
GAME PROFILE
千珏 [衔尾蛇]千珏 [衔尾蛇]
Kindred [Ouroboros]
Your orders seem simple: Deliver a dangerous subject to a prison at the world's edge known as The Trench—a place this subject can never hope to escape. Only the figure heads of your organization, the Komitet, know how dangerous the creature you are meant to transport really is. Kindred [Ouroboros] is a psychological ho…
Your orders seem simple:
Deliver a dangerous subject to a prison at the world's edge known as The Trench—a place this subject can never hope to escape.
Only the figure heads of your organization, the Komitet, know how dangerous the creature you are meant to transport really is.
Kindred [Ouroboros] is a psychological horror visual novel that hands you both ends of the chain. You will play as both the captive and the captain sworn to deliver her, and decide how their journey will end through the choices you make.
The Captive
Bound in chains and no longer sure of what you even are, you are taken by the Komitet. You know of it only as the organization responsible for countless atrocities, including the massacre of your home village. You've never laid a finger on anyone; it's impossible to understand why you are regarded with such abject terror. But despite your history of pacifism, there is no doubt:
There is something rotting within you.
You are not a monster.
Perhaps it's possible to convince not only the others you encounter of that fact, but even yourself.
The Captain
You have no memory of your past, nor a moral compass to steer by. You rule your crew with an iron fist—not through respect, but through fear. Your word is law, but only for those who can't get away with breaking it. Fear and doubt have festered for years among your people, but with the help of your Second and Third-in-Command, you have managed to keep them wrangled.
But now, the subject you are ordered to transport risks tearing your ship apart for good. With the monster's humanity called into question, your crew has never been more divided.
Perhaps there is reason to be doubtful of your organization's orders.
The Record Keeper's Gaze
A third set of eyes shadows the ensuing voyage. The Record Keepers are the Komitet's heart and soul, and one of them is responsible for seeing the eternal imprisonment of the subject through.
The Trench must be reached, lest the subject be set free—and the Komitet risk unleashing something that it cannot contain.
There's blood in the water.
Whatever you choose, you risk chaos among the crew, and if things go poorly enough—a mutiny.
[strike]Sympathy for the captive is a plague.[/strike]
Empathy for the captive is a miracle.
Creatures meander through twisting corridors of a facility, wander frigid wastelands of snowy summits, lurk beneath the waves, and frolic through sun-kissed flower fields.
Features
- Two playable leads—a captive with waning certainty in her own innocence, and a captain with no memory of his past or his moral compass.
- QTEs that test your reflexes, and determine whether or not your crew will survive the journey to the world's edge.
- Multiple endings determined by a series of branching choices. Your decisions will lead to vastly different ends to this journey, and happy and bloody fates alike for all those involved.
- A secret route that, for returning players of previous Kindred entries, will call into question just how well they know what's truly going on.
In a reality where monsters are humans and humans are monsters:
You've already chosen a side.
Don't look back.
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