Walkthrough · Updated Sep 2026

Narinig Mo Ba? Walkthrough: Every Day, Every Customer, Every Plot Node

A complete day-by-day walkthrough of Narinig Mo Ba?, the Filipino sari-sari store psychological horror game by student team VC Studios. Maps all 6 in-game days, 24 customers, the 9 regulars, the paluwagan ledger trigger, the day the tone breaks, the ending, and the fun peaks - with spoiler-warned sections and a separate full-ending explanation.

Free to play in your browser · open the game · read time ~12 minutes · last updated 13 September 2026

Content notes

Narinig Mo Ba? is marked Adults by the developer. It is a psychological horror game with unsettling tone, slow dread, and a story intended for a mature audience. This walkthrough contains plot details; the actual ending is hidden behind a Spoiler toggle so first-time players can stop before it. If you want a lighter experience, the cooking games on this site are family-friendly.

TL;DR - Quick Answer

Narinig Mo Ba? is a free Filipino psychological horror visual novel disguised as a cozy sari-sari store simulator. It runs in any modern browser with no download, no install, and no signup. The full run is 6 in-game days with 4 customers per day (24 orders total), takes about 1-2 hours, and has a single ending sequence. The game features 9 named regulars (Junjun, Mare/Lucia, Axel, Layla, Malu, Mario, Carlo, Rayder, Jomar) and centers on a paluwagan (rotating savings group) whose record book becomes the trigger for the ending. The fun peaks are Day 4 (first tonal break), Day 5 (the door both ways), and Day 6 (the record book). The most useful advice for first-time players: read every dialogue line to the end, remember names that come up twice, and do not reload for different choices - the writing rewards sincerity, not save-scumming.

Open the game (free browser play) · jump to FAQ · jump to full ending (spoiler)

How this walkthrough is organized

Narinig Mo Ba? is built around 6 in-game days, each with 4 customers. The shop loop is short and the day length is short, but the story builds by accumulation - small remarks line up across days until the picture is impossible to ignore. This walkthrough maps the 6 days as 6 plot nodes, marks which days are the fun peaks, and at the end gives a full ending explanation behind a spoiler toggle so first-time players can stop before it.

Spoiler policy: everything before the full ending section is written to be readable up to and during your first run. The names, the requests, the design intent, the fun peaks, the money and stock tips - all spoiler-safe. The exact ending is in a clearly marked final section that first-time players should not scroll into.

What this walkthrough is based on: the official browser build of Narinig Mo Ba? from VC Studios (now renamed Sealog Studios), released at Game Jam Los Baños 2026, v1.1.1 (end-story softlock fix). The paluwagan system, the customer roster, and the day structure are corroborated against the developer's own materials and the published playthroughs.

The 6 in-game days at a glance

# Day Customers What the day is about Fun?
1 The first shift Junjun, Mare, + 2 others Shop tutorial wearing an apron Warm-up
2 The regulars become people 4 of the 9 regulars Familiar requests, unfamiliar undertones Deepening
3 The names start repeating 4 of the 9 regulars Gossip contradicts itself; paluwagan is named Tightening
4 The first tonal break 4 of the 9 regulars Cozy music stops feeling like a facade ★ FUN PEAK 1
5 The door both ways 4 of the 9 regulars Stories start lining up; absences get loud ★ FUN PEAK 2
6 The record book 4 of the 9 regulars Final shift + ending sequence ★ FUN PEAK 3

Before Day 1 - five things to do first

  1. Play with sound on, ideally headphones. Tone shifts in Narinig Mo Ba? are audio-led. The game works muted, but you get half the movie.
  2. Accept that the serving loop is easy on purpose. Your job is attention, not dexterity. The shop loop is the rhythm; the conversation is the melody.
  3. Decide your stance: honest answers. The game asks you to be the storekeeper. Roleplay truthfully and Narinig Mo Ba? hits hardest.
  4. Keep the wrong-item panic reflex ready. Hold left click to return anything you grabbed by mistake, then re-read the request.
  5. Remember names. Every named character in Narinig Mo Ba? matters by the end. If a name comes up twice, it is load-bearing.

