South Korea, the 2010s.
A sixteen-year-old living alone, Lee June. He goes to school, works part-time at a convenience store, comes home and boots up a game. Tomorrow will be the same. Probably.
A narrative adventure where you live through a Korean daily life, drawn in top-down pixel art.
To ride the bus, you tap your card. You attend class, then clock in at the convenience store after school.
When a customer comes, you scan barcodes, ring them up, stock shelves, clean up, and clock out.
Every detail. One action at a time.
Your choices are heavier than you think. Something you said yesterday might keep someone from school today, and one small action could change a relationship in ways you can't undo. Who you grow close to, who you lose — everything depends on your choices.
And — ordinary days don't last as long as you'd expect.
For those tired of other games, welcome to this small world.
Features
🚌 No-skip daily life
Tap your bus card, scan barcodes at the convenience store, clean the classroom. The small things you control add up to make a day.
🏪 Convenience store work system
Every evening, June clocks in at the convenience store. Stocking, scanning, checkout, cleaning. You play through the part-time job as a system.
💬 Choices that change people and stories
Dialogue choices tangibly alter NPC behavior and relationships. Multiple story branches and multiple endings.
🏫 2010s, Korean middle school
Morning assembly, school lunch, cleaning duty. No game has recreated Korean school life and daily routines with this level of detail yet.
🎹 Moments where classical music seeps in
Mostly realistic ambient sounds and silence. But in certain moments, music by Mahler, Tchaikovsky, and Shostakovich flows through. The music isn't just background — it's part of June's past and the story itself.