Compare We Know the Devil prices across trusted key stores and find the best deal. Developed by Pillow Fight, Worst Girls Games. Published by Pillow Fight. Released on 2/15/2016. Available on PC. Genres: Adventure, Casual, Indie.

Three girls on night duty, and every scene forces you to leave one of them out. A short, mean, gorgeous visual novel about queer teenage loneliness that knows exactly when to stop.

The cruelest mechanic I've played in a visual novel is also the simplest: three girls stuck on radio duty at a church summer camp, and every scene makes you pick two of them. Neptune has the sharp tongue, Jupiter is all elbows and bravado, Venus flinches first, and whichever girl you leave out spends that stretch of the night alone with whatever is in her head. That is the entire system. No stats, no inventory, no dialogue wheel, nothing to fail. You make a handful of small decisions across one sitting, and the game hands back an ending that feels like it had been waiting for you the whole time. It is a mood piece before it is a story engine, and it earns that. Backgrounds are photographs pushed through heavy color washes, all bruised purple and hot pink and static, so the camp reads less like a place than like a memory somebody keeps editing. The character art sits flat against it, expressive and a little scratchy, and the score hums underneath in low synth tones that never quite resolve into anything comfortable. There is no voice acting and almost no animation. What you get instead is text, timing, and the specific dread of a soundboard blinking in an empty cabin at two in the morning. If you read fast and skim, you will get nothing out of this. It wants you to sit in the silences between lines. What works is the writing, which is sharper about teenage misery than most games ten times its budget. It understands how a friend group of three metabolizes exclusion, how the odd one out learns to narrate her own uselessness before anyone else gets the chance. It understands the particular violence of an institution that surveils you while insisting it loves you, and it lets the devil be exactly as literal or as figurative as you need it to be. The girls talk like actual teenagers, which means they are funny and cruel in the same breath, and the jokes land hard enough that the turns into horror genuinely hurt. Neptune in particular is written with real care, her meanness the kind that comes from armor rather than appetite, while Venus gets the quietest and most devastating material in the script. The routes reward you for paying attention to the shape of your choices rather than picking a favorite and defending her all night, and the Steam achievements nudge you toward seeing more than one outcome. Where it disappoints: the opening stretch is mostly banter and radio chatter, and it does not signal early enough that a payoff is coming. I will defend a slow start when the last twenty minutes justify it, and here they do, but plenty of players bounce before that. The climax also turns deliberately abstract, trading plain scenes for imagery some readers will find precious rather than transcendent. Replays reuse a large amount of the same material, so seeing everything means clicking through text you have already read. It is short enough that some players will hit the credits feeling shortchanged, and I understand that reaction even when I disagree with it. And if you came looking for a dating sim, romance routes, or meaningful branching inside the dialogue itself, this is not that. Your input is a small number of binary choices, and the rest is reading. So it is for a narrow audience, and I would rather say that plainly than oversell it. If you like short-form visual novels that trust their reader, if you want queer coming-of-age writing that refuses to be tidy or inspirational, if you have ever been the third person in a group of three, this will get under your skin and stay there. If you need long games, systems to master, or endings that explain themselves on the way out, look elsewhere with no hard feelings. It knows what it is, it says it in one evening, and then it stops. That restraint is rarer than it should be. Kai, Scout Team

We Know the Devil

We Know the Devil

Feb 15, 2016Pillow Fight, Worst Girls GamesPillow Fight
GamerScout Says

Three girls on night duty, and every scene forces you to leave one of them out. A short, mean, gorgeous visual novel about queer teenage loneliness that knows exactly when to stop.

PC
Best Price Available
€0.27
at Kinguin
Lowest tracked: €0.26
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GamerScout Verdict

For readers who want a short visual novel that hurts on purpose; skip it if you need romance routes or a long, branching story.

