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M!RACLE home_page header art

M!RACLE home_page

Roo migrates his identity into a forgotten 2008 social network and wakes inside his childhood bedroom. His friend is missing, the site says he arrived alone, and an audience is watching through the walls. A short psychological horror VN about being seen without being understood.

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About the Game

Welcome back to 2008. Your profile has been rebuilt from everything you deleted.

In M!RACLE home_page, a short (~30 minute) psychological horror visual novel, you follow Roo and Wellington as they discover a forgotten social network built from guestbooks, webcam diaries, autoplay music, and Top Eight lists.

The site offers to restore their original online identities. It asks for old photos, chat logs, playlists, abandoned profiles, and deleted webcam clips.

They accept.

Twenty-four hours disappear.

Roo wakes inside a physical reconstruction of his childhood bedroom. Every poster, burned CD, old message, and embarrassing playlist is exactly where he left it.

Wellington is gone. The active-user list shows one account. M!RACLE insists Roo migrated alone.

Lola and a cheerful mascot named Blink tell Roo he has finally found a place where he can be himself. Then he discovers private material he never uploaded anywhere.

The walls open outward.

Behind them, an audience has been watching Roo eat, sleep, panic, and remember. A sign above his room reads: EARTH USER: NATIVE HABITAT.

Through intimate, platform-native choices, decide whether Roo accepts the attention, takes control of the archive, or deletes the system along with the last proof Wellington ever existed.

Key Features:

  • Short but impactful psychological horror visual novel, with each playthrough lasting around 30 minutes.

  • A late-2000s social network filled with custom profiles, glitter graphics, guestbooks, webcam diaries, autoplay music, and cheerful privacy settings that do nothing.

  • A childhood bedroom reconstructed from deleted messages, old playlists, private recordings, and memories Roo never agreed to preserve.

  • Choices that shape whether Roo performs for the audience, manipulates the platform, or keeps searching for the friend it insists never arrived.

  • Three distinct endings based on whether Roo becomes the exhibit, inherits the curator controls, or destroys the archive completely.

  • Wellington's erased profile hidden across corrupted webcam frames, broken guestbook entries, and thumbnails the system keeps trying to replace.

  • [p>An unseen audience that can watch, comment, react, save, and request new moments from Roo's private life.[/p]

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