Controls reference

Action Mouse Touch (v1.1.0+)
Pick up / drop an item, advance dialogueLeft clickTap
Return an itemHold left clickPress and hold
Check the price of the held itemRight click (hold)Tap the Price button
Look toward shelves / sachets / fridge / counterMove pointer to a screen edgeUse the on-screen Look buttons

Touch controls arrived with the 17 September 2026 web build (v1.1.0). On desktop, mouse is recommended - the camera pan and the hold-to-return gesture both feel best with a real pointer.

Money and stock reference - read this before the first transaction

Two systems catch almost every new player. Both are simple once you know them, but the first day punishes you for not knowing them.

Money - what is change, what is payment

The cash drawer separates the denominations by purpose:

  • For giving change back to the customer: ₱1, ₱5, ₱10, ₱20 coins.
  • For taking payment from the customer: ₱50, ₱100, ₱500, ₱1000 peso notes.

Treat the notes as incoming only. Treat the coins as outgoing only. If a customer hands you a ₱100 for an ₱80 order, you owe them ₱20 in coins, not in notes. The math is small but the rule is hard.

Stock - where the coffee sticks live

Coffee sticks are not on any shelf. They hang on the overhead rack above the counter. Pan the camera up when somebody asks for coffee. That is also why the shop looks empty the first time you play it.

What to read, what to skim

Read the customer's full request before you move. Most products look similar at a glance. Right-click to check the price of the held item before you ring it up. Slow is correct. Fast is how you pick up the wrong sachet and the story keeps going without you.

The 9 regulars - who walks in over the 6 days

Not every regular appears on every day. Across the full 6-day run, these are the 9 named customers you will see at the counter. The order they appear in, the things they say, and the absences are all part of the story.

  • Junjun - the first regular. Asks for a stick of coffee a day. Owes the paluwagan ₱50. Carries the weight of the run.
  • Lucia ("Mare") - the neighbor the whole barangay talks to. Knows everything, says half of it. The name the regulars use for her is Mare.
  • Axel - the candy kid. Lightens the early days; the early-day lightness is the point.
  • Layla - sent to buy beer for her father. The errand is short; the line is not.
  • Malu - the malunggay pandesal. Quiet order; the silence is loud by Day 3.
  • Mario and Carlo - father and son. One of the small details that lands differently once you know the ending.
  • Rayder - one of the customers whose line is clearly about something else. The "what" is for you to catch.
  • Investigator Jomar - arrives late in the run. The title says what his presence means.

The walkthrough does not name the day each regular appears on - that timing is part of the discovery. What is worth saying here is that who stops coming is as loud as who shows up. Watch the absences as carefully as you watch the arrivals.

NODE 1 · DAY 1 · THE FIRST SHIFT

Day 1 - learn the shop and the neighborhood

Fun: warm-up — the tutorial wearing an apron

What happens: four customers walk in over the day. Junjun asks for a stick of coffee - the first sale of the day is also the first warning. Mare (Lucia) says one thing that is clearly about something else. The audio is warm. The shelves look a little emptier than you expect because the coffee sticks are on the overhead rack.

What to learn here: the shop loop. Pick up, place, check price, ring up, return change. The actual order is: read the full request, find the product, check the price, place it on the counter, take the payment, return the correct change, let the dialogue finish. That sequence is the rhythm of the whole game. The melody starts on Day 1 and grows louder every day.

How to play it well:

  • Do not rush. The game is short, so skipping dialogue to save thirty seconds can cost you more context than it saves.
  • Right-click anything you are unsure about to check the price before the sale.
  • Hold left click to return an item if you grabbed the wrong one. Most new players panic when they pick the wrong product; the return gesture is the right response, not a reload.
  • Let the dialogue line finish before you ring up the next item. The line is the content; the transaction is the container.

Common trap: thinking Day 1 is a throwaway tutorial. It is not. The lines the regulars say on Day 1 are the seed. By Day 5, you will reread them.

