The Ares Fall
by PantsuDelver
Game Details
- Version
- v0.12a
- Developer
- PantsuDelver
- Engine
- Ren'Py
- Status
- Ongoing
- Language
- English
- Censored
- No
- Updated
- 5 August 2026
About
Leo Kaito is Iron Tier on a station that runs on unofficial rules, and his relationship with Kaira only works as long as nobody enforces them. His mother is unraveling on the lower decks, missing shifts and dodging questions, and something else is spreading through Ares that presses behind the eyes and demands affection be paid back.
The story follows Leo watching the people around him get worn down by something he can't name, while his own place on the station stays exactly as precarious as it started. It's less a romance than a slow record of how people justify what's being taken from them.
You make the choices that shape every relationship on the station, but the game keeps circling back to remind you what betrayal actually feels like from the inside. Standard and Hardcore modes change how far that betrayal goes, and a casual mode lets you save anywhere and skip the minigames if you'd rather just watch it happen.
Changelog
- Casual mode [save anywhere you want, mini game skip]
- To new content button
- 5.5 new CGs
- 5 new animations
- Multiple mini CGs
- A lot of new backgrounds and characters
- 20,000+ new words with branching
- 4 new CGs
- 5 new animations
- 15,000+ new words
- Split Standart/Hardcore modes
- Bug Fixes (Graphic/Logic)
- initial zone release
- AI CG Tag:
- As for the art, the workflow itself has not changed much since Hitomi, except for higher resolution. For those who do not know, I generate backgrounds and then post edit them. Clothes and individual elements are roughly hand drawn, pushed through img2img, and then post edited. Characters are drawn by me, both sprites and CGs (nude ones, yeah sometimes I use inpainting when a pose or a specific body part does not look quite right).
- The animations are generated at 1280×720 because that's the highest resolution I can realistically generate on the hardware I have access to. After that, they're upscaled and frame-interpolated to 2560×1440.
- The artwork itself, however, is created at a higher resolution than 1280×720, which is why it looks noticeably sharper than the animations. That's also the reason there's a toggle to disable animations if you prefer the higher-quality static images.
Talk about this game