The Perfect Pair Shall Rise!

by prostochel2002

Uncensored Windows Linux
Versionprototype-rev-1.5ẞ-fix-1
EngineOthers
Released2026-03-04
Updated2026-04-09
LanguageEnglish

Erotic fantasy RPG game with turn-based combat centered around NTR theme. You play as a Hero once destinied to become The Omnipotent Warrior of THE PERFECT PAIR. The goal of the game is to overcome all the challenges your party encounters and assist your fiancee Aster in learning Mystic Arts, so that THE PERFECT PAIR becomes complete. The optional goal is not to lose Aster's grace.​

CHANGELOG prototype-rev-1.5ẞ-fix-1 fixed Ailments not applying properly on save reload fixed Delve Light II stacking fixed HP being unaffected in Camp events other minor changes CHANGELOG prototype-rev-1.5ẞ OPEN AILMENT SCREEN BY PRESSING AND HOLDING <TAB> Ailments (Curses and Blessings) Gain and get rid of them in Altar Rooms. If you lose a Delve, some ailments get cured automatically for a price. "Thirst" - Aster has a chance to drink from flasks in each room (no matter the flask contents) "Comforted Breath" - Aster gets buffed after her b**bs get touched "Tongue Twisted" - Aster gets buffed after her m*uth gets touched "Mild Inconvenience" - Aster gets buffed after her b*tt gets touched "Source of Life" - Aster gets buffed after her p*ssy gets touched "Unbothered Movement I/II" - Aster voluntarily strips underwear when entering a Delve "Delve Light" - changes light min and max values "Nocturnal" - Hero is buffed in low light "No Shatters" - no viewport cracks on split randomly generated ones (only affecting Hero's and Aster's stats for now) OPEN AILMENT SCREEN BY PRESSING AND HOLDING <TAB> New H Cl*max in m*uth + "pull tongue" animation Lift As*j*b Aster's menu got some improvements (new art, general screen, H-status screen, skill tree) Some battle VFX Day-night cycle (limited to noon/evening for now and 99% cosmetic) Other minor fixes and improvements I forgot prototype-rev-1.5b-fix2 Aster now reclothes herself only if light is considered not low enough for H (>25 without modifiers) fixed Mentor not disappearing on Torch use fixed "set" command for "max_st", "max_sp", "max_hp" etc (they now set base values instead) fixed "fantasy" points reset after Delve Known issues: current FP (not max) won't load properly on lower descension values prototype-rev-1.5a H-CONTENT New animations: DT BJ (REMADE) Slap Cheeks (REMADE) Grab Cheeks (REMADE) Grab Cherries the rest are broken (currently working on fixing them) Unique animations for Camping Rooms: Chatting (non-H) FJ HJ Kisses (upper and lower) Grab Cherries (Tent exclusive variant) GAMEPLAY Different enemy skills Misses and Crits now use Token system (no longer random by default) Some items can now be used during battles Enemy stats now scale with level 12, 18 and 24-floor Delves are now "area level" 1, 2 and 3 respectively 12-turn simple text-based (for now) minigame of random exploration events - if you choose to explore and leave Mentor and Aster resting in a Camping room Stats implemented for Hero, Aster and Enemies Camping Rooms in Delves Random shops in Delves 1 New Location preset (12, 18, 24 depths) 2 New Enemies Shops now have finite stock Pre-Delve shop restocks immediately but with higher prices New weapons (reskins/recolors) New consumable items TECHNICAL Basic Settings Menu Save Menu "Debug" console - open with ` (below ESC) - "set X Y" sets variable values (available variables are "hp", "sp" or "st", "mp" or "fp", "pl" or "pp", "ep", "max_hp", "max_sp") - "give <id> <amount>" Lots of UI stuff Lots of backend stuff (yay!!) QoL improvements Added some non-H SFX +~4k LOC BUGFIXES fixed battle log causing lag in longer Delves fixed Underwear not saving and not showing in Aster's inventory properly fixed some non-H animations fixed Aster glitching and acting first in encounters fixed Mentor SFX bass boost fixed weapon base ATK not applying properly (hopefully) FIX1 (2025-12-15) tried to fix missing underwear meshes fixed delve inventory not clearing fixed flask duplicates FIX2 (2025-12-15) tried to fix missing underwear meshes 2 fixed delve inventory clearing too early FIX3 (2025-12-16) fixed Mentor good boy behavior (should fx "broken p*ssy res", "doesn't cast orbs", "broken new BJ" etc) fixed successful delves giving no rewards fixed merchant rooms not working fixed dialogue after camp playing two times in a row fixed party merge dialogue playing before the next