Sinfall
by Serie
2DCG
Adventure
AI CG
Big Tits
Combat
Creampie
Fantasy
Female Domination
Groping
Lesbian
Male Domination
Male Protagonist
Netorare
Oral Sex
RPG
Teasing
Titfuck
Vaginal Sex
Choose the path of heroism and honor, or embrace depravity and corrupt your party members while enjoying combat mechanics inspired by popular CRPG games such as Baldur's Gate, Neverwinter Nights, and the classic tabletop D&D.
Screenshots
Win (v0.1.0)
Android (v0.2.1)
Android (v0.2.3)
v0.2.4p
- May 2, 2025
Fixed a critical bug that froze combat after using Defend
Game now uses WebP insted of PNG. This will allow us to have even more pictures without bloating the game size
Dialogue and narration have been streamlined
Narration is being phased out / removed in favor of showing CGs
Level display now updates correctly after leveling up
Stat allocations now save properly after level-up
Enemy encounter balance tweaks (You might want a few levels before the tackling the Old Troll)
Reworked “Observe Them” choice in Operatives fight (new options, some gated by Charisma prereqs)
Combat code optimized
Rollback disabled during combat. It is still possible to rollback into the combat scene. This will result to a crash and requires quitting the game.
Chevron now marks selected enemy
New defense sound
Aether Shield SFX added in cutscene with Oni
v0.2.3p
– April 29, 2025
Fixed an issue where saving > closing the game > loading will cause the party to disappear
Party member variables now correctly reset upon new game
Combat state should now resolved properly caused by a redundant safeguard
Performance improvements
v0.2.1
– April 28, 2025
Fixed bug where loading a save would break combat state.
Fixed combat not ending properly after all enemies were defeated.
Fixed crash when all party members were defeated.
Fixed map node progress not saving correctly.
Fixed crash when clicking different targets during enemy turns.
Updated combat UI: defeated characters are grayed out and unselectable.
Updated main menu visuals with a cleaner look.
Improved character animations across the board.
Cleaned up Dwarf Tavern scenes and dialogue flow.
Added new interface screens to support future content.
v0.2.0
– April 28, 2025
Combat system redesigned with updated mechanics and smoother UI.
Added new map navigation system with interactive nodes.
Added party management system to organize your team.
Expanded story content for Chapters 1 and 2, including new H-scenes.
Introduced Astrid, a major new character with her own H-scene.
Added "Bad Ending #1: Lili’s New Reality" (NTR theme).
Revamped Action Point (AP) system for battles / item use.
Added visible HP bars for party members during combat.
Updated combat visuals and animations for smoother gameplay.
v0.2.0
– Initial Release
This is a review of 0.2.3-p The first thing that might stop people is AI art, AI writing , and possibly AI code. You now know what you're getting into, here's the state of it. The starting exposition is a fine length. It's not very efficient but it's not wasting a bunch of time, not what I'd call rich story-telling and comes off a bit generic. Still, "ok" and short is a pretty good combo in this space. The AI writing has a tendency toward pretty constantly adding adjectives and qualifiers to whatever it says. In the current version, there are sections of prose so terribly rote and excessive that it becomes parody. I posted this in detail in the thread and the dev has supposedly extensively rewritten a lot of the text within 24 hours of that post. I'm not paying $15 to check, but with that speed, I have some assumptions. We'll move on from it. The game is somewhat inconsistent in its writing style in terms of formatting. Parentheticals could be with open-spaced em-dash or closed, and uses em-dash all the time too, way way way more than a person does. Commas, colons, and semicolons be damned. Descriptive non-dialog is often in (parentheses) to set it apart from speech. This is how it's done in second-person narration, first person narration, and first-person thoughts, which I think should be set apart more visually than all being the same formatting. Characters whispering may be done in parentheses at times too, which completely shatters the one merit to formatting it this way, as now there's in-universe speech styled like out-of-character narration. Which I'll note is not good for skimming. A bunch of people don't care how well smut is written, but if you want writing that is largely a thing to gloss over to get to the gameplay or smut, it needs very clear, very consistent formatting so you know without a thought what something is. I'm saying whether you care about the writing or not, there's going to be something here that affects you. My favorite part of the writing is when the speech said Astrid: Screaming! Hero: Filling you! Why are you yelling what you're doing!? And no that isn't narration, the player is Hero. He is yelling "Filling you!" at her in response to her saying the word "Screaming!" in between her moans. Clearly this dev isn't always taking the time to read what the AI outputs before putting it in the game. So let's talk about the code . I cannot say for sure AI did it. But he spends less time coding than writing, and we know the writing is AI. And if he doesn't reread the writing, he might not audit the code. That would explain stability issues. It's an early version, there will be bugs. It's pretty easy to just crash. Not even the normal ren'py way where it gives you an error screen and asks you to rollback to earlier, it will crash the entire program back to desktop. And doing so will lose the data that tracks what messages you have read, so anything after your last save will not by skippable with CTRL. The combat system is fairly simple so far, it's not deep, but it's giving you the jist of what he's going for. Select which party member to act as. No visual feedback about which is selected for now. You gain 2 AP per turn and start with whatever your vitality stat gives. Targeting is not well-conveyed but not really of consequence for now. If you rapidly click after the enemy has fallen, you can spam attacks just to hold combat from ending. Also little consequence. The dev didn't think to put a stopper on text rollback for combat. So after combat, you can scroll up and crash to desktop. This is an easy fix and will probably be fixed next update. I imagine. The ART is what you see in the previews, I would have trouble giving useful information about it. In the Astrid quest, it comedically mismatches the text, but that'll be fixed next update. Will this be a recurring issue? Who knows. It isn't full of visual nonsense. The consistency of characters and style isn't amazing, but it's not bad for AI. Didn't see random extra fingers or things blending into each other. It works for what it is, I guess. Look at the pictures and you decide what to feel. As a whole, I have to say, this is not ready. If you have other things you want to try out, go try those first. There are other games, and if you don't mind the design philosophy on display here, you can try this one after its had time to flesh out more. Maybe a year.
I really like the concept and the art style I played the full version from Patreon and really enjoyed the full bad ending. I like the idea of many alternate realities and bad end and look forward to having more characters to corrupt. I love Astrid and I hope that she isn't just a one time character. Hopefully she will make another appearance later on in the game. I like the concept of the combat and having various abilities to combat different enemies. Overall a really promising first 2 chapters and looking forward to see how the game evolves!
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