A Tedious Grind with Minimal Reward
I put in nearly 10 hours into Atelier Agnes. It seemed promising at first, halfway through, I realized it's just a repetitive slog.
Initially the setup doesn't seem bad, two struggling sisters, one sick and bedridden, the other trying to survive as a novice alchemist. Agnes dreams of making a legendary "elixir" (likely a mistranslation of the philosopher’s stone), and she turns to her former teacher for help. Unfortunately, that teacher shows up drowning in debt and starts using Agnes for shady, exploitative jobs to pay it off, usually non-consensual lewd favors dressed as “quests.” Eventually, there’s a predictable turn involving an evil cult, but it’s nothing you haven’t seen before, and the pacing is too slow to make it land with impact.
The adventurer’s guild premise initially piqued my interest, it taps into the familiar anime trope of working your way up through guild ranks, which seemed fun, but, it’s just another underdeveloped system. There’s no depth, the quests are not diverse enough, repetitive, and the rewards rarely feel worth the effort. What should’ve been a satisfying progression loop ends up feeling like a chore that exists just to pad out playtime.
Gameplay uses a TP system (basically a hunger/exhaustion meter) to limit what you can do each day. It didn’t bother me too much. it’s manageable and it didn't bother me, because if you stock up on food it's a non issue and food acts as HP/SP replenishment but it ultimately feels like an arbitrary limiter rather than meaningful strategy. What’s more disappointing is how underdeveloped everything else is. There’s no clothing durability or corruption system, which could’ve added depth. Clothing damage is purely cosmetic and tied to HP, drop low enough and your outfit shreds, heal up and it’s magically pristine again, which makes no visual sense. Alchemy and quests become shallow busywork early on, the grind kicks in fast as the pacing drags.
The art is okay for the main characters, but everything else feels stock or outright mediocre. H-scenes are sparse, contextually weird, and mostly forgettable, I ended up fast-forwarding through most of them. The h-content feels completely tacked on and adds nothing to the gameplay or story. You could remove it entirely and the experience would not have changed much.
Consistent with other early titles published by Wasabi, the English translation is poor. It’s not unreadable, but it frequently veers into awkward or outright incorrect phrasing, breaking immersion and making an already thin story harder to engage with. To make things worse the game also crashed on me three separate times and many things while not broken are rather buggy.
TL/DR
It’s not unplayable, but it’s not engaging either. There are far better games in this genre and even within Wasabi’s own catalog. If you’re looking for crafting-focused RPGs with H-elements, there are stronger titles out there. I can’t recommend this one, don't waste your time.
I put in nearly 10 hours into Atelier Agnes. It seemed promising at first, halfway through, I realized it's just a repetitive slog.
Initially the setup doesn't seem bad, two struggling sisters, one sick and bedridden, the other trying to survive as a novice alchemist. Agnes dreams of making a legendary "elixir" (likely a mistranslation of the philosopher’s stone), and she turns to her former teacher for help. Unfortunately, that teacher shows up drowning in debt and starts using Agnes for shady, exploitative jobs to pay it off, usually non-consensual lewd favors dressed as “quests.” Eventually, there’s a predictable turn involving an evil cult, but it’s nothing you haven’t seen before, and the pacing is too slow to make it land with impact.
The adventurer’s guild premise initially piqued my interest, it taps into the familiar anime trope of working your way up through guild ranks, which seemed fun, but, it’s just another underdeveloped system. There’s no depth, the quests are not diverse enough, repetitive, and the rewards rarely feel worth the effort. What should’ve been a satisfying progression loop ends up feeling like a chore that exists just to pad out playtime.
Gameplay uses a TP system (basically a hunger/exhaustion meter) to limit what you can do each day. It didn’t bother me too much. it’s manageable and it didn't bother me, because if you stock up on food it's a non issue and food acts as HP/SP replenishment but it ultimately feels like an arbitrary limiter rather than meaningful strategy. What’s more disappointing is how underdeveloped everything else is. There’s no clothing durability or corruption system, which could’ve added depth. Clothing damage is purely cosmetic and tied to HP, drop low enough and your outfit shreds, heal up and it’s magically pristine again, which makes no visual sense. Alchemy and quests become shallow busywork early on, the grind kicks in fast as the pacing drags.
The art is okay for the main characters, but everything else feels stock or outright mediocre. H-scenes are sparse, contextually weird, and mostly forgettable, I ended up fast-forwarding through most of them. The h-content feels completely tacked on and adds nothing to the gameplay or story. You could remove it entirely and the experience would not have changed much.
Consistent with other early titles published by Wasabi, the English translation is poor. It’s not unreadable, but it frequently veers into awkward or outright incorrect phrasing, breaking immersion and making an already thin story harder to engage with. To make things worse the game also crashed on me three separate times and many things while not broken are rather buggy.
TL/DR
It’s not unplayable, but it’s not engaging either. There are far better games in this genre and even within Wasabi’s own catalog. If you’re looking for crafting-focused RPGs with H-elements, there are stronger titles out there. I can’t recommend this one, don't waste your time.