"UN:Me," a soul-triage adventure game to be released by Shueisha Games, has had its release date postponed to 2027. However, you’ll be able to get an early hands-on experience with the game at the "Tokyo Game Show 2026," taking place at Makuhari Messe from September 17 to 21.
In this game, you explore a labyrinth while repeatedly “conversing” with the four “souls” dwelling within a “girl,” ultimately seeking to identify her true soul. Although the souls have lost their memories, they each claim to be the rightful owner of the girl’s body and appeal to you. However, there can only be one soul in a body.As you confront each soul, you must choose which one to “erase”—that is the premise of the game.
Game*Spark was recently given the opportunity by Shueisha Games to try out an early demo of this title, so we’ll introduce the flow and appeal of the demo version.

Explore an eerie labyrinth and “converse” with the souls
In the demo, you explore a “labyrinth” where three items related to the souls’ memories have been left behind. This labyrinth appears to be a space that blends a school and a hospital; with rain falling indoors and students whose heads have turned into flowers, the atmosphere is truly eerie.




At the start, Soul I is inside the girl’s body, but in the demo, you can switch to a different soul just once. Not only do each soul’s inner world and personality differ, but the areas you can access and the locations tied to their “traumas” also change.However, as you progress through the game, the soul will automatically switch at a certain point, so you won’t get stuck by accidentally switching at the wrong time.



Flowers and vines grow here and there; from a hallway overlooking a classroom to the shoe lockers, through a narrow gap in the nearby wall lies what appears to be a hospital; opening a door leads from the classroom to a room at the back of the music room—and so on. As you explore this surreal labyrinth with its bizarre layout, you discover a “lighter,” an item related to Soul I’s memories.


Finding this item adds a new question to your dialogue with the souls. Since you can now interact with them right on the spot, I headed straight to the “Dialogue” menu. It’s a moment that’s both fun and a little nerve-wracking.


In the demo, you can “converse” with one soul only once when you find an item. While the specifications for the full version are unknown, I’d love to ask the additional questions unlocked by the item while I have the chance.


After listening to the soul’s response to your question, you’ll be presented with a set of options. While all the options are intriguing, you’ll need to decide quickly due to the time limit.If you give a response that triggers stress or trauma for the soul, the “Soul Gauge” in the upper-left corner will decrease. While you can’t deplete it entirely in the demo, if you keep choosing options that go too far, it will drop to zero—and apparently, “something” happens when that occurs.




During conversations, each soul has distinct facial expressions, movements, postures, voice tones, and overall impressions—I got the impression that the “girl” I’d been talking to moments ago had become a completely different person. Since the demo version only allows for a single conversation, all the souls remain shrouded in mystery for now, but as you have more conversations, you’ll find yourself wanting to know what each soul is truly grappling with—There’s also a sense of enjoyment in the act of delving into such matters.
Takuya Yamanaka, who is in charge of the game’s planning and scenario, is the creator behind the school-based juvenile RPG series *Caligula* and the music project “MILGRAM.”I felt that this style—which infuses a sense of tension into the choice to delve into these characters’ minds—is a signature trait common to his works.



After finding the writer, when you return to the music room, the screen suddenly distorts, and a mysterious woman appears, crawling across the floor and attacking you. You try to leave the room, but the door won’t open, leaving you with no choice but to run for your life. After running for a certain amount of time, it seems your soul shifts, and the woman crawling on the floor vanishes somewhere.
In this way, each soul carries some form of trauma or anxiety, and in the places tied to those experiences, they may be attacked by someone or suddenly obstructed while walking. If you get caught, it’s game over, but since you restart from just before that point, there’s no need to worry about being set back too far.


After finding items related to III and IV and collecting all three, the scene changes, and you’ll proceed to erase one of the souls inhabiting the girl. Even though I hadn’t fully grasped the nature of any of the souls yet, I felt a pang of guilt about having to choose which one to erase.



The setting shifts abruptly from the eerie labyrinth to a space with a single desk standing alone underwater.

When you select a soul, the moment it is erased is displayed. Seeing the soul trapped in a room engulfed in flames, even before it has regained its memories, leaves a bitter aftertaste.Since the number of dialogues is likely to increase in the full version, the weight of these choices should become even greater. The game is designed to torment the player the more they engage in dialogue out of concern for the souls, and as someone familiar with Takuya Yamanaka’s work, I couldn’t help but smile.


Once you select a soul to erase, the demo ends. I’m left wondering what other eerie labyrinths, art elements like flowers that blend beauty with incongruity, and spaces that evoke a sense of “unease” the game has in store.I also found myself endlessly curious about who “II”—whose figure wasn’t visible this time—might be, and what the pasts and backgrounds of each soul are… It was a demo that left me with endless questions.
Since I could really feel Takuya Yamanaka’s signature style, I highly recommend that fans of his work give this a try!

“UN:Me” is scheduled for release in 2027 on PC (Steam),PS5, and Nintendo Switch 2.







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