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rated 3.73 / 5 stars
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Adventure - Point 'n Click

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Mar 26, 2012 | 10:47 AM EDT

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Author Comments

The Director's Cut version of RAPTUS has been released for the International Day for the elimination of violence against women. Find out more at

RAPTUS is an experimental INTERACTIVE FICTION that explores the concepts of Love and Death. What are you going to do with your own Guiltiness?
Can a single mistake destroy everything that you have?
How far would you go, to make up for your sins?
Love is a one-way street. Just like Death.

Mouse to bend character will.
Arrows to make him decide.
The illusion of free will.



Rated 1.5 / 5 stars

you can not really chose much of anything.would of been better if you choose to kill her or not

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AlanZucconi responds:

I intentionally decided not to make the player able to take that decision.
The idea is to force you every second deeper into something that you might not want to.
And, eventually, to let you decide what to "do with your own guiltiness". :)


Rated 5 / 5 stars

Great job. This is a game that makes you use empathy. It really makes you look down inside yourself. Could have used a few more decisions, but it's a very great game either way. Beautiful setup along with soulful background music are part of the reason why I love this game. I look forward to seeing more. Peace on you.


Rated 3 / 5 stars

I liked the background music and the interactive controls were different but the story was weird.. I mean, he met this girl on a rainy night and decided to rape and kill them? I don't get it.


Rated 3 / 5 stars

i'll make your happyness

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Rated 5 / 5 stars

This is a wonderful game. Many people down here in the reviews section are saying that this is slow and would do better as a movie, but I like it as it is because I can proceed at my own pace, going as fast or as slow as I want to. Plus, the story it tells is quite good, and can be interpreted in more ways than you'd think. For instnace, I believe that this game is about a man who falls under and out from the control of a monster or ghost. It takes partial control of his mind, telling him that he must "do it" as it says many times throughout the game. This monster may not necessarily be malevolent, but instead just desires to feel pleasure that the person it takes over feels. It probably has never experienced human pleasure, but it wants to. That is why it told the man to go up to the woman. It wanted to feel the pleasure of being in a relationship, and the man did too, so all it took was a little push. But when the woman refused to...err..."do it" with the man, the monster was overcome with rage, and in its rage, it commands the man to kill her. Afterwords, the monster realizes what it has done, and does not want the man to be punished for it. So it told the man to get rid of the body, along the way convincing him that "he had no choice", trying to make him feel better. After he disposes of the corpse, the monster senses something coming, or is overcome with guilt, shouts "NO!" and then leaves the man's mind, letting the man decide what to do next. Possible proof exists in the possibility of the monster having a transient form outside of human minds. You can see a ghostly figure under the middle lamp as the man and woman go off screen with the umbrella, and you can see what looks like a gossamer hand reaching towards them as well. In addition, around the time when you are given the choice to go left or right, if you look real hard at the car, you can see somewhat of a figure hunched over in the seat, as if it is watching the man. I killed the man the first time, but now I believe that this is the reasonable choice, for the man does not know what is talking in his head, which is probably at this point scaring him out of his shoes. If he truly believes that he has no choice anymore, he would kill himself, not wanting to kill and do more terrible things uncontrollably. Great game, great song, wonderful storytelling. 5 stars!

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AlanZucconi responds:

First of all, thank you for the time that you have spent both on the game and on your review.
Modern games are designed to detach players from their reality. When it comes to a game, players have very rarely the chance to think about the consequences of their own actions. Everything can be undone and restarted. The slow pace of the game is intended, as you said, but there is also a "hidden" reason for that. Many users become annoyed by this slow-advancing, and when they can finally release their frustration in the click-spree-scene... they have to face what their rushing actually did.

I really liked your explanation of what is inside "RAPTUS". I intentionally left many points "open", and you practically find all of them. :) I have an idea of what these elements represent, but of course, I want other users to find their own answers.

"RAPTUS" is very experimental, in the sense that the gameplay is almost non-existant. I can hardly say that is a game... but I like to see it as an experience. If you expect to play "RAPTUS", however, you will be very disappointed. This is why lot of users just said "Too slow" and gave 1 star. Or zero! ;)