Isometric RPG where you play the role of a Gamedec, a detective that goes into virtual game worlds to look into private or crime-related cases for people. Gain four types of personality aspects from choices that can be converted to following four different profession trees that give you more active and passive interactions and observations.
Decent writing with an interesting setting and set up where your job types give a lot of focus to the digital world letting you do things like hack parts of games to benefit you, create new code, influence emotions with ads, knowledge of medical and body language, becoming a Youtube/Twitch/Podcast/etc style personality where people can be influenced with your real-world fame, etc. In most games, as you progress the early jobs in the tree would become obsolete but the game frequently has uses for everything, some options just need you to make more correct decisions depending on what you are interacting with or having other complications. The setting also allows some commentary and
situations dealing with how people and corporations use games.
You gain notes on people you meet and clues related to your investigations, you then can see those clues tied to related thoughts in a deductions tree where you try to reach the logical conclusion to different thoughts relating to your cases. Once you lock in a choice it can then be used in dialogue options or certain moments to move your case forward. There are moments when these choices can change what goes on next in the game. It's a cool idea and works well with the style of the game but meaningful changes are mostly limited to the first two areas for the biggest effect and unfortunately being wrong doesn't really matter in the grand scheme of things, and the conclusions to your cases don't really matter.
Little reason for replay as everything basically leads to similar results, doing things wrong can happen but you don't really suffer for it later, and allies you can make don't really end up being able to make any kind of meaningful difference in future sections. Sudden ending with let down final areas. Takes a mostly uninteresting and now cliché twist near the end, that could have had some interesting results with the path the game takes but never is able to capitalize on it in an interesting way before the abrupt end.
Some minor bugs and likely translation issues though I ran into nothing major, game-breaking, or too confusing not to be able to figure out.
It makes for an enjoyable enough playthrough and has some good ideas, but never is able to make the best use of its mechanics and setting.