June 2026 Next Fest Demo #7 ā The Second Reality Room: Unspoken Truths
The Second Reality Room is a visual novel where you play a former chuunibyo who works as a therapist specializing in treating other chuunibyo in order to dispel their delusions about themselves and bring them back down to Earth.
For the uninitiated, āchuunibyoā is a Japanese term for a teenager in that phase of life when some end up adopting an edgy and/or grandiose self-narrative, creating a delusional backstory for themselves and/or a half-belief that they hold some near-supernatural hidden knowledge or powers, and will dress and behave accordingly out in the real world. If you were to do an image search online you would no doubt find fashions often mirrored in anime and manga, and those looks are well represented here in the gameās character designs. True to life, whether through baggy clothes, hair, masks or headphones these teens at once stand out with wild appearances and take shelter from a hostile world by making themselves look unapproachable. Further illustrating (ha!) their emotional vulnerability, every character is depicted with a thin, pale, almost frail appearance, as if they are perpetually on the verge of shattering like a porcelain doll. Even the protagonist hasnāt fully escaped this part of his past, having the same porcelain appearance while dressing in a more mature version of chuuni fashion with his almost priest-like high collar and scarf-like accessory, baggy sleeves and deceptively loud vest and tie-like accessory.
This is typically used as a term of endearment, often enough by people reflecting on their own cringey past selves and friends. Nevertheless, as is ever the case with depictions of edgy teens in media, when they come up in a story they are often either treated deadly seriously because itās a setting where these imagined powers are just real, or they are there to be gawked at and/or somewhat condescended to by adults or peers that are perhaps too āmatureā for their own good. Either way this can have a way of erasing the very real emotional needs and rationale that goes into these narratives in the first place, turning them into something to be objectified.
With that context I couldnāt blame people for approaching a game with this concept with some trepidation, especially if they have an edgy teen past themselves. The idea that you would play a therapist whose purpose is to ābring chuunibyo back down to Earthā definitely sounds like a premise that while promising, also has the potential to go very bad and end up being super patronizing, and so I will try to put those worries to rest as I describe this game because I think they do a pretty stellar job.
A natural starting point would be the devsā own description of their game, which is āan empathy-driven psychological mystery adventure about chuunibyoāteens who construct their own ārealityāāand the relationships that form around them.ā They go on to describe an approach that acknowledges these teenagers as being rational people whose behaviour always has a reason and is always rooted in real emotions. Even if their narratives themselves may be delusional, they feel real to these kids, and that is what actually matters, and that is what the game is attempting to hone in on. They do this by framing these counseling sessions as a process of translation, but rather than translating between languages, your job as the counselor is to translate the grandiose words that they use to describe themselves, their pasts and their worldviews into an accurate picture of their true feelings and anxieties.
This of course means that the game will still need to present these chuuni kids in an honest way, and as you might expect this does mean that their behaviour is pretty cringe. And while Iāll get to my feelings on that word and how the concept of ācringeā exists in this game later, them being cringe is actually a big point of this game. Which makes sense because ultimately if you are making a game that endeavors to show (and perhaps even teach?) empathy toward edgy teens, and those characters are milder versions of their real-life counterparts, then you are effectively saying that the real kids are too extreme to empathise with and the pared-down versions are just, you know, easier, which would do both the kids and your game a disservice. Thankfully this is not the case and these teens are presented in all of their melodramatic ā yet very sincere ā Ā glory.
As a Millenial whose experience of the internet in his late teens and early twenties was an age where sincerity was unironically considered cringe and so everyone couched everything in layers of hipster-brain-rotted irony out of a sense of⦠letās call it social self-preservation, I can see how some people may pick this game up without this context and simply see it as nothing but just basic bad cringe before quickly putting it down and not giving it a real chance, and so never really get to understand what it is trying to do. This would be a shame, in my opinion, because at this moment it sort of feels like the cycle has come back around and weāve entered into a different sort of anti-sincerity phase of the internet where, instead of being obsessed with the (very cringe-derogatory) idea that popular equals uncool and niche equals cool, people are simply too nihilistic to embrace vulnerability because everybody is so used to everything becoming pretty profoundly disappointing eventually, at a pace that only seems to be increasing, that they donāt even want to bother becoming emotionally invested in the first place.
