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The Kid at the Back

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The Kid at the Back begins when the protagonist finally notices Sol, a quiet university student who usually sits unnoticed at the back of the classroom. Sol initially appears reserved, but his interest in the protagonist gradually becomes much more personal and possessive. The story develops around the protagonist’s growing connection with Sol, their existing friendship with Crowe, and the tension created when both relationships begin to overlap. The current version is still in development and covers Day 1 and Day 2.

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The Kid at the Back begins when the protagonist finally notices Sol, a quiet university student who usually sits unnoticed at the back of the classroom. Sol initially appears reserved, but his interest in the protagonist gradually becomes much more personal and possessive. The story develops around the protagonist’s growing connection with Sol, their existing friendship with Crowe, and the tension created when both relationships begin to overlap. The current version is still in development and covers Day 1 and Day 2.

Choose Who to Spend Time With

Gameplay follows a visual-novel structure based on dialogue and decision-making. Players can customize the protagonist’s name and pronouns, then choose responses during conversations with Sol, Crowe, Hyugo, and other students at Olympieus University. Choices can change affection values, unlock different scenes, and determine which character the protagonist spends more time with. There is no combat, equipment system, or free-roaming action gameplay.

Follow Different Routes

The Kid at the Back does not use numbered levels. Progress is divided into days, school scenes, relationship events, and branching decisions, with Day 2 introducing more significant route choices.

Players can:

  • stay with Crowe and attend class;
  • skip class with Sol and Hyugo;
  • visit the arcade or watch a movie;
  • increase Sol’s affection through specific responses;
  • spend additional time with Crowe;
  • trigger different endings and cliffhanger routes.

Different choices can lead to very different situations. Following Sol can open routes connected with the arcade, movie theater, and the well-known Orange Juice branch, while staying closer to Crowe produces another set of scenes. The current build also contains the No Witnesses bad ending, which can be triggered through a specific combination of choices involving Crowe and Sol. Several other routes currently finish with “To be continued” because the full story has not yet been completed.

Replay to See Other Outcomes

Replaying is an important part of The Kid at the Back because one playthrough cannot show every relationship branch. Choosing a different person to follow on Day 2 can replace entire scenes and lead toward another outcome. Progress therefore comes from testing dialogue options, building affection with Sol or Crowe, and comparing how the same school days change when the protagonist handles jealousy, friendship, and attention differently.

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