How to use this guide
Think of each episode as a series of days. In each day you will explore a small space, talk to the other sibling, manage a practical problem — food, money, a locked door, a message that needs answering — and then make a decision that the game remembers. The guide below follows that rhythm. It tells you what kind of decision is coming, not the exact line to click, so you can still make the choice yourself.
Episode 1 — “Home Sweet Home”: what to expect
Episode 1 is deliberately small. You spend most of it in the flat, learning how Andrew and Ashley live: who cooks, who cleans, who talks to the outside world, and who avoids it. The horror here is domestic. Food is scarce, the phone is silent, and the siblings' jokes get darker as the situation gets worse. The episode introduces the central tension — Andy's passivity and Ashley's control — through ordinary tasks that slowly stop feeling ordinary.
Choices that matter in Episode 1: how you respond when Ashley pushes a boundary, whether you go along with a plan or push back, and how you treat the few outside contacts the siblings still have. None of these choices is labelled “good” or “bad” in the game. Their effect shows up later, in Episode 2, when the same patterns repeat with higher stakes.
Practical tips: Save often, in different slots, before major conversations. Explore every room — RPG Maker games often hide a line of dialogue or an item in a corner you would otherwise walk past. Talk to Ashley more than once in the same scene; her second and third lines often reveal more than her first.
Episode 2 — “A Long Way Down”: what changes
Episode 2 leaves the flat more often and introduces Julia, a character who does not share the siblings' history and does not accept their private rules. Her presence forces Andy and Ashley to explain themselves to someone else, and that explanation is where many players realise how strange their normal has become. The episode also adds more branching: routes that were only hinted at in Episode 1 become distinct paths, and the endings begin to diverge in ways you can feel while you are still playing.
Choices that matter in Episode 2: how you handle Julia and other outsiders, whether you protect Ashley's version of events or tell a different one, and what you are willing to do when a plan requires harming someone else. These are the choices that most directly shape which ending you reach. If you want a specific ending, the endings guide explains the pattern — but we recommend one blind run first, so your first ending is genuinely yours.
Chapter structure at a glance
| Episode | Focus | New elements |
|---|---|---|
| 1 | Survival in the flat; sibling routine; first moral break | Flat exploration, food and phone mechanics, early dialogue choices |
| 2 | Outside world; Julia; branching routes; consequences | New locations, more characters, clearer route divergence |
| 3 | Continuation (in development) | Not yet publicly released; details are speculative until the developer confirms them |
Common mistakes new players make
- Rushing dialogue. The writing is the game. Skipping text to “get to the gameplay” misses the choices hidden inside conversations.
- Using one save slot. With branching routes, a single save makes it hard to go back and try a different path without replaying the whole episode.
- Treating Ashley as the only decision-maker. Andy's silence is also a choice, and the game tracks it.
- Looking up the “best” ending first. The endings are designed to be argued about. Your first ending, even if it is a bad one, tells you something about how you played.
Episode 3 — what to watch for
Watch the developer's own channels and the official storefront for Episode 3 news, not re-upload sites. A real update will name a version, show new art or dialogue, and come from Kit9 Studio. Until that happens, community speculation is interesting but not a release. We update the blog when a confirmed update appears.
The Coffin of Andy