Free to playReverse: 1999 A century undone by the Storm
Reverse: 1999 is a time-travel RPG with a visual novel heart: you play Vertin the Timekeeper, crossing from the Roaring '20s to 1999 to find Arcanists before the Storm sifts them from history. Long voiced chapters, hand-drawn cutscenes, and a slow, sad, strange mystery carry it, with card-based battles between readings.
Is Reverse: 1999 worth it?
Reverse: 1999 is worth it if…
- you like long, slow mysteries with lots of reading and voice acting
- you like alternate history, time travel, and large, strange casts
- you want story battles you can clear without grinding or meta teams
Screenshots
A century running backward
You are Vertin, observer of eras, traveling after each Storm with Sonetto and other Arcanists to places where the rain falls upward and whole decades vanish. The main plot moves era to era as you track who the Arcanists are and what 1999 means, with side events that fill in one character at a time. Expect a lot of reading, in top-tier visual novel style with sprites, backgrounds, and cutscenes. Story battles stay easy, with an easy mode for readers who want to keep turning pages.
Read it with the sound on
The look mixes Pop Art, classical oil painting, and period detail, so a 1960s street and a 1930s stage each get their own palette. Character art is clean Live2D, and limited events even let you collect backgrounds to linger on. Full English voice acting carries accents to match origins — British, Italian, French, and more — and the orchestral score leans haunting in quiet scenes. You spend long stretches just listening while portraits shift and the text does the work, which suits visual novel readers fine.
What should visual novel readers know?
How much reading is there, really?
Most of your time is dialogue and narration over illustrated scenes, with hand-drawn cutscenes at key moments. Chapters can spend a whole evening on one Arcanist's backstory before returning to the Storm, so the pace is deliberate and sometimes dense. If you enjoy settling in and paying attention to text, voices, and small sprite movements, that is the core pleasure here.
Do you make story choices?
No branching routes or romance paths are stated. You experience Vertin's fixed journey as Timekeeper: traveling eras, meeting Arcanists, and uncovering the mystery of 1999. Your decisions are in team building and card-based combat — which spells to merge and cast — rather than in dialogue choices that change the ending.

















