Endings Tracker
Tick off each ending as you find it. Progress is saved to your browser, and the meter updates as you go.
Butcher-Me-Not - Free Browser CoD Horror Visual Novel to Play in Your Browser
Butcher-Me-Not is a free, browser-based psychological horror visual novel and Call of Duty fan game by Arrokoth. You wake up restrained in a cramped, swaying space. Your limbs are bound, your mouth is checked, and beside you is a man in a skull mask and a stained apron holding a wide knife. The game is built with RPG Maker MZ and runs inside an embedded frame at the top of the page. It is a work in progress with multiple episodes planned - new routes and new characters are added through regular updates. The first chapter is fully playable in the browser, and the developer has confirmed that more characters (including König, Horangi, Nikto, and Krueger) will appear in future episodes. The dread is in the smallness of the space, the patience of the butcher, and the slow realisation that you are not going to be released. The playable build is loaded from the developer's mirror with no download, no installer, and no account required.
Butcher-Me-Not - The Butcher Stays With You (Free Browser Play)
Butcher-Me-Not is a free, browser-based psychological horror visual novel and Call of Duty fan game about a restrained protagonist and the masked butcher who keeps them. Branching routes, multiple episodes, mature psychological horror, plays free in your browser.
What Butcher-Me-Not Feels Like
The opening of Butcher-Me-Not is a cramped, swaying space and the slow return of panic. The protagonist cannot move, cannot speak, and cannot look away. The middle of the game is the butcher's calm - the questions, the inspections, the small decisions that the protagonist can still make with a head, a hand, a glance. The late game is the moment you realise that the butcher has been waiting for you, and that the next episode is going to be a different butcher. The horror is in the routine of being kept, the tenderness of the captor, and the way the in-game wiki and devlog both warn you that the story is only getting started.
Content Warnings
Butcher-Me-Not deals with captivity, restraint, being treated as property, mouth examination, cannibalism themes, predatory male captor energy, and graphic violence. It is intended for mature audiences and is not appropriate for younger players. The game also includes suggestive male fan-service content. The masked butcher in the current chapter is one of several captors planned for future episodes, and the tone stays deliberately uncomfortable throughout. Take care of yourself while playing.
How To Play Butcher-Me-Not
- Click the Play button at the top of the page.
- Read the butcher's lines twice. The voice is the game, and the lines that matter most are the ones that sound like small talk about what he is about to do next.
- Pay attention to the small choices the protagonist can still make. The game does not let you talk, but the head, the eyes, and the hands still register answers, and those answers decide which route opens.
- If the embedded frame does not load, refresh once, allow scripts for over-dose.org, and disable aggressive content blockers for this site. The build is loaded from the developer's mirror.
The People In The Room
The cast of Butcher-Me-Not is small and the relationships between them are tighter than they look. The game does not have a separate character gallery - the people you meet are the ones who move the rooms around you.
The Butcher
The captor, the host, the man in the skull mask
Calm, attentive, and far too specific in the way he handles the knife. Speaks in even sentences. Wears a skull-shaped mask over a black balaclava, a stained apron over a toned body, and a patience that is harder to read than the mask. The first chapter's captor - the next chapters will have more.
The Protagonist
You, restrained and silent
Cannot speak, cannot write, cannot leave. The protagonist is built so the player can still make small decisions with a head, a hand, and a glance. The fact that the protagonist is silent is, in-game, a spoiler - and, out-of-game, a deliberate choice that keeps the translation work manageable.
The Cramped Room
The setting that does the heavy lifting
A small, rocking space. Sways back and forth endlessly. The room rearranges itself between scenes in ways the protagonist does not control, and the rocking is the same rhythm every time - the only thing the protagonist can predict from the start.
The Knife
The prop the butcher keeps closest
Wide, large, with stains. The butcher does not set it down for long. The knife is the answer to the question the game never quite asks, and the protagonist learns to read which way the butcher holds it before the butcher says a word.
The Devlog
The next episode, before it ships
Arrokoth posts regular devlog entries - new characters, new translations, new routes. The devlog is where the rest of Butcher-Me-Not is being told, and the devlog is also where the captor list is starting to take shape. The next chapter is already half-written before the player finishes the first one.
Butcher-Me-Not - Real Screenshots
Below are real screenshots from the playable build of Butcher-Me-Not, captured directly from the developer's mirror. They are the cramped room, the butcher's mask, the late-game pressure, and the visual style the rest of the episode uses, not stock art.




Why Butcher-Me-Not Sticks With You
Call Of Duty Fangame, Horror At Its Core
Butcher-Me-Not is a horror visual novel set inside a CoD fan universe. The dread is in the captor, the mask, and the patience of the butcher, not in the franchise iconography - and the franchise setting is what lets the captor feel that specific kind of disciplined.
Captivity Horror, Not Supernatural
There is no ghost, no curse, and no monster in the closet. The threat is human, masked, and standing next to you. The game is about being kept, and the late game is about realising that the keeping is the point.
Branching Routes, Multiple Episodes
The current build is the first chapter, and the developer has confirmed that more characters and more routes are coming - König, Horangi, Nikto, and Krueger are all on the devlog. A clean first run will not see every ending.
RPG Maker Made, Browser Native
Built with RPG Maker MZ and packaged for the web. The build loads inside an embedded frame at the top of the page with no download, no installer, and no account.
Plays Free In Your Browser
No download, no installer, no signup, no itch.io login. The HTML5 build loads inside an embedded frame at the top of the page.
In Active Development
Butcher-Me-Not is a work in progress with regular updates. The browser build will keep pace with the new episodes as the developer releases them, and the fan community on Discord is already discussing what comes after the butcher.
Tips Before You Start
- Read the butcher's lines twice. The voice is the game, and the lines that matter most are the ones that sound like small talk.
- Pay attention to the small choices the protagonist can still make. The game does not let you talk, but the head, the eyes, and the hands still register answers.
- Do not assume the first ending is the only ending. Butcher-Me-Not rewards a second run with a different version of the same inspection, and the devlog hints at routes that are not in the build yet.
- If the embedded frame is blocked by your browser or a content blocker, refresh once and allow scripts for over-dose.org. The build loads from the developer's mirror.
- Take a break between runs. The horror is built into the routine of being kept, and stepping away from the cramped room makes the next route land harder.
Player Reviews
"The cramped room and the swaying is the game. I came in expecting a CoD fan game and stayed for the captor. The butcher's voice is the patience the dread sits on, and the late game is the moment you realise the first chapter is only the first chapter. Plays free in the browser, no install, no signup."
"About 30 minutes on a first run if you read the butcher's lines out loud, which you should. The devlog already hints at four more captors, and the game keeps its promise that the first one is only the start. The dark blue and red palette is the part that stays with you. Free in the browser, no fuss."
"Twelve endings, multiple episodes planned, and the in-game wiki already lists future captors. Four stars only because the current build is the first chapter, but the pacing of the inspection is exactly the slow pressure the genre needs. Plays in the browser with no download."
"The butcher is the character I was not expecting to think about. The voice is the game, and the lines that sound like small talk are the ones that matter. The developer is updating the browser build alongside the desktop release, and the Discord community is already speculating about König. Free in the browser, no signup."
"The first chapter is a horror story, and the devlog is a horror story about the next horror story. The cramped room, the skull mask, the stained apron, the rocking - the game earns its ending by not rushing the inspection. Plays straight in the browser, no install."
Sharing your own run? Leave a note in the comments below.




















Community Notes 0