Kraken Academy!!

“A six-hour comedy adventure whose cast of eccentrics and deadpan institutional-satire writing carry it, despite a bottle economy that collapses under its own generosity and a final boss that barely fights back.”

A decrepit, tentacle-infested school of misfits is the stage: a failed opera teacher haunting a classroom, a broccoli-headed bandmate, a conspiracy blogger warning about a suspiciously familiar soda, and a sister who lords her drama-club status over the protagonist. The player is drafted by a Kraken in the lake as a time-travelling disciple on a three-day loop to free the spirits trapped inside each club’s members. The tone is relentlessly comic deadpan absurdity, with surprising sincerity in the club members’ personal arcs, from a missing friend to crippling perfectionism. The cast of eccentrics is the game’s crown jewel, every character bizarre and memorable, profiled with like and dislike quirks, and the snobbery in particular is nailed. Everyone’s room is pretty depressing, which is exactly right.

The writing constantly delights, from the bottle-machine communism subplot to textbook jokes and the 10,000-schink entrance shakedown. The security system steals your face, the recycling machines unionise, and the Headmaster is a cat, and no other game turns garbage collection into an economy and a courtroom drama into a lesson. The courtroom sequence is the standout, a full Phoenix Wright-style trial recognised and adored mid-playthrough, with the main quest’s name confirming the designers knew exactly what they were doing. The mepsi mine infiltration and demonic-paint cult ritual keep raising the bar. It is comedy adventure built entirely out of institutional decay and absurd bureaucracy.

The mission structure wraps themed minigame suites inside a repeating three-day loop of music, art, sport and drama clubs: a QTE school test, an Ace-Attorney-style trial, a secret-agent infiltration of the soda mines and a stage play. Between missions the loop is about friendship badges, one per side quest, bottle collection from smashable bins and lockers, bottle-machine upgrades that improve the exchange rate, and furnishing the dorm room. The friendship-badge profile system gives the social layer genuine mechanical teeth, gating quests through NPC likes and dislikes. The structure is generous and forgiving, with nothing able to soft-lock. The loop’s day-gating means waiting out the clock for quest windows.

Smashing bins, lockers and toilets for bottles becomes genuinely addictive, and the compulsion to destroy everything is part of the charm. The economy collapses under its own generosity, though: bottle-farming trivialises every purchase, money becomes worthless early, and passes totalling around 2,000 schink leave furniture and upgrades as the only sinks. There is nothing to spend on once the shop stock runs out. No fast travel makes errand-running across the grounds tedious, and the lighting is oddly dark in several interiors, including the sports club and art rooms. All of it is minor friction in a game this generous.

The final boss is a pushover with only two attack patterns, and the lack of mechanical challenge is the game’s clearest limitation. There is no fail state of consequence anywhere, and the pacing is dialogue-heavy in a way that will test anyone wanting momentum. Steam Input double-input issues broke sprinting at the start and dogged the controls throughout, with sprint barely quicker than walking until disabled, though the culprit is the Linux setup rather than the game itself. Controller purists on similar configurations should plan to remap. None of it dents the core enjoyment. The design’s confidence in its own jokes is total.

Roughly six hours covers 100%, a satisfying package for the price, and the completionist checklist of friendship badges and bottle upgrades gives the short runtime real density. The dorm room furnishing is a small but welcome creative outlet, and the club-by-club mission arc builds to a traitor reveal that lands with genuine weight. The amulet twist and the Headmaster’s suspicion add stakes the comedy had been masking. The blend of absurdity and sincerity is the game’s real achievement. It is fun like everything about it.

Overall, a six-hour comedy adventure whose cast of unforgettable weirdos and deadpan institutional satire carry it from the entrance shakedown to the traitor reveal, with the courtroom trial and soda-mine infiltration as the peaks. The bottle economy collapsing under its own generosity, a pushover final boss and no fast travel are honest costs, but everything else is simply fun.