$0.99寇莎梅特:困世迷情 Consummate:Missing World Eighteen Ways Out of One House
Escape a strange man's house as an amnesiac girl, one puzzle and one ending at a time.
Is 寇莎梅特:困世迷情 Consummate:Missing World worth it?
寇莎梅特:困世迷情 Consummate:Missing World is worth it if…
- you like short story games where poking at every object is the point
- you want a mystery that starts small and ends somewhere unexpected
- you enjoy endings that branch wildly, from sweet to dark to absurd
Screenshots
A mystery that starts in one locked house
You wake up with no memory, locked in the house of a man you do not know. That is the whole setup, and it works: the game is built on poking at everything, opening drawers, reading notes, working out what this place actually is. There is no inventory to juggle; the items you need are laid out in the rooms themselves, so exploring is the gameplay. The story unfolds in layers, and the truth behind the house reaches much further than its walls. The early hours lean into the unease of not knowing who to trust, then the picture widens into something sadder and bigger than a simple escape.
Eighteen endings and reasons to come back
Your choices send the story down very different roads: 18 endings in total, some funny, some grim, some tender. A run takes a few hours, and the branching makes a second pass feel genuinely different rather than a rerun. Full completion asks you to collect items scattered through the house, and finding them all unlocks extra content and the true ending. The English translation is rough in places, which is worth knowing going in.
How long does a full run take?
How long does it take to see everything?
A first playthrough takes roughly two to three hours. Seeing all 18 endings and finishing the collections takes several more runs, somewhere around nine hours in total. The game is built for repeat visits: each route reveals a different side of the story, and the true ending waits until you have gathered what the house is hiding.
Is it actually scary?
It carries horror and violence tags, but the tone is more strange than frightening. The early mystery feels uneasy, and some endings turn dark, yet the writing keeps undercutting itself with jokes, gags and fourth-wall pokes. If you want relentless dread, this is not it; if you like a mystery with a sense of humour, it fits well.
Are the puzzles hard?
No, they are deliberately simple. Most ask you to look carefully rather than think in circles, and the game lets you retry a wrong choice instead of punishing you. The real challenge is not logic but attention: missing one collectible or one interaction can stall a chapter, so it pays to save often and check rooms thoroughly. A community guide helps if you get stuck.























