




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Updates:
Stability fix: Fixed crashes that occurred at the start of combat on systems running integrated GPU.
New feature: Added links to socials in the main menu.
Updates:
Bug fix: The team no longer mysteriously disappears from squad manager after certain branches.
Visual update: Slightly updated the information on Matthews file page.
Updates:
Bug fix: \[spoiler]Cursed gadgets\[/spoiler] now correctly lead to the scene where the \[spoiler]case was unlocked\[/spoiler].
New feature: Added a \[spoiler]"Get rid of suitcase" button to the case inventory scenes\[/spoiler].
Dialogue fix: Trevor now says the correct line when \[spoiler]healed in the office if the MC had already dealt with Trevor's paranoia\[/spoiler].
Tutorial tweak: The option to skip the tutorial now depends on the selected profile slot.
Updates
Cutscene timing fix: Adjusted the timing of Atemporal Endings cutscenes for better pacing.
UI bug fix: The back arrow is now properly visible in the Death Notes scene.
Achievement tweak: The "Thus Spoke Pix" achievement is now a bit easier to unlock.
Updates:
New feature: You can now zoom in (close-up) in the Merc Files inventory scene and the Death Notes inventory scene.
Metal case fix: Resolved a bug where the metal case entered code could remain stuck on screen until reloading the scene.
Team menu bug fixed: fixed an issue where the players team would vanish from the team menu and not appearing in combat later after exiting Part 41.
Scenes Auto-skip fix: Fixed a minor issue preventing auto-skip from being enabled in certain branches.
Updates:
Updated Save System: Save files are now separated per account to prevent conflicts and merging on shared systems.
Bug Fix: Resolved an issue where the game could get stuck in a dialogue with Nick.
Bug Fix: Fixed a rare issue causing the fight to freeze during the fight with Pix.
Balance & Text Tweaks: Minor adjustments to values and in-game text.
Hey everyone, After over a year of blood, sweat, and therapy sessions, SkullX: Aibohphobia is finally live! Its a choice-driven visual novel wrapped in hidden narrative layers, turn-based combat, and psychological horror. Youll face off against your own reflection literally and decide who walks away. What to expect:
A nonlinear story full of paranoia, branching paths, and secrets,
Tactical turn-based encounters,
Multiple endings most of them regrettable,
Fully voice-acted inner demons,
A protagonist who may or may not be you,
This is a weird one built with love, pain, blood sacrifices, and way too many rewrites. We hope it stays with you long after the credits roll. Now go make some questionable decisions. The SkullX and DSTRCT Creatives Team
Hey everyone,
Weve got a quick update: SkullX: Aibohphobia will now launch on June 30th instead of late May. Thats just three more weeksand in the meantime, weve prepared a brand new trailer to give you a deeper look at whats coming:
[previewyoutube="dMNxdejLIVw;full"][/previewyoutube][hr][/hr][img src="https://clan.cloudflare.steamstatic.com/images/45583291/3465a9fa74c6bcc8d6903ac38af132cd90586d49.png"][/img]
The extra time gave us the chance to further flesh out key narrative arcsand more importantly, lay the groundwork for how theyll ripple through future chapters.
[img src="https://clan.cloudflare.steamstatic.com/images/45583291/fba821e0825d5f7ded82ea8f885440afca2fd9f3.png"][/img]
Aibohphobia is built around hidden contentalternate branches, layered puzzles, and decisions that may seem small at first but can set off major narrative consequences later.
[img src="https://clan.cloudflare.steamstatic.com/images/45583291/af900a3c73360bb23368cf54c046a465ef6564a4.png"][/img]
Developing and weaving all of this together takes time, especially as it all ties directly into the structure of upcoming Chapters.
[hr][/hr][img src="https://clan.cloudflare.steamstatic.com/images/45583291/5265c79785fa4046ee1a01e48e46a1d1eb8cc63e.png"][/img]
Work on Chapter 2 is already underway.
The choices you makeand the outcomes you reachin Chapter 1 directly affect what happens next.
[img src="https://clan.cloudflare.steamstatic.com/images/45583291/bfe49359eef9f85f79654b2c4b4b97ed63123c47.png"][/img]
You wont always see the consequences right away, but theyre there. And over time, the connections will become clearer. Thats where a lot of the games replayabilityand surprisescome from.
[hr][/hr][img src="https://clan.cloudflare.steamstatic.com/images/45583291/a52bc80565d8945ff0689a19af6457efcc2a19e9.png"][/img]
Were a small team focused almost entirely on development, so visibility is always a challenge. If youre excited about the game, wishlist it, share the trailer, or just send a link to a friend who might enjoy this kind of madness.
[img src="https://clan.cloudflare.steamstatic.com/images/45583291/0008ff99685e41970b80c5b95923aeddb2cfde27.png"][/img]
Were almost there. Thanks for sticking with us! The experience will be worth the wait.
Team SkullX
Welcome, Squad Leaders.
Were thrilled to finally introduce our game to the world. A lot of blood, sweat, and tears went into itsome of which may or may not have been spilled during actual rituals.
Heres the announcement trailer, in case you missed it:
[previewyoutube=8lcoZ2D1Iiw;full][/previewyoutube]
If your first reaction is something like:
What the hell am I looking at?
What is this game even about?
Whats so scary about palindromes?
then good. Weve done our job.
Im Grim, the Project Lead of Aibohphobia, and Id like to share how this project came to lifeand what kind of experience awaits you.
The world of Skullx was brought to life by our visionary artist, Soh. Characterized by its distinctive dark art and skeletal inhabitants, this haunting realm laid the foundation for what would become Aibophobia.
This world's setting has been taking shape since 2021, originally emerging as a collection of striking artwork. But as it began to draw attention, it became clearthere was more to this world than just cool designs. A deeper story was waiting to be told.
Something about Sohs world wouldnt let go of me. I kept turning it over in my mind, until I started building in it myselfsmall games at first, just experiments. Some of them are still floating around on itch.io.
They were passion projects, born from a love for the setting and its characters. But the response from those who stumbled upon them was way more positive than expected. Naturally, the next step was to go bigger: build a proper visual novel grounded in this world.
But not just any visual novel.
We wanted it to be occult in nature. At every level.
The most important question we asked ourselves was:
How should this game feel?
That broke down into four core things:
In this dark visual novel series, each Chapter follows a new protagonist, caught in the crossfire of conflicting powers — human and inhuman alike. Their stories are separate, but the choices you make in one Chapter will twist the next in ways you won’t see coming.
Six connected Chapters, each with their own lead.
A branching narrative that remembers everything.
Voice acting, dark arts, and a world being undone.
You’re the leader of a mercenary squad on a routine job: find a bioengineer, extract him, and get out. But things go sideways when you encounter strange people bearing the same mark. As the full moon rises, it becomes clear you’re no longer the hunters. You’re the prey.
5 playable characters
6 possible endings
Choices made here affect all future Chapters
100+ hauntingly detailed scenes, hand-drawn in comic book art style.
Animated characters, intense cutscenes, and pulse-pounding combat.
Directed and designed by Soh, the original artist behind the SkullX setting.
Turn-based combat woven into the dark heart of the story.
Each character comes with their own unique set of skills.
Relentless, ghastly opponents that will claw at your sanity.
Find others. Share what you’ve seen. Compare what you remember.
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