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Visual Novel / Seven Days Decide Your Story

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Young, white-haired protagonist Kirell wakes up in a room and realizes she has lost her memory. Before she can come to terms with this information, a mysterious man who calls himself Charon appears and tells Kirell that she has died, and she has 7 days to accomplish a certain task. If she does, she will be resurrected. But she has to be careful, as there are others, with their own tasks, that might either help her or get in the way.

Kirell's task is to get herself to a certain location with the help of a broken compass that only works when some other lost soul dies nearby. This means that in order to be resurrected, Kirell has to kill... or, at least, stay close to someone who does.

7 Days: Decide your Story is a short Android Visual Novel by Buff Studio, which can be purchased here.


7 Days provides examples of:

  • Asshole Victim: Discussed in some routes. At some points, Argo and Kirell (and, begrudgingly, Hilde) agree that if someone NEEDS to die, it might as well be Balaam.
  • Ax-Crazy: That's how everyone sees Balaam. Not that he doesn't have his issues, but there's more to him than that.
  • Big Damn Heroes: Mocked by Balaam; when he has Hilde cornered in day 2, he is surprised that no hero is rushing to her rescue in the last minute. He is pleasantly surprised when Argo/Kirell finally intervene.
  • Chronic Backstabbing Disorder: You can betray Balaam twice in a row. Surprisingly for one so hot-blooded, he's pretty cavalier about it.
  • Clingy Macguffin: Every character has one or more items related to their task. Only they can use them - if someone else tries, the item vanishes and returns to its owner's hands.
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  • Deadpan Snarker: Kirell and Argo. Hilde and Philio have their moments.
  • Despair Event Horizon: If you join forces with Balaam and reject Hilde's offer to change sides, eventually Hilde will feel threatened by Kirell and attack her. This doesn't go well for Hilde.
  • Failure Is the Only Option / Press X to Die: Don't try to kill Balaam; he's faster than you and he's impossible to catch by surprise.
  • Meaningful Name: Kirell is an anagram... ...for "killer".
  • Multiple Endings: There are four:
    • Worst Ending: Achieved by behaving like a stone-cold killer and killing Philio in the end, Kirell comes back to life gravely wounded, in the middle of a shootout with Argo, and with an uncertain fate.
    • Goddess of Revenge: Achieved by being a stone-cold killer but refusing to kill Philio in the end, Kirell rejects resurrection and Charon chooses her as his successor as the guide of the underworld.
    • Welcome: Achieved by being a decent person but killing Philio in the end, you come back to life peacefully in a hospital bed, surrounded by the rest of the gang (minus, probably, Balaam)
    • Rest in Peace: Achieved by being a decent person and refusing to kill Philio in the end, Kirell rejects resurrection and dies permanently, getting a redemption of sorts.
  • OOC Is Serious Business: In the final day, the normally meek and polite Philio might start behaving like a haughty jerk, sarcastically snapping at Kirell and saying that he "can't wait to see her face when she gets resurrected". This is a sign that you're headed towards the bad ending, unless you make a last-minute sacrifice.
  • Phlebotinum-Handling Requirements: Each item related to the tasks can only be used if certain requirements are met. To be precise:
    • Argo's shotgun can only be fired if someone else asks Argo to do so.
    • Balaam's gun can only shoot people Balaam's considers enemies.
    • Kirell's compass only works when someone dies close to Kirell.
    • Philio's medallion transmits messages from other people that have already completed, or failed, their quest.
    • The way Hilde's bag of letters works isn't fully explained, but it seems the letters write themselves once someone close has something heartfelt to tell to someone else.
  • Psychopomp: Charon's role in the underworld. And Kirell's, in one of the endings.
  • Psycho for Hire: That was Balaam's job when he was alive. And Kirell's.
  • Red Herring: Kirell's first gun is a rusty piece of junk that never works nor it's important to the plot. Even when she eventually gets to shoot someone, she uses a different weapon.
  • Relationship Values: Your dialogue choices influence how the others see you. Argo likes smart answers, Hilde likes when you're kind and cheerful, Balaam prefers the ruthless approach and Philio is content with you not being a jerk.
  • Retired Badass: Argo is not exactly retired, but he's no longer an active killer - he mostly trains new prospects.
  • Story Branching: A staple of the genre; every day, a bit of the story is revealed to you via nightmares. Depending on the route, you get more or less details about Kirell's life story. The full story goes like this: When Kirell was a kid, she killed her abusive father and let her mother take the drop for it. She eventually joined a mafia as a hitman, where she was trained by Argo. Little by little she started losing her grip on reality, which got worse when her best friend Hilde suddenly died on a car crash. It got to the point where Balaam, the mafia boss, asked Argo to get rid of her. One day, in the middle of a Sniper Duel with Argo, she got mortally wounded, but made it to a hospital where Dr. Philio tried to save her. Ultimately, the player's choices will decide if she makes it or not
  • Villain Protagonist: Kirell starts the game as one. It's up to you if she redeems herself or not.


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