- The debut work of Acrobatic Chirimenjako, a three-person Japanese indie team born from the collective trauma of the COVID-19 pandemic.
- Published by SHUEISHA GAMES, Featured at Nintendo Indie World Showcase, Winner of GAME BBQ vol.1 Grand Prix
- A highly anticipated visual novel that surpassed 100,000 wishlist items and recorded a 96% ‘Overwhelmingly Positive’ rating on its 515 Steam demo reviews.
If you could make one last phone call to someone with just 21 nanoseconds left before the end of the world, who would you think of? The story of a girl who accepts the voices of souls standing on the boundary between life and death in that fleeting moment has been brought to life as a game.
The narrative adventure visual novel ‘Schrödinger’s Call’, developed by the Japanese 3-person indie studio Acrobatic Chirimenjako and published by SHUEISHA GAMES, was released simultaneously on Steam and Nintendo Switch on May 28.
The game demonstrated a strong presence even before its release through metrics. It surpassed 100,000 items on the Steam wishlist, securing an exceptional level of anticipation for an indie narrative genre, and the demo received an “Overwhelmingly Positive” rating with 96% positive reviews out of over 500.
In particular, the design stands out for adopting a structure where the progress data from Chapter 1 played in the demo carries over to the full version, naturally extending the initial narrative immersion into the main story.
A world of hand-drawn illustrations unfolding like turning the pages of a picture book… an aesthetic where warmth and anxiety coexist.
The game’s most distinctive feature is its unique visuals, reminiscent of a hand-drawn picture book. The soft, warm colors and simple yet emotional character designs create a cozy atmosphere at first glance. However, beneath this facade lie layers of philosophical themes, such as the apocalyptic situation of the “falling moon” and the boundary between life and death.
This contrast creates a peculiar tension throughout the work. Amidst visuals that appear familiar and comfortable, the player gradually confronts inexplicable anxiety and surreal sensations. This is why some international media outlets have described it as “simultaneously stimulating both captivating and uncomfortable emotions.”
Sound direction is also a key element in defining the game’s atmosphere. Since the game’s primary interactions are based on ‘phone calls,’ players must interpret emotions solely through voices and ambient sounds, without the other person’s facial expressions or gestures. The sense of distance created during this process feels as if one is conversing with someone behind glass, It auditorily embodies the sense of a connection that seems within reach but remains elusive.
The ‘Telephone Operator’ of 21 Nanoseconds Between Life and Death… The Mission of Mary, the Girl Who Lost Her Memory
The player progresses through the story as Mary, a girl who wakes up in an unfamiliar place having lost her memory. The time Mary exists is merely 21 nanoseconds, just before the world completely vanishes.
In that brief moment, Mary connects with souls who have not yet left this world through a mysterious telephone. Bound by deep regret and lingering attachments, they reveal their individual stories, wounds, and unspoken truths. The player listens to their stories, guides the conversation through choices, and sometimes helps them convey the final words they wish to leave behind.
This process goes beyond simply following a story to make us reconsider the meaning of ‘listening.’ It feels like it calmly expresses that listening to someone’s story to the very end, rather than what is said, can sometimes be a great source of comfort and salvation.
A narrative stemming from memories of the pandemic… a metaphor for ‘unconnected connections’
The collective trauma of the COVID-19 pandemic lies at the heart of the game’s planning. The publisher stated, “The memories of 2020, a time when we could not meet each other in person, are the starting point of this game.”
In fact, the ‘telephone’ device within the game functions as a symbol of the severed communication we experienced during the pandemic. It is a relationship connected solely by voice, in a state where one cannot see faces or hold hands. While there is a sense of incompleteness and imperfection within it, the human will to connect with one another is embedded throughout the work.
The premise that Mary ultimately cannot see the face of the person she is talking to also maximizes these emotions. The other person who is unseen yet undeniably present, and the sense of connection that becomes all the more desperate because it cannot be reached, represent the core sentiment of the game.
The rise of a three-person Japanese indie team… A ‘proven highly anticipated title’ validated by awards and metrics
Acrobatic Chirimenjako, located in Japan, is a small team of three, but they have achieved notable results with their latest work, *Schrödinger’s Call*.
The game was recognized for its quality from the early stages of the project, winning the Grand Prix at ‘GAME BBQ vol.1,’ an indie development support program by Shueisha, a leading Japanese publisher. Subsequently, it was featured at the Nintendo Indie World Showcase, introducing it to global users, and was named an official selection for LudoNarraCon, solidifying its position as a narrative-driven indie game.
It also demonstrated its presence offline. Through an on-site exhibition at the Taipei Game Show 2026, it confirmed a direct response from the Asian market, and this history of awards and exhibitions led to tangible results. Surpassing 100,000 items on the Steam Wishlist and securing high user ratings (overwhelmingly positive) during the demo phase demonstrate that the title had already established itself as a “proven highly anticipated game” even before its release.
Reviews from international media have also been positive. Some outlets described the work as “creating a unique emotional arc by combining fairytale-like visuals with unsettling themes,” while others praised it as “a rare narrative experience that delicately unravels the disconnection and connection of the post-pandemic era through the language of games.”
In particular, the auditory-centered direction and structure focused on the ‘act of listening’ are cited as distinguishing features from existing visual novels, further raising expectations for the response following the official release.
21 nanoseconds—a short time, if you will. However, ‘Schrödinger’s Phone’ densely captures human regret, loss, and the yearning for connection within that fleeting moment.
With over 100,000 wishlist entries, high user ratings secured during the demo phase, and a history of major indie showcases and awards, attention is focused on how this game will perform to players after its official release.
At the moment the world ends, whose story would we truly want to listen to, and to whom would we want to leave a message? This work appears to be an experience that quietly draws out each individual’s answer to that question.
Information regarding ‘Schrödinger’s Call’
| item | detail |
|---|---|
| Developer | Acrobatic Chirimenjako (Japan, 3-person team) |
| Publisher | SHUEISHA GAMES (Shueisha Game Label) |
| Genre | Narrative Adventure / Visual Novel / Text-based Choice Adventure |
| Release platform | PC (Steam) / Nintendo Switch |
| Release date | May 28, 2026 |
| Steam Demo Review | Overwhelmingly positive 96% (515) |
| Awards | GAME BBQ vol.1 Grand Prix (Shueisha Game Creators Camp) |
| Special reveal | Nintendo Indie World Showcase Featured / Taipei Game Show 2026 |
| Development Inspiration | The Collective Trauma of the COVID-19 Pandemic / Experiences of Disconnection and Connection |
| Background settings | 21 Nanoseconds of the End of the World / The Space Between Life and Death |
| Language support | Japanese · English · Simplified Chinese · Traditional Chinese |
| Main Keywords | Visual novel, emotion, connection, picture book, telephone, apocalypse, soul, philosophical |
| Steam Page | Shortcut |