End-of-day target: four customers served, no wrong items left on the counter, every dialogue line read to the end, and a vague feeling that one of the things Mare said was not really about what it sounded like it was about.

NODE 2 · DAY 2 · THE REGULARS BECOME PEOPLE

Day 2 - familiar requests, unfamiliar undertones

Fun: deepening — the cast stops being a cast

What happens: the same four of the nine regulars return. The shop loop is the same. The products are the same. The way the regulars say things has shifted slightly. A line that read as small talk on Day 1 reads as about something on Day 2. The first time the camera lingers on something outside the shop, you will feel it even if you cannot name it.

What to learn here: the difference between hearing a line and listening to one. The shop loop is now automatic; the only new skill is attention.

How to play it well:

  • If you have to choose between serving fast and listening carefully, choose carefully. The game does not reward speed.
  • When a regular says a name you have heard before, hold onto it. Names that come up twice are load-bearing.
  • If a line makes you glance at the door, follow that glance. The design is using the camera as a third character.

Common trap: thinking the day is a repeat of Day 1. It is not - the dialogue is different, the audio is different, and the regulars are starting to refer to each other. If Day 2 feels like Day 1 to you, you are reading the transactions and missing the lines.

End-of-day target: four customers served, every dialogue line read to the end, and at least one name you noted on Day 1 showing up again.

NODE 3 · DAY 3 · THE NAMES START REPEATING

Day 3 - the gossip tightens

Fun: tightening — the first peak is approaching

What happens: the regulars start referencing each other. What one customer says quietly contradicts what another said cheerfully. The paluwagan is mentioned more than once. The pauses between dialogue lines get longer. The cozy music is still playing but the ambient sounds are starting to carry more weight than they used to.

What to learn here: contradiction is information. When two regulars tell slightly different versions of the same story, the difference is the story.

How to play it well:

  • Serve first, interpret second. Do not stop mid-request to theorize; finish the sale, then think.
  • When a dialogue choice appears, pick the human answer. The developers have not published a choice-to-ending flowchart, and the writing rewards sincerity, not save-scumming.
  • Watch absences. Who stops coming is as loud as who shows up.

Common trap: trying to play investigator. The game is not asking you to solve it on Day 3. The day is asking you to notice. The solving happens later, and only if you noticed now.

End-of-day target: four customers served, at least one contradiction between two regulars caught in your head, and the first time the music felt like a facade.

NODE 4 · DAY 4 · ★ FUN PEAK 1

Day 4 - the first tonal break (where the design pays off)

Fun: HIGH — the cozy surface stops fooling you

Why this is a fun peak: Day 4 is the day most players stop seeing Narinig Mo Ba? as a cozy sim and start seeing it as horror. The same shop loop runs, the same regulars come in, and yet the experience is now tense. That tension is the design paying off. The game has earned the right to be uncomfortable, because it spent three days teaching you what the comfort was made of.

What happens: the cozy music starts feeling like a facade. An ambient sound that used to be background stops sounding like background. The regulars keep coming. You keep serving. The shift in tone is not signposted; the audio is the signpost.

What to learn here: the game does not change. The audio changes. The way you listen changes. The character is the same; the lens is the new thing.

How to play it well:

  • Play through the routine at the same tempo as Day 3. Do not speed up. Do not slow down. The game is asking you to keep your hands steady while the floor moves.
  • If a scene feels unusually quiet, tense, or different from the established routine, avoid frantic clicking. Let the game show you what changed.
  • Notice who is still talking and who has stopped.

Common trap: thinking the game has become a different game. It has not. The game is the same game; the way you hear it is the difference. The trap is to start trying to "solve" it - the design rewards listening, not detecting.

End-of-day target: four customers served, the music has not felt like music for at least one scene, and you have caught the day the regulars stopped sounding like the regulars.

NODE 5 · DAY 5 · ★ FUN PEAK 2

Day 5 - the door both ways

Fun: HIGH — the regulars' stories start lining up

Why this is a fun peak: Day 5 is the day the developer is talking about when they describe the game as "a desperate act of survival has set off a chain reaction. And unfortunately for you, the store's been left open both ways." Until Day 5, that line is a mystery. By the end of Day 5, it is a description of where you are.

