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OMORI
OMORI follows Sunny, a teenager who has spent years isolated from the outside world, and Omori, the version of himself who exists inside the dreamlike world known as Headspace. In Headspace, Omori travels with Aubrey, Kel, and Hero while searching for their missing friend Basil. In reality, Sunny is preparing to move away from Faraway Town in three days. The two parts of the game gradually reveal how the friends became separated and why Sunny retreats into his imagined world. Player decisions determine how directly he confronts the events he has tried to suppress.
Two Worlds and Different Routes
Exploration alternates between Headspace and the real world. Headspace contains forests, towns, strange buildings, underground areas, and optional quests, while Faraway Town focuses more on Sunny’s remaining relationships. Choosing whether to answer Kel at the door is particularly important. Going outside leads into the Sunny Route, while repeatedly staying home leads toward the Hikikomori Route, which includes additional Headspace areas, bosses, quests, and other content.
Turn-Based Battles and Emotions
Combat uses a four-character party and a turn-based RPG system. During battles, players can:
· perform normal attacks;
· use Skills that consume Juice;
· use items for healing or other effects;
· Guard against incoming damage;
· trigger follow-up actions after attacks;
· build shared Energy for stronger team actions;
· change the emotions of allies and enemies;
· revive party members who become Toast.
Happy, Angry, and Sad form an advantage cycle: Angry is strong against Sad, Sad is strong against Happy, and Happy is strong against Angry. Emotions also modify statistics such as attack, defense, speed, and hit rate, so changing an enemy’s emotional state can be part of a battle strategy.
Progression and Endings
OMORI does not use traditional numbered levels. Characters gain experience from battles, increase their stats, and learn new Skills, while progression through the world comes from reaching new locations, completing story events, solving puzzles, and defeating bosses. Weapons, Charms, food, Toys, and other items can also affect combat.
The ending depends heavily on the route and the choices made near the conclusion. The game contains two main endings as well as a neutral ending with several variations. Replaying can reveal areas, bosses, dialogue, and story information unavailable on the first route.

















































