Ann is an engaging adventure horror game with multiple endings. Help Ann survive deadly artwork, trust the right allies, solve puzzles, and escape the curse.
In this RPG Maker game, you explore a school, examine objects, solve obstacles, and search for an exit. The deeper you go, however, the more complicated the situation becomes. The Delta Academy of Arts isn't simply an empty building. Its curse has trapped several souls inside, transforming parts of the school into dangerous supernatural environments. Art pieces can become threats, seemingly harmless areas can turn into chase sequences, and characters who initially appear mysterious may have much larger roles in the story. Besides, you can take a look at Five Nights at Baldi's and Night at Metal Sonic's 2, which are also scary horror games on our website.
Ann is a reserved student whose strongest passion is art.

Main character in Ann Game
After becoming trapped inside the school, she must navigate unfamiliar areas while trying to stay alive. The school itself becomes part of the puzzle. Blocked passages force you to search for solutions, while objects scattered throughout the environment can provide clues or become important later. You need to inspect your surroundings rather than simply moving from one room to another. The game's straightforward controls make exploration accessible, but its one-hit hazards create constant tension. One of the most unusual characters in the Ann horror game is Security. He isn't an ordinary human guard. Security is a painting created by someone at the school that has been brought to life by the building's curse. Despite his strange origin, he becomes Ann's principal ally. When Security is carrying his baton, he can destroy certain art pieces and is immune to their attacks. This creates a useful contrast between Ann's vulnerability and Security's abilities.
You move Ann through two-dimensional areas and interact with objects scattered throughout the school. Many rooms contain blocked routes, requiring you to investigate the environment and determine how to proceed.
When you enter a new area, don't immediately assume the correct route is obvious. Check objects, investigate unusual details, and pay attention to anything that looks out of place. In a horror game built around exploration, environmental information can be just as valuable as a conventional item. Some obstacles require you to understand what is happening in the surrounding area before you can move forward. This makes curiosity an important part of Ann's gameplay.
The absence of a health bar changes how you approach danger. Many moving objects and supernatural threats can kill Ann immediately. There isn't a gradual reduction in health that gives you time to recover.
Fortunately, the game allows you to save through the menu. Use that feature frequently. Saving before entering an unfamiliar area or attempting a potentially dangerous puzzle can prevent you from losing significant progress. Since death is an expected part of the game's design, regular saves are not merely convenient.
Like Nextdoor, the Ann game also has multiple endings. Your actions and decisions determine how Ann's story concludes, with outcomes ranging from complete entrapment to a resolution that exposes the truth.
If Ann ignores Hana's warning, events can take a disastrous turn. After being chased, Ann attempts to escape through the main entrance. Instead of reaching freedom, she discovers a new room. The realization is horrifying: she has become a permanent resident of the school. This ending emphasizes the danger of ignoring the warnings surrounding the curse.
The Normal Ending gives Ann the straightforward escape she has been seeking. After obtaining the Master Key, she manages to leave through the main door. However, she forgets everything that happened inside the school. Although Ann survives, the ending leaves a sense of uncertainty because her experience disappears from her memory.
The Bittersweet Ending reveals more about Security and his connection to the school. After a chase and confrontation, Ann discovers a portrait containing Security's drawing. Learning his identity changes how she sees him. Eventually, Hana confronts the Principal over his actions. In her rage, she burns Security's portrait, effectively destroying him. Ann returns to the school the following day without remembering what happened, only to discover that a painting has been burned and a major commotion has taken place. The ending gives Ann freedom while coming at a high cost.
The Good Ending provides the most complete resolution. After discovering Security's identity, Ann chooses to trust him and works with Myra and Charles to free the spirits trapped inside the school. They lure the Principal into the building at night, allowing him to be captured. With the Principal exposed, Hana is finally freed, and the curse is broken. Myra and Charles return to normal, while Ann says goodbye to Security before returning to her world. There is also a memorable final detail involving a selfie Ann takes with Security. Although the image initially appears not to have saved, it later becomes evidence that something from the previous night remained with her. The ending also reveals that the Principal's crimes have finally come to light.
Because many dangers result in instant death, save whenever you reach a safe opportunity. A frequent saving habit dramatically reduces the frustration of repeating large sections.
When entering a new room, take a moment to understand the environment. Look for unusual objects, blocked paths, suspicious artwork, and possible escape routes.
Don't assume a room will remain safe just because it starts quietly. The game uses sudden chase sequences to create pressure, so be prepared to move quickly when the environment changes.
Some puzzles are deliberately designed around trial and error. If you die, remember what happened and adjust your next attempt rather than repeating the exact same actions.
When you're controlling Security and carrying the baton, take advantage of his ability to destroy art pieces. His immunity to those specific threats also makes his sections fundamentally different from Ann's.