The rain tapped a steady rhythm against the rusted roof of the Old Science Building, drowning out the distant chatter of the main campus. Kai stood under the awning, shaking his umbrella dry. He hadn't come here to study. He came for the silence.

But the silence was already occupied.

Standing next to the vending machine—a relic from the 1990s covered in peeling stickers—was a girl. She wore the standard Seiran High uniform, but her posture was unnaturally rigid. Her arms hung by her sides, and she stared forward with eyes the color of polished glass.

"Excuse me?" Kai asked, stepping closer. "The building is off-limits."

The girl did not blink. Instead, a mechanical whirring sound emanated from her chest. Click. Clunk.

She pivoted her

Unlike traditional dating sims or puzzle games, Vending Machine Girl operates on a deceptively simple loop. The core mechanics revolve around three actions:

Version 1.00 is notable for its lack of a traditional save system. You cannot reload to find the "perfect ending." Every coin spent is permanent, every conversation branch is a one-way door. This design choice, championed by Kosya, injects a profound sense of consequence into what could have been a simple point-and-click affair.

Plot Summary: After inserting a coin into a broken vending machine, the machine whirs unnaturally and dispenses a small, doll-like girl (the "Vending Machine Girl"). She is cheerful at first, thanking the player. The machine offers more "products" – more girls of different flavors/colors. The player can collect, return, or abandon them. As the night progresses, the girls begin to remember previous cycles, asking, "Did you throw away the last one too?" The final sequence forces the player to choose between keeping a malfunctioning, crying girl or forcibly "refunding" her – which returns her to the machine as loose change.

Key Themes: