The REAL Reason Jun Gets Kidnapped
(based on the actual in-game chain of events, not theories)
1. The PriestBot dialogue choice doesn’t directly cause the ending
It only affects whether PriestBot joins you later.
- If you tell PriestBot what Shanice thinks, he trusts you → ✔ He joins the Origin Mission
- If you don’t tell him, or lie → ✘ He refuses to join the mission
So the choice isn’t about betrayal. It’s about whether you have PriestBot’s scanning ability during the investigation.
2. Without PriestBot, nobody detects the hidden camera
During the Jun Origin Mission, when you (as Anon), Jun, and Shanice go to the burned-down lab where she came from, there’s a hidden surveillance device.
PriestBot is the only one who:
- can sense it
- can hack it
- can disable it
If he’s not there… Nobody notices.
So:
✔ If PriestBot joins: the camera is disabled → safe route
✘ If PriestBot doesn’t join: the camera stays active → bad ending
This is what leads to Jun being seen by someone.
3. Jun finds the burnt note → freezes → suppressed memory
This is VERY important to the lore:
- She freezes
- She says she “saw something” in her mind
- She brushes it off as “imagination”
THIS is the foreshadowing that something or someone recognizes her.
Which means:
The kidnapping is connected to her past.
4. After returning home, the kidnapping happens when Anon goes for a walk
This matches the game’s script:
- You finish the Origin Mission
- No warning, no follow-up
- You step outside
- The game ends instantly with Jun being kidnapped
The game treats this as:
“They knew where she was because of the camera.”
5. WHO kidnapped Jun?
Here’s the painful truth:
The game never tells us. Not even a hint. Not even a name.
There is:
- no scene
- no message
- no villain introduction
- no explanation
That’s why the entire community has only guesses.
But based on the game’s patterns, the suspects are:
Possible Kidnappers (based on clues)
- Government / Anti-Bot Forces: They monitor illegal robot tech, and Jun’s origin lab is probably under watch.
- The organization that created Jun originally: Burned notes + her flashback freeze suggests someone from her past recognized her.
- BDH or BigDaddyHurt: He claims to be an old member of B.U.T.T. (Bot Utopia Technological Transhumanists).
- PriestBot’s Opposing Faction: The game hints that he belongs to a religious-tech group with unknown enemies.
But the game never confirms it.
So the only canon explanation is:
“Someone monitoring the burned lab saw Jun on the hidden camera and abducted her shortly after.”
But you mentioned "Jun ran away".
That could be another ending related to the Crazy Streamer Lady.
When she finally comes, she will threaten to destroy Jun.
And if you choose to run away instead of protecting her, when Anon came back to his room, he would only find pieces of her, and she will just leave.
About BDH (BigDaddyHurt).
He's the one who offered to buy Jun from you, and he's also appeared during the stream in the comments, and he's also the one who offered to sell some Sexbot parts from him to you.
BDH (BigDaddyHurt) is actually fully optional.
Meeting him doesn’t prevent any bad endings, and skipping his storyline won’t “kill” your run at all.
About your points on runtime bombs, hidden routes, and lack of in-game guidance:
This game isn’t really built like modern games today. It’s an indie project that’s designed around the Butterfly Effect, meaning every small action you make can lead to good or bad consequences later on.
If you’ve ever played games like The Walking Dead, Life Is Strange, or Until Dawn, you know the style. You make a choice, and you can’t undo it. The story branches permanently unless you start all over.
The difference is that this game actually gives you something those games don’t... A full save system. You can make as many backups as you want and go back anytime to fix a decision.
It’s immersive, dark, realistic, and cute at the same time, and it’s meant to feel a bit like older games from 10-15 years ago. Back then, there were no wikis, no guides not even inside the game, no YouTube tutorials. Players had to explore the game themselves, experiment with mechanics, take notes, retry after every game over, and slowly understand how the game works.
That was the fun part. People would brag to friends about how far they got because there was no internet to help them.
Today, things are different. We’re all used to instantly Googling answers when we’re stuck. And with AI tools, it’s even easier.
But this particular game wasn’t designed with hand-holding or in-game guides. It expects the player to:
- explore
- experiment
- save often
- retry
- learn from mistakes
And about the game “killing itself”.
That’s not random. It’s a consequence of choices from earlier in your run. If the same bad ending keeps happening, it usually means you’re repeating the same choices that triggered the flag the first time.
Making frequent backups and trying alternate decisions is the key. If you do that, you can finish the entire game without ever hitting a forced bad ending.