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Obsession High

Category: Casual Date:2026-06-17

Rating: 4

Introduction

Obsession High is a Yandere-themed psychological horror visual novel that places players in a tense, character-driven campus story about obsession, manipulation and survival; the first day is presented as a safe-for-work introduction while later chapters contain mature themes such as stalking, emotional manipulation and violence, so player discretion is advised. This release delivers a compact, mood-heavy experience aimed at readers who prefer narrative tension and branching outcomes over action-heavy gameplay. The opening chapter takes roughly 20 minutes on a first playthrough, offering a complete introduction to the characters, setting and the decision-driven mechanics that shape subsequent routes.

Key features and design goals

Obsession High focuses on choice-based storytelling with meaningful branching paths and multiple endings that respond to how you interact with characters and which risks you take. The project emphasizes atmosphere: detailed background art, character portraits, and curated contributor illustrations create a consistent aesthetic, while a short runtime for the first chapter lowers the barrier to entry for new players. Available in English and Spanish, the text-driven format keeps controls simple and the experience accessible across devices.

Gameplay and controls

The core mechanics are classic visual-novel interactions: tap or click to advance dialogue, use the on-screen choices to influence relationships and plot direction, and access a backlog to review past text. Settings include auto-play and adjustable text speed so you can relax and watch scenes unfold or move at your own pace. Save and load support allows you to experiment with alternate decisions without replaying the entire chapter. There are no real-time skill challenges; the sense of challenge comes from moral decisions and the consequences they trigger, which may open new routes or lead to bad endings including character deaths.

Progression, replay value and structure

Story progression is organized by days and chapters; Day 1 is complete and serves as a narrative foundation for later updates. Choices made early influence which scenes and routes become available, so replaying the opening with different responses will reveal new branches. Multiple endings and bad-end scenarios are built into the narrative structure to encourage exploration: some paths reward deeper character understanding, while others emphasize tension and darker outcomes. Planned updates aim to expand the story with an extended Day 2 and additional romantic and antagonist routes, increasing long-term replayability.

Visual style, audio and extras

Visually, the game leans on an art-forward presentation with layered backgrounds, expressive character sprites and contributor fan art that enriches the world. The UI is designed to keep text readable against moody backdrops while preserving the atmosphere. Ambient audio and musical cues support pacing and tension without overwhelming the narrative; sound effects are used sparingly to highlight key moments. The build includes an art gallery area where unlocked illustrations and contributor pieces can be viewed between sessions, offering an additional incentive to explore alternate paths.

Customization, accessibility and user experience

The in-game settings let you tailor how you read: adjustable text size, auto-play toggles, skip-read options for previously seen text, and language selection between English and Spanish. These features make the visual novel approachable for players with different reading speeds and accessibility needs. The interface is optimized for touch controls on phones and tablets as well as mouse input on larger screens, and the game is intended to run offline after the initial download so you can play without a persistent internet connection.

Development team and update roadmap

Obsession High is an independent project created by a small team of writers, artists and programmers. Lead development credit is given to Banjo isAwesome with writing by Bluesky Mixtover and art contributions from Mixedverse, Broken Colors and others. The team communicates planned updates for additional chapters, route expansions and more bad-ending content; Day 1 is available now and future releases will expand playable content and narrative depth. This editor build aims to present the game transparently so players know what to expect and can decide whether the mature themes fit their preferences.

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