Game review
how to kill a fly [ H2KAF ]
7.5 / 10
- Developer
- Radtel Collective
- Publisher
- Radtel Collective
- Released
- 20 August 2026
- Platforms
- Windows
- Genre
- Adventure / Indie / RPG / Simulation
- Monetisation
- Paid, one-time purchase. NZ$15.75; no in-app purchases.
- Players
- Single-player only.
The short version
how to kill a fly [ H2KAF ] casts you as a voiceless "corporate flesh object" trying to pass as human by mimicking the words of the people around you, serving a faceless corporation while slowly working out how to survive, and possibly resist, inside its dystopian cyberpunk world. Released 20 August 2026 by Radtel Collective at NZ$15.75, it carries a Very Positive rating across 65 reviews, and the review base is strikingly consistent: reviewer after reviewer, overwhelmingly writing in English, praises the writing, the plastic-green cyberpunk art direction and the sheer density of world-building packed into a short runtime, repeatedly drawing comparisons to Observer_ and Cruelty Squad. A smaller, more detailed set of critical accounts raises a real and specific complaint: a core dialogue-mimicry puzzle system that can present too many plausible-looking choices with too little signal for which is correct, including at least one intentional soft lock that gates off side content without warning.
Biggest strengths
- The central premise — playing a mute "corporate flesh object" who must survive by mimicking other people's dialogue back at them — is repeatedly singled out as a genuinely novel mechanic reviewers say they haven't seen a game attempt before.
- Writing and world-building draw consistent, specific praise across the review base, with several reviewers comparing the density of ideas and social commentary packed into a short runtime favourably to Observer_ and Cruelty Squad.
- A built-in assist mode is confirmed by multiple reviewers to meaningfully lower the barrier to entry for players who struggle with the dialogue puzzles, without reviewers feeling it waters down the writing itself.
Biggest weaknesses
- The most detailed critical review describes the core dialogue-choice puzzle as presenting too many plausible-sounding options with too little signal for the correct one, calling it "tedious at its best, straight up confusing and unplayable at worst."
- That same review reports an intentional soft lock: walking into a specific area removes access to an associated side quest permanently, with no in-game warning that the choice is final.
- Global achievement data shows a long tail of very specific, easy-to-miss content — over a dozen achievements sit below 20% completion, and several sit below 10%, suggesting a meaningful share of players never find large parts of the game's side content even on a full playthrough.
Who it's for: Fans of short, dense, narrative-first cyberpunk games in the vein of Observer_ or Cruelty Squad who enjoy piecing together a bleak world through close reading and repeated listening, and who don't mind some trial-and-error friction around a central dialogue-choice puzzle that a vocal minority found genuinely punishing.
Our recommendation: A short, sharply written dystopian walking-puzzle whose central "repeat what others say" mechanic and plastic-green cyberpunk world are distinctive enough to justify the price on their own, held back only for some players by a dialogue-choice system that can feel opaque or unfair when it misfires.
7.5 / 10
A corporate flesh object with no words of its own
how to kill a fly [ H2KAF ]'s premise is stated with unusual bluntness right on its store page: you are "a corporate flesh object with no way to speak on your own trying to pose as a human by mimicking what other people say," serving the corporation that owns you while trying to complete your assignment. That framing sets up the game's entire mechanical identity — rather than free dialogue options, you survive by knocking on doors, listening to what the people behind them say, and repeating fragments of it back to other characters to convince them you belong. One reviewer sums the resulting genre blend up neatly as "a dystopian cyberpunk walking puzzle PnC akin to Observer_," and that comparison recurs often enough across the review base to read as the closest available shorthand for what the game is actually doing.
A world built from plastic, green light and corporate rot
Reviewers are remarkably aligned on the strength of the presentation. One writes plainly that the moment you open the game "you can immediately tell it was made with passion and creativity," citing the setting, sound design and dialogue as all working together toward something that feels "unwelcoming, yet genuine." Another, drawing the game into more overtly political territory, compares its "critique of dehumanizing technological progress" and its saturated green colour palette to Cruelty Squad, framing both games as sharing a specific strain of corporate-dystopia satire that's rare even within the wider cyberpunk genre. A third reviewer describes the world as conveying something "incredibly rich" and "extremely immersive" despite the game's limited physical space, crediting careful writing and sound design for making a small handful of locations feel like a complete, lived-in setting rather than a demo-sized slice of one.
Mimicry as a puzzle, and where it goes wrong
The dialogue-mimicry system is the game's clear point of mechanical identity, and most reviewers treat it as a success: one calls it a genuinely new idea, noting "we don't really have 'listen to people and repeat their lines to progress' type games," and several others describe finding the right lines to repeat as satisfying rather than tedious once its internal logic clicks. The most detailed critical account in the review base pushes back hard on that framing, though, describing a puzzle structure that "presents you with too many choices and punishes you for choosing the wrong one," with correct answers that can be "difficult, I'd even say impossible, to figure out," compounded by having to first locate the right conversation at all "like a literal needle in a haystack." That same review reports a specific, unwarned soft lock: exploring a particular part of the world permanently removes access to an associated side quest, with the game giving no signal in the moment that the choice is final. It's a sharp, specific complaint rather than vague frustration, and worth weighing seriously even though it comes from a minority position within the review base.