room is entered fixed Hero having two swords (equipped sword still gets hidden from the list in the Blacksmith's menu) added "give coins <amount>" command added "battle <arg>" command - available arguments are: win, lose decreased dogs damage added missing credits other minor adjustments FIX4 (2025-12-17) made more (of the older) actions trigger p*ssy res lowering torchlight gets restored by 50 instead of 100 after camping (Mentor rests) fixed FP-EP bar not updating properly fixed Mentor showing damage pop ups when Hero gets damaged FIX5 (2025-12-20) Mentor still picks actions randomly, but now random is weighted depending on bodypart vulnerability (lower RES) and actions' required EP (still needs balancing) changed how Aster's RES, FP and EP get reset after Delves new consumable item to heal for spending Torchlight (usable in battle) new consumable items to manipulate Aster's resistances (flavored pellets and sedative 2) "res_X" (X can be "mouth", "b**bs" etc) can now be set with "set" command 2 new skills for Mentor - first deals DMG to enemy and decreases Aster's random RES, and second gives 1 EP to Aster and 2 Evasion tokens to Hero) Categories in shops Token charms can now be used in battle Use Item now consumes 2 Stamina instead of 5 other minor fixes FIX6 (2025-12-22) fixed wrong items selling Prototype-rev-1.4c CHANGES: - Bought underwear items now appear in Aster’s "State" inventory tab. They can't be sold - this is likely for future mechanics - Aster should no longer attempt to meditate at relatively high FP values (Condition changed from FP2 < EP to FP4 < EP) - Faster screen blackout when changing rooms. This blackout no longer affects Aster's viewport - Buffed Mace heavy attack - Aster’s current FP and EP are now shown on the Status Screen - Resistance regeneration between Delves is now slower FIXES: - (Hopefully) fixed negative FP/EP after leaving Delve with the "Focus" status effect active on Aster - (Hopefully) fixed incorrect FP/EP values shown at the start of Delve - Fixed treasure rooms and loot gathered by Aster or Mentor giving nothing - or worse, <null> x<null>! - Fixed crash caused by clicking "Peek" repeatedly or right-clicking during peeking - Fixed TJ Lv.2 action using the wrong animation for Mentor - Fixed items being sold for 100 (50 with 50% penalty) instead of their proper prices after a successful Delve (50% penalty is still there, just with proper prices now) - Fixed Guard skill applying buffs even when stamina was insufficient Prototype-rev-1.4b - 5 New animations for Delve - H-Status screen - Smith shopkeeper functionality - New equipment (steel sword, iron and steel maces) - Aster combat behavior improvements - Pleasure damage calculation overhaul - Unused consumable items get sold for 50% of their price on successful Delve - Updated equipment graphics - Fixed save(s) - Various bugfixes, small technical adjustments and visual improvements (3d town placeholder) NEW EQUIPMENT - Iron sword - equipped by default - Steel sword - same as iron, higher base ATK - Iron mace - lower damage, better Guard skill - Steel mace - same as iron, higher base ATK ASTER "INTELLIGENCE" - Aster gets excited when lasthitting enemies with her Magic Spear, be careful!! - Aster uses Meditation when Excitement >> Focus or when on low Focus, Meditation lowers Excitement - Aster uses Heal when Hero's HP is low, restores up to 30 HP PLEASURE CALCULATION OVERHAUL - hard to explain, needs feedback and testing Prototype-rev-1.4a MOSTLY A TECHNICAL (BACKEND) UPDATE - New Delve graphics (currently one location variant) - no more foggy corridors - New Enemy graphics (Artist - Hasselnut ) - Peeking mechanic (includes 2 new animations) - Updated shopkeeper UIs - Library (Glossary) - Tailor Shop with 2 underwear options - etc Prototype-rev-v1.3b - Fixed Torches being completely unusable until the game restart once Aster gets stripped. Torches are still unusable for the whole delve if Aster got her blouse or shorts stripped (intended). - Fixed saves losing coin amount info. It doesn't completely fix already broken saves, so starting a new game is recommended - Fixed Mentor's "drink" not increasing descension/corruption value - Fixed Items Menu closing after immediately opening it on encounter end. - Fixed Mentor sometimes being present during playing Aster flask drinking animation - H-actions should no longer deal PL% at 0 EP Prototype-rev-1.3a - New animated H-Actions (~15 