
Reviewed work by excessm · View on DLsite
A weekly turn-based raising sim welded onto a kung-fu brawler in which all 36 opponents are women whose main tactic is to arouse you into losing — and losing costs you weeks off the calendar. It’s built for people who want older-woman/younger-boy content where the erotic material is a mechanic rather than a reward screen, and who don’t mind a game that punishes them for enjoying it. If you want a passive, story-first experience, this isn’t that.
What works

The central idea is genuinely good, and it’s the reason this stands out from the pile: the game runs on a turn structure measured in weeks, so every fight sits inside a training-sim schedule. Lose a battle and you don’t just eat a game-over screen — you lose week progression. The developer explicitly leans into this, dressing defeat up with presentation that emphasizes how much that turn loss stings. It means the erotic content has an actual price attached. In most works of this type, getting worked over by the enemy is the payoff with zero cost; here, the thing you want to see is also the thing that sets your build back. That tension is the whole design thesis, and it’s coherent from top to bottom.
Combat itself is pitched as simple to operate but not shallow. Inputs are intuitive, with deflecting/parrying and special moves layered on top, and the stated goal is a big, sprawling kung-fu-style scrap rather than a stiff turn-based exchange. Crucially, fights are usually not one-on-one — the enemy women gang up on you, and specific enemy combinations unlock joint attacks, so you can end up worked on by two, three, or more at once. This is the part that makes the harem tag structural instead of decorative: the group scenarios aren’t a bonus gallery entry, they’re the default combat situation you have to build around. The erotic attacks escalate on a curve that’s tied directly to the damage system — it starts with touching, moves to attacking the erection you’ve already been made to pop, and if you climax you take massive damage and are all but beaten. Arousal isn’t a status bar for flavor; it’s the loss condition.

The support features around all of this are unusually considerate. There’s an auto-battle option for people who don’t play action games, which matters a lot in a genre where mechanical skill gates access to content. Free Battle lets you assemble your own matchups, tune enemy strength, and apply various handicaps — so if you want to fight one particular trio at a difficulty where you’ll definitely lose, you can just do that. And the gallery covers both individual erotic attacks and the erotic events, so you’re not permanently locked out of anything you triggered once. The work is also tagged as voiced, animated, and with music, which for an action-plus-sim hybrid means the scenes should have more presence than static CGs.
What doesn’t

The best idea here is also the most likely thing to annoy you. Making defeat cost calendar weeks is elegant on paper, but it puts the player’s two goals in direct opposition: you want to see the content, and you want to not get set back for seeing it. In practice that usually resolves into save-scumming, or into grinding to rebuild lost time, and neither is fun. Worse, the game partly defuses its own tension — if Free Battle and the gallery let you view any pairing on demand with adjustable handicaps, the weekly-loss pressure in the main run stops being the price of admission and becomes pure friction. The two systems are pulling against each other, and which one wins probably depends on how much of the content the campaign actually gates.
The other honest caveat is that simple, intuitive combat has to carry 36 opponents. Deflects and specials give it some depth, but action systems built for accessibility tend to thin out well before the roster does, and the presence of an auto-battle mode suggests the developer knows the fighting isn’t the main event. There’s also nothing in the material promising a scenario worth following — this is presented as a systems-and-situations work, so don’t come expecting narrative payoff for your training investment.
Who should buy this

This is Japanese-only — no English support of any kind, in menus, UI, or scenes. How much that hurts depends on which half of the game you care about. The combat is language-agnostic: you can play, parry, use specials, and read the erotic attacks visually without understanding a word. The raising-sim layer is the problem, because that’s where the text lives — weekly scheduling, stat allocation, and event choices are exactly the menu-heavy content a non-reader will fumble. If you’re willing to run a screen-OCR translator (or just accept some trial and error, using Free Battle as your real playground), you’ll get most of the value. If you specifically want to play the training sim as a sim, and understand what you’re optimizing toward, you’ll need Japanese. Fetish fit is straightforward: older women, submissive male protagonist, seduction as combat, and being outnumbered.
Verdict

7 / 10 — the week-loss mechanic gives erotic defeat a real cost that almost nothing else in this niche bothers with, and the group-attack combat makes the harem premise mechanical rather than ornamental; it loses points for a combat system built thin enough to need an auto mode, and for a Free Battle/gallery setup that partly undercuts the very stakes the main mode is built on.
This is the Japanese-language store. International credit cards and PayPal are accepted. The game itself is in Japanese.
Tip: If the DLsite page opens in Japanese, use the language selector at the top-right of the page (globe icon) to switch to English.