How relationships are tracked
The demo shows relationship changes as a small counter that appears over the dialogue box, tagged with the character's name — a plus or minus one attached to a line you just read. That makes affinity a visible, accumulating number rather than a hidden flag.
I Have Known You is a romance-driven story, so the relationship system is not a side mechanic. It is the spine the branching narrative hangs on. The good news is that the demo shows you how it works within the first few conversations, without a tutorial.

The counter you will notice first
During dialogue, a small counter appears over the dialogue box: a character's name and a one-point change. It fires on specific lines, not every line, and it disappears again as the conversation continues.
That design choice tells you three things at once. Relationships are numeric, they are tracked per character, and the game wants you to see the accounting happen rather than hide it in a menu.
| What you see | What is happening |
|---|---|
| A name and a number over the dialogue box | A relationship value just changed |
| No counter on most lines | Only scored lines move the value |
| The same name appearing repeatedly in one scene | That character's route is the focus of the scene |
| The dossier's Relationship field | The resulting standing, in words |
Two layers, not one
The counter is the event. The dossier is the state. They are deliberately separated.
The counter is transient: it appears, it changes a number, it goes. The dossier's Relationship field describes where you stand in words, and the Journey Gallery tab records progress through that character's arc. Three representations of the same relationship, at three different time scales.
This is more structure than most visual novels bother with. A game that only tracked a hidden number would not need a dossier; a game that only used words would not need a counter. Having both means the design expects players to care about precision and about narrative framing at the same time.
What the store page promises
The store description is unusually direct about the shape of the relationships: you "navigate relationships that can turn into friendship, love… or betrayal". It also says the story is about "healing, forgiveness, and the scars that never fully fade", and that the romance is not only attraction.
That is a statement about range. A relationship system that can end in friendship, love or betrayal needs at least three axes: warmth, trust, and whatever the game uses to decide whether you crossed a line. A single affection counter cannot express betrayal — betrayal is what happens when affection is high and trust is low.
So expect the full game to track more than one value per character, even if the demo only exposes one counter at a time. The dossier's separate Relationship and Memories fields are consistent with that.
Seven names, and what that means for routes
The character screen lists seven people plus the protagonist. In route-based visual novels, cast size determines the shape of the game:
- Seven named characters is enough for three or four full romance routes plus several non-romantic arcs.
- Dossiers for all seven means every one of them is a tracked relationship, not just the romanceable ones.
- A Journey Gallery per character means progress is recorded even for relationships that never become romantic.
That last point is the interesting one. If the gallery only existed for love interests, the game would be a dating sim with a mystery attached. If it exists for everyone, the mystery and the relationships share the same tracking system, which is exactly what a story about a town full of people who remember you would want.
How to play the system in the demo
- Pick a lane early. Spreading points across seven characters in a short demo tells you less than concentrating on two.
- Note the lines that move the counter. They are the game's definition of a meaningful choice, and they are usually the lines where the dialogue offers you a real alternative.
- Reload and take the other option. The demo is short; seeing both sides of one scored line is the fastest way to understand what the writer is rewarding.
- Check the dossier afterwards. The Relationship wording is the game's own summary of where you now stand.
What carries into 2027
The developer's promise is that choices carry "weight into the full game". For relationships, that means the counters you move in the demo are the beginning of a track that continues at release, not a self-contained scoring game.
Whether that continuity is literal — a save import — or structural — the same system with the same rules — the effect on how you should play the demo is the same: treat the counters as real, because the game does.
For the cast those counters belong to, read the characters overview and character profiles. For the progress layer, read the Journey system.
Reading the wording on the dossier
The Relationship field uses words rather than a number, and in a game that already shows you a numeric counter during dialogue, that is a deliberate choice. Numbers are for events; words are for standing.
Practically, it means the dossier is the place to check when you want to know how the game characterises a relationship rather than how many points it has. Two characters at the same counter value can read differently in words, because the wording is written per character rather than generated from a scale.
Watch for that on a second run. If the same counter value produces different wording for different people, the system is tracking more than affection, and the dossier is where the difference is visible.
The counter behaviour and the dossier fields were observed in the demo's own interface, and the relationship wording is quoted from the Steam store page, checked on 3 November 2026.