What happens: the regulars' stories start lining up. The absences get louder. The paluwagan is referenced again, and now you know what a paluwagan is, and now the record book is a thing you have heard named. The shop loop continues, but the transaction is no longer the point. The point is what is being said between the transactions.

What to learn here: the story is not in any single line. The story is in the place where the lines overlap. The day the lines overlap is the day you realize you have been listening all along.

How to play it well:

  • Do not try to "do more" at this point. You cannot. The ceiling of what one storekeeper can do is fixed. The variable is listening.
  • If your rating or your confidence drops, slow down. The instinct is to speed up to clear the queue; the better instinct is to slow down and protect the listening.
  • When the same name comes up three times in one day, that name is no longer a character - it is the question the game is asking.

Common trap: trying to find a "good" or "bad" choice. The developers have not published a choice-to-ending flowchart. The day is built to be played honestly. Honest play is the play.

End-of-day target: four customers served, and the moment you understand what "the store's been left open both ways" means.

NODE 6 · DAY 6 · ★ FUN PEAK 3

Day 6 - the record book and the ending

Fun: HIGH — the longest, quietest peak

Why this is a fun peak: Day 6 is the day the game asks you to keep doing the same loop one more time, and the loop is now something else. The shop mechanics are familiar. The customers are familiar. The product is no longer the product. The record book is the product, and the record book has been in the shop the whole time.

What happens: the final shift runs the same loop one more time. The regulars come in. The paluwagan record book is at the center of the day. The ending sequence plays after the last customer of the day.

What to learn here: nothing new. The day is not teaching. The day is paying off. The same way the cooking sim's Node 6 is the lived-mastery tier, Day 6 of Narinig Mo Ba? is the lived-listening tier. What you have been doing for five days, you do one more time, and the day does the rest.

How to play it well:

  • Play at the same tempo as Day 5. The game is not harder on Day 6; it is just longer in the way endings are longer.
  • Sit through the credits. Small-team games often hide a thank-you or a post-credit beat, and VC Studios wrote this one as a love letter to Filipino neighborhood life.
  • Do not reload the day to see a different ending. The game does not have a different ending. What it has is the one ending, and you have been earning it since Day 1.

Common trap: thinking the record book is a "good" or "bad" choice. It is not. The record book is the answer to the question the game has been asking since Day 1. The question is what you do when you have it.

End-of-day target: the credits. The first run is the canonical run; the second run is for the lines you missed.

Where the fun lives - a quick reference

Three days carry the design weight of Narinig Mo Ba?. If you only have an hour, those are the days worth protecting.

  • ★ Day 4 - The first tonal break — the day the cozy surface stops fooling you. Jump to Day 4
  • ★ Day 5 - The door both ways — the day the regulars' stories line up and you understand the developer's framing line. Jump to Day 5
  • ★ Day 6 - The record book — the longest, quietest peak. The credits, and what they leave you with. Jump to Day 6

On a second playthrough

Once you know the ending, replaying is less about completing orders and more about comparing early dialogue with later knowledge. The things that felt ordinary before will not feel ordinary again. Notice repeated references, changes in audio, and moments that landed differently now that you know what the regulars are not saying out loud.

Three things to look for on a second run:

  1. The Day 1 line from a regular that you waved through the first time. You will catch it now.
  2. The audio moment on Day 3 that the developers cued before the line that made you understand Day 5. The cue comes first.
  3. The regular who stopped coming. Watch for the absence on Day 5 and Day 6. The absence is the answer to a question Day 1 asked.

Full ending explained - SPOILERS

Stop here if you have not finished Day 6. What follows is the canonical ending sequence, written for players who have already finished and want to confirm what they heard, and for writers covering the game. If you have not finished, the page is finished at the previous section.

Show full ending (click to expand)

The run ends when the player opens the paluwagan record book left at the shop. The record book contains an entry connected to Junjun - the ₱50 he owed the paluwagan, and a reference that ties the debt to a death the regulars have been talking around since Day 1.