new, ~25 now in total) - Corruption, sexual resistances - Refillable mana flask for Aster (with drinking animation under certain circumstances) - Aster is buffed - Mentor now can undress Aster - Introduced Mana (FP) ↔ Excitement (EP) play - Status effects - Mana potions in Preparation Shop BUGFIX CHANGELOG (1.3b) - Fixed Torches being completely unusable until the game restart once Aster gets stripped. Torches are still unusable for the whole delve if Aster got her blouse or shorts stripped (intended). - Fixed saves losing coin amount info. It doesn't completely fix already broken saves, so starting a new game is recommended - Fixed Mentor's "drink" not increasing descension/corruption value - Fixed Items Menu closing after immediately opening it on encounter end. - Fixed Mentor sometimes being present during playing Aster flask drinking animation - H-actions should no longer deal PL% at 0 EP Prototype-rev-1.2 - New Mentor H-actions - Forking paths and (optional) party splits - New Delve generation - H-actions start at slightly higher (<= 50) Torchlight levels if Aster's excitement exceeds 50 - (Optional) Partial Delve map reveal - 12-18-24 Delve depth presets - New Aster skill - Remade Aster kneeling animations - Small adjustments in numbers Known issues: - Sometimes in-between level tiles animations get interrupted - Possible crashes during the Slime Boss encounter Prototype-rev-1.1 Turns out it was practically impossible to unintentionally get to most of the animations of Mentor and Aster in the previous build. Now it should be fixed. - Dungeon Crawler segment UI menus overhaul - Visual and audial clarity improvements: New animations for Hero (Slash, Thrust and Idle); Some Battle SFX; Damage Popup instances shouldn't overlap each other anymore; Damage Popups are now colored; - Mentor's damage is more prominent during battles - Added Stamina and Hybrid potions to the Pre-Delve Shop - Torchlight enkindling and fading are now gradual (purely cosmetic) - Small adjustments in values here and there. Prototype Initial release
swagdive22 2026-04-12
Summary: As of prototype-rev-1.5ẞ-fix-1 : The game play loop includes dungeon diving as the Hero whilst having the mentor of your supposedly heroine sexually harassed by her Mentor. There are 'buffs' and debuffs that tweaks the experience of the game. However the content, especially H content is severely lacking. There are 'chatting' 'dating' and 'peeking' mechanics shown but at the moment it is just a placeholder. I am no expert in the NRT department, although the game is Netorare where you play as the Hero- I am sure many would be playing from the Netori perspective by doing actions that contradicts the Hero and benefit the Mentor. Counter intuitive or not, I'l leave it to you: As you actively play the game for the RNG God to give you the scenes, because the Player is the Hero and not the Mentor. The best: None I can think of. The good: The limited animations are short snippets of H but decent in quality, intended obscurity within the game mechanics can be a hit or miss for players (i.e. low lighting, shattered glass, blurry filter, etc...) One handed: 100 Why it inst under 'The Best': at this moment to reasonably enjoy the game, you will be playing with console commands (tilde `~ key) to make the grind bearable to play, so at this point is it even truly One Handed? The bad: Having the pleasure at 50 for the heroine feels like a arbitrary fluff to pack the game time. You play as the Hero, so you have no control in the H scenes, let the RNG decides which scenes you see. The worst: The amount of H content. For the amount of work you have to put in just to see RNG H scenes- I cannot justify playing this game 'seriously'. Most of the scenes are sexual harassment, to teasing, where sexual gratifications scenes are lacking, and most of it doesnt link to the Climax scene. Climax are separate bukkake scenes. 2/5 The game has too much emphasis on being a game and missing the key point of being a adult hentai game where the sexual gratification content is severely lacking.
abbodobbobobbo 2026-04-06
[1.5b] A lot of pieces are coming together in this one. Really like the h-battle/oblivious MC battle stuff But, i truly hate the combat. It's near impossible to even win a dungeon. Its an early version, but until combat becomes balanced, I am gonna move on. I have never played a game where you can't beat the first level lol Anyways, good luck dev!
jiuan 2026-04-06
I want this game to be 5 star so bad and, I see the potencial for it too, but at it's current form I simply can't. To start off let me say that the idea is great, the H content is pretty high quality and has an interesting mecanic attached, not only that but the concept of not being able to choose the skills that our partner gets is great. On top of that if well there are some issues like the date and conversation buttons doing nothing that is more on the lines of the game not being finished and it has been stated that it will eventually get fleshed out. So why can't I reccomend it then? shamely, as a GAME, it's just not fun to play in it's current state. The game is very unforgiving, which I'm all in for, but instead of doing it by making you have to plan your routes and actually being hard it does so by inconviniencing the player, taking agency away from him, and depending on RNG. On it's current state the hero does not progress at all and only get's stat boosts from buying better weapons, on top of that when you lose a run you lose all items and the money you spent doesn't reset, so the idea is clear right? plan the run carefully and be prepared, except when you do finish a run the game force sells your stuff at 50% price so it actively punishes the very gameplay that it's trying to get the player to do. On top of that since the player does not get permanent stat boosts the only reliable way to win longer delves is to pray and hope that your partner kills the monster while you survive, not only that but guarding as an action is still much worse than just killing the enemy. So the actual strat ends up being to pray for a shop deep into the run so you can sell everything and then you don't care if you win or loose. As it is, the main problem for me is that it's not a fun gameplay loop, way to grindy and it actively works against the player. That said I do see the potential since with simply having (permanent) stat boosts for the player it would already be a big improvement in terms of fun, and let's be honest forcing the player to sell the consumables is dumb.
Grugal 2026-04-06
I'm really glad the game is coming along and that the developer is starting to give it some shape. The animations are nice, the main character is attractive, and the Mentor—a huge shadow with a massive unidentified object, is a great concept. This also lets your imagination run wild a bit. I’m rooting for prosto and hope his enthusiasm lasts long enough to finish the game, rather than turning his project into an endless cash cow in early access. In any case, thanks for the game, it looks like a high-quality project in its very earliest stages of development.
ThitOneGuy 2026-03-08
For a game as early in development as this one is, it is genuinely great, though it has a few issues holding it back right now. Good: -Aster is very hot, and the animations are well done. -The NTR is solid. -The gameplay has good bones. -The skill tree is nice, and I like that you don't pick what skills Aster gets. Neutral: -In the dungeons, you move between stages slowly, and each turn in combat takes a while to happen, since for each of the 5 moves per turn both the hero and the monster move. -It takes a long time to get enough money that buying items before a delve is worth considering. Bad: -Chat and Date buttons do nothing. While the non-delve content is going to be worked on for the next big update, the buttons being there and not doing anything is disappointing. -Peek is a nothingburger at the moment. There are 2 poses, one where Aster is just lying in bed kicking her feet, and one where she's kneeling in front of the mentor. Neither is H content. -Combat currently is not handled as well as it could be. Slash and Thrust are functionally the same, Guard is okay, but worse than just finishing the enemy, and with no way to raise the hero's stats outside of better swords or maces, combat ends up just being a game of waiting for Aster to kill your enemy for you. Most of the issues with the game are just down to it being unfinished. I would like to see the hero also be able to level up, he doesn't need a full kill tree like what Aster is getting, but after successful delves, I would like to see him get stat raises. I'd personally give the player 1 stat point after a 12 floor dungeon delve that gets finished, 2 for 18, and 3 for 24. This would both add a progression method for the hero, since splitting up at the moment is certain death in some dungeons, and would help the game feel less grindy. This is for [v1.5b Fix2]
ScrollPast 2026-03-05
There's a lot of fascinating ideas here, but it struggles to come together into a cohesive experience. On paper , this game is a strategical resource management game where you carefully prepare for the journey. But there's a problem, if you complete a dungeon without using all your items, the game force-sells all items at a 50% rate. Meaning you are punished for being too resourceful. And the game is very punishing. If you lose your first run, you are NOT reset to your starting money, you are left with nothing . Since shops sometimes exist inside dungeons, you don't always need to complete a dungeon to get a profit. Ironically the most reliable early-game money grinding strategy is to buy nothing and intend to lose hoping you roll a shop late into the dungeon. While the concept of a mentor using the darkness of a dungeon to grope your companion is a brilliant idea, I'm not sure why the mentor is a silhouette all the time. Canonically the Mentor should be a character that the MC knows well. I guess the idea is to leave it up to the player's imagination? That part doesn't click with me. Generally the game's relationships are non-existent, but I see a button for chatting and dating, so I assume the developer already knows this and has plans to fix this in the future. There's a lot of potential here. Interesting ideas like paying to reveal ambushes, splitting the party up to cover my ground, peeking on mentor training sessions, consuming torch light to use powerful moves, etc. But unfortunately the punishing nature of the game made the experience grindy and frustrating. [Review of v1.5b Fix2]
Moonshine3939 2026-03-01
very unique and specific game, hope dev won't abandon it. It was very enoyable to corrupt Aster more and more . Also , always wanted to see more plot and storyline, because this will only enhance the intrigue and suspense. Looking for further developement and updates. Wish you good luck!