With this being one of the ruling mindsets of the modern internet, and therefore the modern world, I would say that even with this game expressing a very Y2K version of the chuuni with very Y2K chuuni fashions, creating a story where we empathically interrogate these feelings and seek to understand and relate to them has the potential to make a lot of young people feel seen and validated, maybe even to the point of being able to imagine a healthy future for themselves for the first time. This appears to be front-of-mind for the devs too, because in one of the demoās cutscenes a newscaster addresses a growing trend of young people becoming more and more apathetic.
But I think thatās enough of all of this background and context-making. Now we can move onto the fun stuff.
You play Kogoro Satori, the 29 year-old Director of the Second Reality Room. He is a counselor who claims to be able to solve the troubles that nobody else understands. As I mentioned earlier, he is a former chuunibiyo himself who considers it his mission to help the teens that are experiencing the same sorts of anxieties that he did when he was young.
As an interesting little note, his birthday is listed as February 4th and, guessing that this is the kind of game that would choose a date of some significance, I tried looking it up. This date seems like it could a reference to a Japanese festival called āSetsubun,ā which is the day immediately before the first day of Spring according to the Japanese lunar calendar. Assuming this isnāt just a coincidence, this could mean to signify a sense of renewal and rebirth through counseling and confronting oneās anxieties with a level head.
Our other primary character, the Maya to Kogoroās Phoenix, is his would-be assistant, Visitor No.001, Mikoto Azusa. She is a 16-year old student who is a beneficiary of Kogoroās work and has become passionate enough about it to be fully determined to become his assistant. However, for some reason unspoken in the demo, Kogoro refuses outright to take on any sort of assistant, explaining that his work is delicate and āwears a person down,ā and that he doesnāt want to put Mikoto in harmās way. Why is this dangerous? Why does he always say this while looking pensive, as if remembering regrettable events from his past? These questions are not answered by the demo, leaving some enticing mysteries for us to confront between cases.
The last character of note is the āVisitorā that we are assisting in the demoās prologue, Visitor No.009, Otsuru Amano. On the surface he is an incredibly self-important teenager who used to be at the top of the class back in elementary school but has since changed, starting to talk about things like āfallen fateā and āheavenās punishment.ā His friends notice this and try to talk to him about it, but are unable to get through to him and so he wonāt listen, wishing instead that they would mind their own business. Naturally given this gameās whole concept, the prologue is about diving into Otsuruās feelings by listening to and exploring his self-narratives that serve to deflect from them.
At the beginning of the case Otsuru explains that he is the reincarnation of a fallen angel, considering himself above all of the ālowly humansā that could never possibly understand him or his values. It was a mere 7 days ago that he claims to have awakened to his memories of his past life, one where he was an angel that once stood in the top-most levels of heaven before eventually being cast down by those that didnāt understand him. While he is thankful that his true nature has revealed itself to him, he acknowledges that it has also put him out of sync with everyone around him as his angelic nature reasserts itself. Since then he has come to be disgusted by humans and their āsoftā values and finds himself no longer willing to interact with them.
In this way Otsuru has positioned himself as an outcast amongst both angels and humans, finding the most vivid experiences from his past being memories of being met with derision from those around him rather than memories of companionship. Because of this he finds himself unable to relate to optimistic stories with happy endings, preferring instead those with tragic and hopeless ones.
In order to dig into these narratives and ultimately decipher Otsuruās true feelings, you (as Kogoro) can perform three main actions:
Talk ā The purpose of speaking with the Visitor is to listen to them share more about themselves, collecting words that you then go on to ātranslateā into plain language to determine the emotional truth behind them. As you talk you also collect more topics, which prompts more conversation. Each topic has a time cost associated with it, with your total remaining time listed on-screen when choosing your topic. This implies that beyond the prologue you will need to intuit your way through choosing the correct topics based on the information on-hand, in order to really hone in on the Visitorās core values and make the best use of your time. I love this because it involves some real decision-making with consequences as opposed to simply exhausting all options every time.
