Mind Control Adult to Visual Fiction: A Taboo Journey of Mind Control and Moral Decision Making! Players take on the role of ordinary young protagonists and unexpectedly awaken their "mental control" abilities, exploring taboo relationships and moral boundaries by manipulating the behavior of others. The core of the game revolves around ethical challenges: using abilities to satisfy personal desires? Or restrain oneself from protecting family ties? Each choice affects the direction of the plot.
Dual line narrative with multiple endings system
Family line: Hidden secrets in daily interactions with parents and younger sisters, the use of abilities may trigger family crises or intimate relationships.
Social Line: Through school and contact with friends, develop complex interpersonal relationships (such as ambiguity, betrayal, trust conflicts), and unlock different character storylines.
Multi ending design: Depending on the player's choice, trigger endings such as "redemption", "fall", "destruction", and may even lead to family breakdown or loss of control.
Immersive interaction and adult oriented content
Dynamic dialogue and psychological description: Through inner monologue and secret dialogue, the characters' struggles are portrayed, enhancing their sense of immersion.
Exposed scene trigger: Specific selections can unlock intimate interactions under mental control, with highly synchronized visuals and sound effects to enhance sensory experience.
Realistic themes and psychological oppression
Explore the loneliness, desires, and moral conflicts in the growth of adolescents, and map real human nature through the virtual world.
The map design and atmosphere rendering are similar to the oppressive feeling of Resident Evil 2, combined with dim tones and dynamic BGM, creating psychological oppression.
Preview: