To start off, I’ve been following this game almost since its release, but I just never got around to writing a review. I’ll try to describe in detail all my impressions, starting from the earliest versions up to the current one (0.9). I’ll be using + and - to indicate pros and cons, as well as +-, which means I have mixed feelings about that particular aspect of the game.
Let’s begin. I’ll start with the positives.
+ First and foremost, the biggest plus is the character models and (new) animations.
The girls look absolutely stunning. In the early versions, there were issues with lighting and shadows—characters sometimes looked a bit creepy, especially Emily—but in the latest versions, things have greatly improved. The same goes for the scenes. Normally I don’t care much about animated scenes—many games manage to convey passion without looping animations—but here, it’s clear how much the animation quality has grown. The developer clearly took feedback into account, and that’s great to see. I know many people value animation in these types of games, so you should definitely take note of the quality leap. The lighting and shadows are now beautifully done.
If we’re talking about KK-based games, I’d say the graphics here, especially in the later versions, are simply excellent. The girls don’t look alike, which gives each of them a unique feel. I originally checked out this game because of the models, although the game itself didn’t grab me at first—but more on that later.
+ Side events and storylines for the girls.
Yes, the side events with the girls are very well done. When sandbox mode was first introduced, the events felt very raw—especially interactions with the girls. I really didn’t like the very first main event; it felt like a pointless quiz with no real context. But surprisingly, as the developer started adding separate side events for the main girls, I was impressed.
Each girl is unique—not only in personality but also in their storylines. There are GIMP-style games, magical combat, and more (though I do wish this tech was explained somehow). Katie’s events with her sister, Monica’s charity and new job—each girl has her own problems, and while at first it seemed like a typical “main character syndrome” where every girl instantly falls for you, they each get developed in their own way and you start to understand why things happen the way they do.
So this is definitely a strong plus, especially in the recent updates.
+- The main plot.
On one hand, I found it interesting. On the other, the developer started pushing the story forward too quickly, making upcoming events (that aren’t even out yet) very predictable. It’s nice that the game is broken into seasons, but I suspect that by the end of Season 1, we still won’t know anything significant.
It’s a mixed bag: there are plenty of twists and it can feel gripping, but the rushed pacing makes it hard to fully enjoy. I personally prefer stories that unfold gradually and are explained well, but here it feels like a chunk of the story was cut out just to finish Part One in time. I’m not sure.
+- The business takeover mechanic.
When I first entered sandbox mode, I saw this dumb mechanic where you just “capture” businesses—it was terribly done. No events, not even a picture—just a placeholder.
So why mixed feelings? Because takeovers of jewelry stores are starting to show some promise. Now, each takeover comes with a small event, and you’re no longer just mindlessly clicking and spending mercs. There’s some story attached. If the developer also replaces the placeholder images, this feature could actually become decent.
Still, about half of the takeovers are just grindy, meaningless placeholders. The idea itself is interesting—but not for a detective game. More on that in the next point.
- This is not a detective game.
Yes, the game claims to be a detective story—but the only case you’re solving is the main plot. That’s it. You heard me: all you do is work for the mafia and capture businesses.
When we hear “detective game,” we expect to solve multiple cases, right? Apparently the dev had a different idea. I don’t get it. The business takeovers could easily have been reworked into investigations. That would have made it more interesting and added more cases beyond the main one. (And no, fans, I don’t count a money grind where you get one picture for catching a dog as a “case.”)
- And now, the cherry on top: the grind.
Grind, grind, and more grind. The whole start of the game is just farming money. Only after hours of playtime do you finally get some relief, because—oh, thank god!—after like 5 or 6 updates, the dev decided to give us $15,000 per week from Azumi after you capture all the casinos.
Thanks for that, but still, the constant need to farm mercs just to take over a casino—with no extra events like I mentioned before—was nearly a deal-breaker. (Good thing I know how to use a save editor, heh.)
Final Verdict: 4/5
I liked that the developer listens to the community and keeps improving the game, but a lot still needs to be reworked—starting with the early grind.
You should play this game if you're interested in compelling side stories and, of course, very attractive ladies.
I hope the developer hears me out and reworks the early sandbox mechanics—because that definitely needs attention.
Wishing you all the best!