Hained 2026-02-28
Guys.. just press the button top of "TAB " ( its 0 for me since i use hungarian layout for my kebyoard ) and use console set hp 100 , set sp 100, set ep 100-200 ( the certain amount it showing on screen ) etc.. set lp 50 and you can progress way faster. also if you enter a battle scene and use this command in console " set light 100" whatever they doing you will see it in full lights. also im a sucker for these type games thats why its 5 star.
sbeve_bupkis 2026-02-28
I really love the IDEA of this game, but the current implementation and actual gameplay experience are bad. I really want this game to be good, I keep trying it every few months, hoping that it has improved into something that is actually good for jerking off it hasn't. at least not yet. it's the same basic concept with the same tech-demo visualization. The combat decisions are boring and unwanted, the interface is still inconsistent ui elements and context-less numbers, the mentor/FMC art is kind-of titillating? but never truly hot. Feels like 2/3 of a game, and not the important third either
darknest 2026-02-24
no ai and actual gameplay! what a find! as an NTR game enthusiast, the tag is unfortunately polluted by a lot of low quality, AI driven/assisted static narratives where you're essentially just reading along with no real choices or gameplay. while the UI is currently a little barebones and the game is still being fleshed out, it's clear there's something great here in the works. the dev clearly understands and values gameplay design in general which is incredibly refreshing to see. weekly status updates are fantastic too, with detailed descriptions of priorities and what's currently in progress. 5/5 because i think this game has the potential and dev behind it to be up there with the NTR with actual gameplay goats.
gingerbreed-man 2026-01-20
Hits all the right kinks for a game in the mystery NTR genre: oblivious MC male protag perspective silhouette play splitting the party mechanic the illusion that with enough skill you can stop it real time corruption out of combat status screen Animations are pretty good, the LI is cute and the antagonist isn't an ugly bastard that looks like the child of a habsburg with a pig. There's still quite a long road of content ahead for the dev to fill up, but as they seem to be working on core systems first, at least it shouldn't become a buggy mess in the future.
Federok88 2026-01-14
This game has a nice concept and a fantastic skeleton but it need to build the meat in it. Ironically the concept of ntr inside of an adventuring party is not as explored as i woud like it to be, and in all honesty most that do suck at it. But this one has great potential and as long as it developes that potential it could be great. The fmc has a quite charming look, the animation and progresive escalation are good. The combat is somewhat engaging but is not that intrusive nor requires you to farm or waste a lot of time. -the first thing this game need is better pacing to the corruption process. This game reminds me to Kegani Laboratory past works and a problem that that studio has always had is that the grinding of H-scenes is too high for what is shown. The worst offender, wich ironically shares premis with this game, was "Im not the leader". As aimessly reapet dungeons over and over again, charm fades and it start becoming a chore. -Adding a story (it doesnt have to even be good story) to frame the adventure and the corruption would help a lot. I will look for inspiration at how corruption games from Maten Kobo and Shimobashira Workshop. Where they cap the lust/corruption limit by each story chapter or unlocking something, that way the player has a clear guideline/control over the corruption process. While more ristrictive and less mysterious it makes the grinding less annoying while also avoiding the risk of skipping steps on the corruption process. -If/when the story becomes more fleshed out, dungeons should unlock as you progress through said story instead of all being avaible from the start. -t would be nice to eventually get some "normal" scenes of what the teache/master does with aster behind MCs back while back in town, good proper scenes not this peeking thing that Kegani tends to do. Part of my leneancy comes from the banner labeling this as a prototype wich means there is an acknowledgement of the bare bones state of the game and i think it has a lot potential to become great.
