$19.99Cabernet A Vampire's Humanity on the Line
Guide Liza, a newly turned vampire in a 19th-century Eastern European town, through moonlit nights of talk, thirst, and bad decisions. Learn what each resident wants, lure them somewhere quiet, then choose whether to help them or drink them. A hand-drawn narrative RPG about humanity and nihilism, with romance, dread, and many endings.
Is Cabernet worth it?
Cabernet is worth it if…
- you like slow, character-led stories where talk matters more than fighting
- you enjoy romancing several characters and seeing where each route lands
- you want moral choices with messy, human consequences
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Learn them before you drink them
Your nights run on curiosity. You wander the town under the moonlit sky, mingle with vampires and the humans who feed them, and pick up who can aid your kin and who exists only to be drained.
Feeding takes homework. You study a kind-hearted alcoholic coachman, a fraying newlywed couple, a greedy but charming charlatan, learning what each one desires so you can lure them somewhere safe and secluded. Then you decide: aid their lives or unravel them. Art, literature, history, and science sharpen your odds, since knowledge is the weapon that lets the cunning outlast the brutal.
A young vampire with two directions to fall
Liza wakes into unlife pulled between empathy and nihilism, and every conversation tests which way she leans. The town around her is thick with political intrigue, class conflict, and decadent corruption, told in hand-drawn 2D scenes with full voice acting and a haunting score.
There is no combat here, only choices that branch into routes, romances, and multiple endings. Characters carry full questlines that can close well, badly, or somewhere ambiguous enough to argue about afterward. The story is slow and gothic, gentle one moment and horrible the next, and it stays with visual novel readers who like their love stories with teeth.
Good to know before you play?
How do you spend a night as Liza?
You explore on foot, talk, take quests, read, change outfits, earn money, and keep yourself fed. Vampire tricks help: bat form for quick travel, hypnosis to nudge minds, stealth for delicate situations, with old rules attached like needing an invitation to enter a home and getting back before dawn.
Can you romance people, human and otherwise?
Yes. Several residents have affection and deeper questlines, and you can pursue more than one at once. Expect tenderness, heartbreak, and at least one perfectly built-up romantic evening that ends with the other person wanting someone else entirely.
Does being good or bad change much?
Your drift toward humanity or nihilism shapes how Liza thinks and what alliances stay open, including late-story options that surprise even careful planners. Townsfolk remember what you did, and endings include follow-ups on what became of them.
How should you handle the calendar?
Chapters give you limited nights, and finishing the main quest can close out remaining days along with timed side quests. Do side business first, save at the allowed spots, and take dialogue at a steady pace to avoid interface snags.




