An assist mode that reviewers say genuinely helps
Set against that difficulty complaint, multiple reviewers specifically credit a built-in assist mode with meaningfully lowering the barrier to entry. One writes that "having an assist mode made a world of difference for me," framing it as something to toggle on the moment a player feels stuck rather than a setting to feel bad about using. Several self-described less puzzle-literate reviewers make a point of saying they still recommend the game despite finding its choice-based structure genuinely difficult, explicitly crediting the assist option and the strength of the surrounding writing for keeping them invested regardless. Steam's own category listing confirms the feature is a first-class, launch-day inclusion rather than a post-launch patch, alongside custom volume controls and support for playing without timed input — an accessibility baseline that's unusually considered for a small, singular-vision narrative release.
Short, and built to reward a second look
Several reviewers frame the game's short length as a feature rather than a shortcoming, describing runs completed in well under two hours and specifically praising how tightly the writing is edited as a result — one describes finishing a full run in "12:47, +/- ~2 minutes," timed against the game's own autosave. That same reviewer, along with several others, explicitly returned for repeat playthroughs after finishing the demo, chasing missed dialogue branches, alternate outcomes and the game's full achievement list rather than treating a single clear ending as the end of their engagement with it. That pattern — reviewers actively replaying a short narrative game rather than simply finishing it once — is a meaningfully positive signal about how much genuine content sits beneath the surface of what looks, on paper, like a brief walking simulator.
What the achievement data adds
Global achievement data, spanning 34 tracked milestones, shows a broad, gently sloping curve rather than a single steep cliff: the most common achievement sits at 66.4%, and completion tapers steadily down through the list rather than falling off a specific edge. Notably, over a dozen achievements sit below 20%, and several — including ones tied to specific dialogue discoveries and side-content chains — sit below 10%. That spread is consistent with the review base's account of a game containing considerably more content, branching and hidden detail than its short main-path runtime suggests, and it also lines up with the critical review's account of side content that's genuinely easy to miss or permanently lock yourself out of without realising it.
A small but early, near-uniform sample
It's worth being direct about scale here: at 65 total reviews at the time of writing, this is a genuinely small sample for a Very Positive aggregate score, with only two negative English-language reviews surfacing in the entire dataset pulled for this piece. That near-uniform praise is a real and meaningful signal, particularly given how specific and consistent the reasons for it are across reviewers who don't appear to be echoing each other, but a small sample size means it should be read as a strong early indicator rather than a fully settled verdict — a wider audience discovering the game may yet surface complaints, particularly around the dialogue-puzzle friction the more detailed critical review already describes, that haven't had the numbers to show up in force so far.
Final verdict
how to kill a fly [ H2KAF ] takes a genuinely uncommon mechanical premise — surviving as a voiceless mimic in a corporate dystopia — and builds a short, densely written, visually distinctive game around it that has won over almost everyone who's played it so far. Its world-building, writing and plastic-green art direction are its clearest strengths, praised with unusual consistency across the review base, while its dialogue-choice puzzles are the one place where reviewer opinion genuinely splits, between players who found working out the right thing to repeat satisfying and at least one who found it borderline unplayable without the game's own assist mode. At NZ$15.75 for a tightly edited, repeat-playthrough- worthy few hours, this is an easy recommendation for cyberpunk and narrative-puzzle fans specifically, with the caveat that its central mechanic won't click painlessly for everyone.
Pros and cons
Pros
- The central premise — playing a mute "corporate flesh object" who must survive by mimicking other people's dialogue back at them — is repeatedly singled out as a genuinely novel mechanic reviewers say they haven't seen a game attempt before.
- Writing and world-building draw consistent, specific praise across the review base, with several reviewers comparing the density of ideas and social commentary packed into a short runtime favourably to Observer_ and Cruelty Squad.
- A built-in assist mode is confirmed by multiple reviewers to meaningfully lower the barrier to entry for players who struggle with the dialogue puzzles, without reviewers feeling it waters down the writing itself.
- Several reviewers who finished the demo returned for the full release and describe replaying it specifically to see missed dialogue branches and chase the game's full achievement list, suggesting real structural depth beneath a short first playthrough.
Cons
- The most detailed critical review describes the core dialogue-choice puzzle as presenting too many plausible-sounding options with too little signal for the correct one, calling it "tedious at its best, straight up confusing and unplayable at worst."
- That same review reports an intentional soft lock: walking into a specific area removes access to an associated side quest permanently, with no in-game warning that the choice is final.
- Global achievement data shows a long tail of very specific, easy-to-miss content — over a dozen achievements sit below 20% completion, and several sit below 10%, suggesting a meaningful share of players never find large parts of the game's side content even on a full playthrough.
- At 65 total reviews at the time of writing, this is a genuinely small sample; the near-uniform praise is a strong early signal, but a wider audience may yet surface complaints that haven't shown up in force so far.