MamaLuigiLuigi 2026-01-05
Adult games are a media that are rather difficult to judge and gauge. In some sense a great game can come from anyone and lack support or lack communication from its developers. And some despite their towering influence lack the diligence or ability to overcome their ego to bring forth and remember that their product is not about them but rather about the people that follow them. Prostochel is a fascinating case in this regard a breath of fresh air in terms of development and product and I eagerly watch for whatever cooks behind the scenes with a hunger like no other. Gameplay wise this game is by far not only entertaining and makes you strategize quite well in the process of accumulating adult scenes but it also puts forth a display that is rather hard for developers to quite get right. In my search for silhouette styles of gameplay this experience not only shines above them but allows a veil and intrigue that others very much lack. Since the start of the 1.3 update I have followed watching the progress of this experience in wonder of how a developer can achieve such a blend of gameplay and visuals that want me desiring more. If I do say my only true issue with this game apart from a few minor bugs and a bit of a steep incline into said scenes is the desire for so much more . But if time shows based off what I have experienced so far from the 1.5 update then we are in fact in line for possibly one of the greatest adult games out there. 4/5 and with good hope that it will be 5/5 when the game is done
NightWalker365 2026-01-04
Can the beginning be much more forgiving at the start, or have a designated starting area to play the game first as it is easy for a new player to just lose more gold than they earn simply due to RNG screwing them over with bad loot. Especially when you don't have much to items to start off with. Also losing all of your items is just straight up unforgiving, especially if you are starting off. Could very well be skill issue, but RNG sure as hell screwed me over. To not end this on a bad note, the aesthetics of the game are good, the NTR during the dungeon diving is pleasing. I just couldn't appreciate more with how brutal it feels starting the game.
Karalho148 2025-12-25
Currently a proof of concept more than anything, if you are looking to play it, I'd say skip it and come back in the future. Some softcore animations here and there, most mechanics are not yet implemented.
Chuck228 2025-12-23
As someone who has been here since the start, I honestly love the changes made. There is little currently and may not scratch everyone's itch for hidden ntr. I would like to see a way to see more of what is happening besides the silhouettes and maybe floating text of what is being said. But overall I think it is setting a good foundation to be an awesome game.
Jimmy Rayor 2025-12-23
The gameplay is simple enough, but there really isn't much complexity to the game. It has had the bones set up to go to higher and more difficult levels, but does not deliver on anything worthy of going to those higher levels. No reward to the risk.
Gari Fuze 2025-12-09
I think the setting and overcall concept has a potential to become a 5 star game. But the realization has been abysmal so far, I just cannot find any justification for viewing random blurry gifs. There are no other options but to view highly blurred/dark shadowy gifs in this game. It has literally no content apart from 3 same dungeons, and a few blurry gifs. On top of that most buttons in menu show "WIP", and you cannot even chat with heroine. Dungeon crawling itself is boring here. What is more if you split with fmc, on top of being barely visible and blurry image, also gets broken as a broken mirror. Making it more annoying for a player for a reason, why? On top of being barely visible blurry, scenes do not have any text at all. Currently this game has no strengths or positives in it to give it a high score. Three dungeons which are basically ctrl c + ctrl v, identical, with only one mob/boss enemy image different. This concept/idea is nothing new and is taken from other games, such as karryn prison/dungeon with a girl, that already made it work and are quite succesful. This is a barebone alpha version game, that might or might not become good someday, but it has already been a year in development past initial release, so I would not bet on it, I would bet on it getting an abandoned tag.
Karn52 2025-11-15
It's still pretty early in development but looks very promising. Very solid concept with good execution so far. There's not much in the game but I'll go over some quick points. It's looking like a sandboxy, slow corruption, ntr, with "skill issue" style gameplay where the worse you play the more corruption happens. The H-content seems like it will mostly happen alongside gameplay and will be viewable via the side screen silhouette or peeking so probably no gallery only scenes. I like the basic gameplay loop and think it works well with this setup. The combat is enjoyable as H-content is mixed in with it pretty well. It's a similar combat system as dead end colosseum and that was a pretty fun game. It's currently pretty barebones but just this basic system is 10x better than most rpg maker combat. The animations look good and there's already quite a lot of them in the game. The Dev seems to have some experience with it. The models aren't super stiff and have small moments like swaying and twitching. Again it's hard to say anything concrete as most systems are still in development but I can at least say as of right now it looks like it's going in a good direction.
WaRus39 2025-10-27
It's a very good game. The beautiful girl in the game. A good idea in general for the implementation of the game. In general, the development of the game is very pleasant, the developer collects feedback from the players. I'm really looking forward to new updates

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