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Greek Row, Fall Semester


  • Language: Japanese, Chinese, English

That's the distance between Brennan Hall and Greek Row. Six houses, shoulder to shoulder, white columns and green lawns, close enough that you can hear which one has the better speakers.
You arrive in August with two suitcases and a milk crate of records you will not listen to once all year.
Your roommate is Milo Brandt. He got here four days early. He has the entire course catalog printed and pinned to the wall in a colour-coded grid — blue is walkable, red is a mistake. He has never been on a date, and he tells you this within eleven minutes of meeting you, the way people confess things they've decided to stop hiding.
And you look at him and you think: here is a problem I can solve.
That thought is the story.

A YEAR IN THREE ACTS
AUGUST — Three days. An involvement fair in ninety-four degree heat, a pep rally, and a bar with a broken sign that reads THE ANCH. You meet six women who live sixty feet away, and every one of them notices what you're doing before you do.
OCTOBER — Four weekends. Six people. That's not a puzzle; that's arithmetic with a person's name on it. Time is the resource and there is not enough of it.
JANUARY — Two weekends, and no new doors. Spring doesn't let you start over. You finish what you started in August or you don't.

WHAT KIND OF GAME THIS IS
A visual novel about the difference between helping someone and handling them.
Six routes, but nobody here is a prize. Every one of them has something going on that has nothing to do with you, and the game rewards noticing it. Some of the most consequential choices are silences. One of the best outcomes is reaching May with nobody, and it is fully written — not a failure state.
There is no route where you get everything. There was never going to be.

FEATURES
- Three acts, 6,500+ lines — August to May, one school year, told in full.
- Six routes, seven endings — plus an arc for Milo that resolves independently of whether you pursue anyone at all.
- Choices that compound — affection, trust and one quiet arrogance counter track across all three acts. Which doors exist in spring depends on what you did in August.
- Cinematic direction — dynamic camera, depth of field and scene transitions used as emotional punctuation, not decoration.
- Save and load anywhere — with autosaves at every act boundary.
- Rollback — rewind to any earlier moment, including mid-animation, and continue from there.
- Auto-advance and skip — configurable text speed; skip already-read text on replays to reach alternate routes quickly.
- Backlog — scroll back through every line you've read.
- CG gallery — unlock key moments as you reach them.
- Original score — character leitmotifs that return transformed. One theme is only ever heard in a minor key, and only if you've earned it.
- Player-named protagonist.



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