Translate ā The main goal of the counselling sessions is to read the Visitorās true feelings, values and intentions in their grandiose words and ātranslateā them into plain language. This is done by using a format like the tutorialās version pictured below, where you are plugging in your collected words into the empty fields. Keep in mind that the Translation following this one ramped up from four fields to seven, so they do get plenty more complex. This of course makes sense because for one, you will only collect more keywords as you progress through the session, but also it just logically follows that the closer you get to the Visitorās ultimate truth, the more complex the explanation will have to be in order to properly convey the nuance of their deepest anxieties and desires.
Mind Read ā Kogoro is able to peer into the Visitorās Second Reality as shaped by their grandiose self-image for the cost of one time unit. Here the game presents you with large splash screen art of a fantastical scene and itās your job to investigate it by clicking on various points of interest. This will cause Kogoro to speculate about their emotional meaning, which will in turn provide you with more topics of conversation. Conceptually-speaking the difference between this and Talk is that during Talk, you are gently probing the Visitor for more details that they are consciously aware of and can acknowledge. By probing their Second Reality Kogoro is effectively intuiting the things that the Visitor themself may not even realize. One fun feature of this is that after you finished checking all points of interest in the prologue, Kogoro still had unanswered questions about things that could only be partially visible on that first screen, and so after a brief exchange with Otsuru our perspective literally zoomed out to capture what turned out to be the full image, and certain points of interest that were partially obscured now become fully revealed, giving Kogoro a much clearer picture of what this reality is meant to convey about the Visitorās real past. This now presents you with whole new points of interest to examine, as well as an opportunity to re-examine the old ones in light of these changes.
Deepening the mystery around Kogoro himself, while he does specify that this is not actual supernatural ESP but just an application of the counsellorās imagination, he adds that this is āan unexpected byproduct of something I learned long ago.ā This is especially intriguing because in the demo there is nothing supernatural at all happening in this story and so Iām not quite sure what he could mean by this, or how this could set him apart from regular everyday people.
So all told, the Talk action is the backbone that supports everything else and maintains the casesā momentum. You then pay off the words collected in Talk when Translating, which helps you to better understand the Visitor and put all of this information together into a coherent narrative about the kidsā actual experiences. Running out of topics to discuss with Talk is a good indicator that it is time to review your keywords and start to Translate. Once you succeed in a translation your āTranslationā counter at the top of your screen then goes up by 1, indicating your progress toward finishing this case. For example, the prologue started with a counter of 0/2 meaning your goal is to complete two successful translations beyond the tutorial.
Once you successfully complete the final translation, you will get a satisfying denouement with the Visitor telling their real, grounded story from beginning to end. In the case of the prologue I found this to be very empathically and skillfully done without any super heightened emotions or unflattering depictions of their Second Reality being punctured. The game, ever gentle, never tries to convince us that the Visitor ever actually TRULY believed in their second reality, and that they themselves did understand on some level that it was just a coping mechanism to deal with their central anxiety.
After this denouement, Kogoro offered his final words of advice which expertly balanced his understanding of Otsuruās anxieties and desire to retreat from them, with actually confronting them directly. Honing in on exactly where Otsuruās line of logic broke down, he gave a cogent and mature breakdown of the negative effects that it had on his life and how he could go about handling these anxieties in healthier ways in the future. (I am avoiding going into too much detail to avoid spoiling things, but Kogoroās find words of wisdom were genuinely thoughtful and insightful, and very well-written.)
At every turn this game proves that it has an incredibly big heart and in my opinion totally fulfills its promise on its Steam page. There are so, so many ways that this game could have completely broken down: corny writing, bring too high-concept to the point of taking the focus off the Visitors, lazy characterizations, shallow diagnoses and prescriptions for the Visitorsā inner turmoil⦠This game really had its work cut out for it but absolutely rose to the occasion.
Closing us out here by returning to the concept of ācringe,ā this gameās demo had me seriously considering how important it is as people to develop our ability to face it in others (and ourselves?) head-on. It correctly identifies it as raw sincerity and sees that as something to be, above all else, respected, embraced and openly engaged with.
You canāt understand themāyet. Decode the āSecond Realityā through Talk, Mind Read, and Translate in an empathy-driven psychological mystery













