with this, do you mean they could have, down the line, made a game similar to struggle with sin? or that they made it?
i'm presuming the first, as ASWS has been in works for a long time, and is developed by CHYOS.
personally, while i see both as RPGM games, this 1 was a bit more of a linear, story game, with some small branching paths, and small sections of exploration in each "Chapter" section (a few interactable characters, couple quests, and a small map section).
whereas, struggle with sin is a bit more of an open world/adventure type, story game(definitely more gameplay driven than this, but, it's certainly no Kenshi, or Crusader kings), where pretty much every character & quest is optional, and where what you choose to do, and in what order, can have some affects on potential options & outcomes in other quests & story moments(access to magic, smithing, mercenaries, & particular characters/skills, as examples).
although, i'd say ASWS, while it has some mildly different outcomes, doesn't really branch very far between routes. you'll, for the most part, end at the same destination, with some differences in relations of characters, or whether a char is alive/dead.
i'd put it as a bit of a half point between stuff like peasants quest & ASWS, story driven semi-open world RPG games, with some gameplay & adventure elements(again, not gameplay driven like alot of professional projects. but you can unlock 1 thing that can influence other things and open up new branches or options) & stuff like Ataegina, & snowstorm, which feature stats, but are very much Branching Story games VNs, with minor gameplay & exploration elements(both ataegina & snowstorm though Have HEAVY branching paths, with completely different allegiances, outcomes, factions, locations, etc. VERY impressive).