあるが。 別に予想を超える驚きとかでもないし。 しかし、演出やイラストやその大量の謎ミニゲームなど、インディーズ価格としてはやたらと力が入っているとは思う。ボリュームもまあ、価格の割にはちゃんとある。 システム・UIも悪くないと思う。 絵が好みならまあ買っても良いのでは。ただ少なくともシナリオを期待するべきではない。シナリオと呼ぶべきものが存在するのはラスト1~2時間くらいなので。 悲しき過去に関してはまあ普通の出来。 刺さる人には刺さるんだろうが自分にはあまりリアリティが感じられなかった。
一応最後までやったが一言で言うと思ってたのとなんか違う 既視感しかないシナリオと台詞に途中に挟まれた某裁判の質の低いパロディ とってつけたような重めのテーマにどんどんやる気が削がれていった 話の展開もまあ最初のほうで予想つく大体そのまんまです。特にどんでん返しとかも無いですね
面白くなかったです ストーリー:× キャラクター:× 謎解き:× ミニゲーム:ゴミofゴミ 謎解きアドベンチャーを探していて、 最近発売した非常に好評なゲームということで 期待していましたがハズレでした。 なんと言うか、まったく先が気にならないゲーム 各キャラのトラウマ克服過程が 主人公「僕がついてるよ!」 各キャラ「ありがとう!君がいてくれてよかった!」 こればっか 特に各キャラに割り当てられている ミニゲームはホントやばい ・化粧ゲーム ・配信者ゲーム ・譜面ゲーム ・格ゲー ・怪獣ゲーム 全部ゴミって逆にすごい
没见过这么无聊的剧本和演出,感觉就是在自嗨
经典青春伤痛文学大杂烩,回合最后的什么绝对对话真的很尬啊,到底在燃什么!!!以及日本人你们取名字能不能取的正常一点,随机取名都取不出这么难听的和乱码一样的名字
Have you ever heard the expression 'misery porn'? In an era where the dominance of backstory as a plot driver is no longer completely sacred (see 'The Case Against the Trauma Plot'), Type-Noise dares to tell a story that is explicitly about trauma and composed of almost totally of backstory. Can such a thing still be forgiven and can there be a point to it that isn't obvious? [h3]Presentation[/h3] Type-Noise is an actually anime-styled escape room game. The character designs all have a cel-shaded look with thin, grainy linework. There are also some small animated vignettes of the characters moving as well as a hand-animated opening cinematic. It's a really distinctive look and what initially drew me to the game. The background art, however, is somewhat problematic. It has an oily, psychedelic look that makes it difficult to organically recognize objects of interest in an escape room game, although a highlight feature mitigates this somewhat. It's definitely not wrong to suggest that an escape room game be legible on its own, though. The translation is difficult. It's one of those extremely literal scripts where you can just about hear what the line was in Japanese, but it doesn't seem like there was a strong attempt at reinjecting the correct tone. Combined the lack of voice acting, this makes it difficult to recommend to English readers. While the soundtrack is solid, there is no voice acting or even little typing noises or snippets to fill the silence. Considering the sprinkling of hand-drawn animations I'm somewhat astonished at this decision. [h3]Trauma Theme Park[/h3] The basic premise of this game is that our protagonists have been moved to an undisclosed location that looks a lot like the Shibuya crossing but is actually populated by mindless zombies. The characters are shepherded by a floating cat-type mascot through a series of elaborate, theme park-like escape rooms that recreate their personal trauma and make them question their misbeliefs. While broadly pretty easy, the escape room gameplay is somewhat diverse. Each puzzle broken up by "Noise" segments: first-person flashbacks that divulge something to do with the puzzle at hand. For what it's worth, the characters have pretty distinct personalities. There isn't that much chemistry between them, and part of that impression comes from the fact that the main character [spoiler]Soto[/spoiler] is the 'main character' type. The characters' stories form a collection of urban fables tackling such topics as social media, sewerslide, survivors' guilt, sexual assault, parental abuse, and having a really big port wine stain. Honoka's story was my favourite in terms of just lurid entertainment value (you could have convinced me Gen Urobuchi was involved when a certain character appears) as well as her personality. I believe this is what people call the 'downer-kei' archetype? Downer gyaru? While the story appears to follow a multi-route flowchart, it's just set up in order to provide a route for each character (it's no Zero Escape). You just need to experience all of the characters' theme parks in order to unlock the final chapter. The final chapter is certainly the high point, and there is An Twist but otherwise it does go down about the way you'd expect it to given the hints that are dropped. In conclusion, the writing didn't surprise me, and I think the flawed presentation make it difficult to recommend.
Type-Noise is an escape game and visual novel hybrid (a la Zero Escape) that has mostly fun puzzles and a good, but somewhat disjointed story. Soto Ochibana awakens in a sewer with a girl his age named Zena Yugamizora. After a quick escape sequence, they exit to a strange version of Shibuya where everyone, except for four other teens, seems to be a mindless drone. After discovering that all of them have no memory of how or why they got there, and exploring the city for a bit, they are chased away by those drone-like people and forced to hide in either an arcade or a karaoke bar, depending on your choice. As Soto and Co make their way through the city, he and his current partner find themselves in a series of escape rooms relating to the latter. As they investigate the escape rooms for a means of escape, they also find "Noise" that represents their past trauma. After collecting enough pieces of Noise, Soto and his partner see a scene that reveals a key aspect of the latter's trauma. From a gameplay perspective, the escape rooms were pretty great. There is a nice variety of puzzles (even an homage to Ace Attorney at one point), and they do a good job of showcasing their respective character's personality and backstory. There are also some UI elements that make the puzzles not so much of a hassle as they can be in other games. There's always an objective in the top left corner suggesting what you should do next, like "Combine Item X with something else," or "Solve this area"—nothing to intrusive, but enough to make it so you're not totally lost. (Although, even without that, most of the puzzles are structured in such a way that it's usually intuitive what to do next.) Some of the gameplay elements didn't click with me, especially the debate segments, but overall, they were fun. The story, which gives each character a turn in the spotlight, was not as consistent, though. Some of the characters, like Itsuki and Hiyori, had interesting, emotionally resonant stories focusing on the pressure of being a high academic achiever and the negative aspects of content creation, respectively, while others, like Honoka and especially Kaito, were merely decent. Also, the other four characters' stories have only a loose connection to Zena and Soto's stories, which are the real highlight of the story, but you have to see all four other characters' stories first. Even so, while I did enjoy Soto's story, at times, it felt overly straightforward—even preachy, sometimes—in its messaging. Overall, while Type Noise kills it on the escape-room gameplay aspect, the story is only alright. The escape puzzles are a large portion of the game, though, so if that kind of gameplay is your jam, Type Noise is an easy recommendation, despite its mixed-quality story. 6/10
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