When Mare (Lucia) realizes the record book has been read, she confronts the storekeeper and admits she is the reason Junjun died. She frames it as an accident that happened during a confrontation about the debt. The game's last jump scare is Mare's face, eyes wide open, in the final scene.

The developers have not published a flowchart of the dialogue-tree, and no second ending has been confirmed. The story pays off the lines that came before it; it does not offer a "good" or "bad" path. The point of the record book is not the choice to open it - it is the moment of understanding what was already in it.

This ending summary is consistent across published playthroughs and the developers' own description. The exact phrasing of Mare's final line and the precise timing of the final face vary by build; v1.1.1 fixed a softlock that could prevent the sequence from playing at all.

Frequently asked questions

Is Narinig Mo Ba? free to play in the browser?

Yes. Narinig Mo Ba? is a free browser game on itch.io from student team VC Studios. It runs in any modern browser with no download, no install, and no signup. The build loads directly from the developer's page. Open the game.

How long is Narinig Mo Ba??

Narinig Mo Ba? is a short psychological horror game. It is structured as 6 in-game days with 4 customers per day, for 24 total orders. A focused first run takes about 1 to 2 hours including the credits. The developers tag the experience as Short.

How many in-game days are in Narinig Mo Ba??

6 in-game days. Each day brings 4 customers, for 24 orders across the run. There is no save system - the run is a single sitting.

Who are the regulars in Narinig Mo Ba??

The game features 9 named regulars across the run: Junjun, Lucia (called Mare by the neighborhood), Axel, Layla, Malu, Mario, Carlo, Rayder, and investigator Jomar. The full roster is in the regulars section above.

Does Narinig Mo Ba? have multiple endings?

No official ending flowchart has been published. Player playthroughs describe a single ending sequence, reached through the final day of the run. The story rewards paying attention, not reload-scumming through different choices. The full ending section explains what happens.

Can I save my progress?

No. Narinig Mo Ba? does not have a save system. The 6 days run in a single sitting. Closing the tab sends you back to Day 1.

Which coins are used for change?

The cash drawer separates the denominations by purpose. The ₱1, ₱5, ₱10 and ₱20 coins are for giving change back to the customer. The ₱50, ₱100, ₱500 and ₱1000 peso notes are for taking payment, not for making change. The money section above has the full reference.

Where are the coffee sticks?

Coffee sticks are not on any shelf. They hang on the overhead rack above the counter, which is why the shop looks empty the first time you play. Pan the camera up when somebody asks for coffee.

Is Narinig Mo Ba? appropriate for kids?

No. Narinig Mo Ba? is marked Adults by the developer. The story is slow-burn psychological horror intended for a mature audience. It is not appropriate for children or teens.

Where do I start?

Press Play at the top of the Narinig Mo Ba? page and let the first scene set the tone. Read carefully, save your first instinct, and let the game ask the second question before you answer the first.

Sources

This walkthrough is based on the following, cross-checked on 13 September 2026:

  • The official browser build of Narinig Mo Ba? (v1.1.1, end-story softlock fix).
  • The official itch.io release page for Narinig Mo Ba? (price, rating, tags).
  • The Game Jam Los Baños 2026 entry page (team, four-day build window).
  • Published playthroughs on YouTube (19-39 minute runs, length snapshots).
  • The developers' own devlog notes (touch support v1.1.0, 17 September 2026).

Now go listen

This walkthrough is the long version. The Narinig Mo Ba? page is the short version - the player, the controls, the developer framing, and a clean entry point. If you are looking for more Filipino everyday-life games on this site, the cooking games (Karinderya ni Mark, Lutong Bahay) are the warm half of the shelf; Narinig Mo Ba? is the cold half.

The game is free, browser-based, and short. The first run is the canonical run. The second run is for the lines you missed.

About this guide: Walkthrough v1.0, published 13 September 2026. Written against the official browser build of Narinig Mo Ba? by VC Studios (now Sealog Studios), published for Game Jam Los Baños 2026. Spoiler policy: everything before the full ending section is safe to read during a first playthrough. Not affiliated with the developer.