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Price History

Lowest tracked
€0.2610 Aug 2026
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€0.27
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Screenshots & Media

About We Know the Devil

The cruelest mechanic I've played in a visual novel is also the simplest: three girls stuck on radio duty at a church summer camp, and every scene makes you pick two of them. Neptune has the sharp tongue, Jupiter is all elbows and bravado, Venus flinches first, and whichever girl you leave out spends that stretch of the night alone with whatever is in her head. That is the entire system. No stats, no inventory, no dialogue wheel, nothing to fail. You make a handful of small decisions across one sitting, and the game hands back an ending that feels like it had been waiting for you the whole time. It is a mood piece before it is a story engine, and it earns that. Backgrounds are photographs pushed through heavy color washes, all bruised purple and hot pink and static, so the camp reads less like a place than like a memory somebody keeps editing. The character art sits flat against it, expressive and a little scratchy, and the score hums underneath in low synth tones that never quite resolve into anything comfortable. There is no voice acting and almost no animation. What you get instead is text, timing, and the specific dread of a soundboard blinking in an empty cabin at two in the morning. If you read fast and skim, you will get nothing out of this. It wants you to sit in the silences between lines. What works is the writing, which is sharper about teenage misery than most games ten times its budget. It understands how a friend group of three metabolizes exclusion, how the odd one out learns to narrate her own uselessness before anyone else gets the chance. It understands the particular violence of an institution that surveils you while insisting it loves you, and it lets the devil be exactly as literal or as figurative as you need it to be. The girls talk like actual teenagers, which means they are funny and cruel in the same breath, and the jokes land hard enough that the turns into horror genuinely hurt. Neptune in particular is written with real care, her meanness the kind that comes from armor rather than appetite, while Venus gets the quietest and most devastating material in the script. The routes reward you for paying attention to the shape of your choices rather than picking a favorite and defending her all night, and the Steam achievements nudge you toward seeing more than one outcome. Where it disappoints: the opening stretch is mostly banter and radio chatter, and it does not signal early enough that a payoff is coming. I will defend a slow start when the last twenty minutes justify it, and here they do, but plenty of players bounce before that. The climax also turns deliberately abstract, trading plain scenes for imagery some readers will find precious rather than transcendent. Replays reuse a large amount of the same material, so seeing everything means clicking through text you have already read. It is short enough that some players will hit the credits feeling shortchanged, and I understand that reaction even when I disagree with it. And if you came looking for a dating sim, romance routes, or meaningful branching inside the dialogue itself, this is not that. Your input is a small number of binary choices, and the rest is reading. So it is for a narrow audience, and I would rather say that plainly than oversell it. If you like short-form visual novels that trust their reader, if you want queer coming-of-age writing that refuses to be tidy or inspirational, if you have ever been the third person in a group of three, this will get under your skin and stay there. If you need long games, systems to master, or endings that explain themselves on the way out, look elsewhere with no hard feelings. It knows what it is, it says it in one evening, and then it stops. That restraint is rarer than it should be.

Kai
Kai · Scout Team

Indie & narrative

Tags

steamQueer NarrativeComing-of-AgeMultiple EndingsShort PlaythroughSurreal HorrorChoice-DrivenPhoto-Collage ArtSynth SoundtrackCharacter Study

System Requirements

Minimum

OS
Windows 11
Processor
2+ Ghz
Memory
4 GB RAM
Graphics
Intel Integrated Graphics or Equivalent
Storage
750 MB available space
Sound Card
Optional, but recommended

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Reviews & Ratings

Steam
94%(1,182)

Game Info

Developer
Pillow Fight, Worst Girls Games
Publisher
Pillow Fight
Release Date
Feb 15, 2016

Features

Single-playerSteam AchievementsSteam CloudFamily Sharing

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Frequently asked questions about We Know the Devil

How much does We Know the Devil cost?

As of 6 September 2026, the cheapest in-stock offer for We Know the Devil is €0.27 at Kinguin, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy We Know the Devil cheapest?

The lowest in-stock price we track for We Know the Devil is €0.27 at Kinguin (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is We Know the Devil available on?

We Know the Devil is available on PC.

When was We Know the Devil released?

We Know the Devil was released on 15 February 2016.

Who developed We Know the Devil?

We Know the Devil was developed by Pillow Fight, Worst Girls Games and published by Pillow Fight.