Hi everyone. I want to note upfront that this review is written by a non-native speaker, so there may be some inaccuracies.
I believe the game has been unfairly underrated by critics and deserves more attention than it currently gets. Yes, it does have certain issues with the tutorial — I spent the first two or three in-game days just trying to figure out how everything works and where to go next. However, even this can be seen as part of the role-playing experience: the story places you in an unfamiliar place with its own rules, and you gradually learn how strict those rules are toward you.
As for the English translation — native speakers will probably have more to say about that. I play using MTool, and the quality of the translation, to put it mildly, leaves much to be desired.
Now, let's talk about the positives. The game includes several elements that I often miss in other sandbox-style games:
However, there are also some problems:
Another thing worth mentioning is the structure of the storylines. The game isn’t particularly long, and if not for the slow movement, you could breeze through the plot very quickly. Additionally, one girl’s storyline often depends on another’s , which artificially slows down progression. For example: “Talk to one girl after lunch, and she sends you to a shop — but you can only visit that shop in the morning. So you have to skip the day, travel to town, wait until after lunch again, deliver what she wanted, get the information, and only then skip ahead to the next day to continue the second girl’s story.” These kinds of dependencies add unnecessary delays and don’t always make sense from a gameplay perspective.
Also, due to the game’s relaxed pace, there’s a noticeable lack of content to enjoy between major story beats . As a result, players tend to skip entire days just to move forward in the plot, rather than explore the mansion or interact with characters.
One last thing that slightly confused me was the “hearts” system. Hearts are awarded for simple, everyday actions and accumulate far too quickly. There’s also a mechanic where a girl might “miss” you if you don’t interact with her all day, causing you to lose one heart. Still, maintaining high affection levels is never really an issue. In my opinion, the hearts system feels largely insignificant , both for the player and the characters themselves. I’m not sure it needs to be made harder, but right now, it feels more like a formality than a meaningful gameplay feature.
Summary:
This is a game with potential that fans of the genre might appreciate. Despite several flaws — slow movement, rushed progression, interface issues, and the heart system — it offers engaging mechanics and solid visual content. I think it deserves a chance and possibly some improvements in future updates.
I believe the game has been unfairly underrated by critics and deserves more attention than it currently gets. Yes, it does have certain issues with the tutorial — I spent the first two or three in-game days just trying to figure out how everything works and where to go next. However, even this can be seen as part of the role-playing experience: the story places you in an unfamiliar place with its own rules, and you gradually learn how strict those rules are toward you.
As for the English translation — native speakers will probably have more to say about that. I play using MTool, and the quality of the translation, to put it mildly, leaves much to be desired.
Now, let's talk about the positives. The game includes several elements that I often miss in other sandbox-style games:
- Interesting character interactions : when a character is not yet available for interaction, the game often shows teasing sexual animations that build anticipation and motivate you to keep playing until that character becomes accessible.
- Gradual "corruption" of characters , accompanied by visual changes and corresponding animations.
- Decent female character models and animations — overall, the technical execution is at a decent level.
However, there are also some problems:
- The main character’s movement speed feels too slow , which makes exploration less enjoyable.
- In contrast, the process of corrupting the girls happens way too fast . Although there are a few short transitional animations showing their gradual change under your influence, the overall progression feels rushed. For example, you can fully corrupt Annette in just 5 minutes by watching only 2–3 such animations, without any real sense of character development or behavioral shift.
- There are some issues with hints and tips : they’re sometimes vague, unhelpful, or even misleading.
- A lack of clear signage above shops makes navigation in the city confusing. The city itself is quite large but contains only about 4–5 points of interest, making it feel oddly empty and disorienting.
Another thing worth mentioning is the structure of the storylines. The game isn’t particularly long, and if not for the slow movement, you could breeze through the plot very quickly. Additionally, one girl’s storyline often depends on another’s , which artificially slows down progression. For example: “Talk to one girl after lunch, and she sends you to a shop — but you can only visit that shop in the morning. So you have to skip the day, travel to town, wait until after lunch again, deliver what she wanted, get the information, and only then skip ahead to the next day to continue the second girl’s story.” These kinds of dependencies add unnecessary delays and don’t always make sense from a gameplay perspective.
Also, due to the game’s relaxed pace, there’s a noticeable lack of content to enjoy between major story beats . As a result, players tend to skip entire days just to move forward in the plot, rather than explore the mansion or interact with characters.
One last thing that slightly confused me was the “hearts” system. Hearts are awarded for simple, everyday actions and accumulate far too quickly. There’s also a mechanic where a girl might “miss” you if you don’t interact with her all day, causing you to lose one heart. Still, maintaining high affection levels is never really an issue. In my opinion, the hearts system feels largely insignificant , both for the player and the characters themselves. I’m not sure it needs to be made harder, but right now, it feels more like a formality than a meaningful gameplay feature.
Summary:
This is a game with potential that fans of the genre might appreciate. Despite several flaws — slow movement, rushed progression, interface issues, and the heart system — it offers engaging mechanics and solid visual content. I think it deserves a chance and possibly some improvements in future updates.