Archive for December 2025

Best Visual Novel Releases – December 2025


Due to the rapidly approaching sprawling monster that is Christmas, this months round-up is a little earlier than usual but still filled with the same excellent visual novels as always. It has been a period mostly dominated by the Slice of Life Romance genre with a few other smaller oddities of the horror variety using this time to slip in. Let’s dive in and see what you should be playing from the recent releases.
 

Official Releases

 

Saihate Station - Twilight Railway

Steam    VNDB     Genre – Horror, RPG Maker    Play Time – 2 hours

While technically not a new release, this DLC has received an English and Thai localisation which notable increases the number of people who can now enjoy it. Following on from the events of the base game, Haru Akinashi and Shion Tatsunami are spending their lives together in relative peace until the train suddenly starts to move again. The focus this time is more on Shion than Haru with a deeper dive into their motives and past as the train’s destination latches onto them in its usual twisted way. It is also significantly less interested in the horror element of its narrative and the resulting tale is a highly introspective one where its cast hold the majority of the game’s engagement. Just like the base game this is a short a sweet ride for those looking for something which respects their time.
 

LOVEPICAL-POPPY!

Steam    VNDB    Genre - Slice of Life, Romance    Play Time – 20 hours

After Yaotome Tetsuya’s house burns down he is left with no job and no place to live and takes a job as live-in caretaker of a girls dormitory in order to survive. As you can imagine high jinks ensues with the typical misunderstandings and romantic tension making up a lot of the early slice of life sections. The heroines are the stars of the show in an extremely direct and slightly over the top manner due to how the player gets to see a lot of their personal lives while Tetsuya spends time taking care of them. This adds a nice bit of humanity to what might otherwise be cardboard cut-out girls and gives them enough distinct traits to make them memorable. While LOVEPICAL-POPPY! does not reinvent the genre in any way, this is still a fun time which will appeal to fans of the light and low stakes end of the genre’s spectrum.
 

A Maiden's Serenade

Steam     VNDB     Genre - Slice of Life, Romance    Play Time – 20 hours

During the night of the local Mermaid Festival Shichiri Takumi has a chance encounter with a girl who has a beautiful singing voice and this chance meeting begins a cascade of change to his life. The gentle touch of romance and building of the character’s bonds over time are the game’s main focus. It is completely committed to the love being shown on screen and wants each heroine to have their own clean-cut relationship in order to remove any potential overlap between them. Rather than trying to differentiate itself in its content, A Maiden's Serenade carves its emotional identity into the hearts of its players so they walk away with a feeling of fulfilment and a smile on their faces. Since the game is clear about this upfront you should be know if this is for you immediately and definitely pick it up should it match your tastes.
 

Fan Translation

 

Sousaku Kanojo no Ren'ai Koushiki

Patch Download     VNDB   Genre – Romance, Slice of Life    Play Time – 25 hours

For our final slice of life romance we have a story about a group of characters who each have their own creative passions and have to grapple with marrying it to the struggles of their lives. The protagonist is a writer for games and lights novels and among the rest of the cast are a romance novelist and an illustrator, this focus on creatives and the processes they go through to get and act on inspiration runs across the title’s entire length. In orientating the narrative along this axis Sousaku Kanojo can lend its world and characters a foundation beyond simple romantic interest and paint their conflicts in new colours so the player has something unique to hold in their memories of the game. A well put together story of romance and filled with person battles which will excite those looking for a grounded human story.
 

Tsui no Sora Remake [2025 ver]

Patch Download    VNDB     Genre – Denpa, Psychological Horror, Mystery, Philosophy     Play Time – 18 hours

Another version of Tsui no Sora has been given an English translation, this time it is a new edition of the Tsui no Sora remake released in 2025. It has a lot of similarities to the original remake expect for a major face lift to the sprites, additional CGs, some new scenes and the overall flow of the title has been revised. These changes put it in a weird position when recommending it to people who have played the previous version since while, there is enough here to make experiencing it worthwhile, it can feel very familiar for a good chunk of the playtime. Regardless, it is still a game worth checking out to be remained of just what a powerful game it is to engage with.
 
 

Soundtrack – An Anatomy Of Visual Novels


Feast For The Ears

 
From the moment a visual novel starts to its end, music is always playing in one form or another. It is so omnipresent the player may not even properly register it since its presence is exactly what they would expect and its absence is more striking. Yet a game’s soundtrack holds a lot of power over the various ways it is perceived as well as the tools it has to crafts its narrative and contextualise any mechanical elements. Music has the ability to invoke emotion in the listener which makes it perfect for guiding the player into the desired emotional state for the scene’s events to have impact. When used in an understated manner the soundtrack can build a sense of atmosphere and place without it being spelt out, leaving room for interpretation or manipulation later on. The varied nature of music provides the ability to add or remove elements of a players auditory understanding through the alternation of established tracks or the careful use of silence and shape the way a scene should be parsed when placed as part of the whole experience. Let’s put some headphones on and see exactly how these tools work in practice.
 

Music As Emotion

 
Utilising the ability of music to invoke emotion is hardly unique to visual novels and has been practised throughout history. What is interesting about it is the way its relative prominence within the structure of each visual novel makes it more memorable and significant to the experience than in other types of video game. This is predominately due to the way the soundscape of a visual novel is set up where sound effects are infrequent or understated in favour of having the music do the heavy lifting. Emotional subtly has a strange relationship with visual novel music for exactly this reason, for the most part their soundtracks tend to communicate the intended emotion load and clear so the player can be influenced in a manner which lacks ambiguity. If they attempt to be indirect about it then they might muddy the waters and confuse a scene’s core identity and so it is often avoided at all costs since music is such an important tool. When subtly is brought into the emotional range of the soundtrack it is part of a universal ambiguity running through the entire game in order to prime the player to be able to independently interpret it. This allows the title to weave in a wider soundscape without diluting the music due to its understated nature and the way it has room to show off various flourishes. 
Slice of Life Romance is a genre which musically knows what it wants

One lineage of visual novel music which relies on emotion in a standard way across it titles is the slice of life romance genre. These games lean into a common pool of auditory templates for their soundtracks in order to guarantee the establishing of an easy to understand emotion for each of their narrative beats. For example take Sabbat of The Witch and Neko Para which despite their different developers and intents speak the same musical language. Their soundtracks are modern day and loosely synth in nature with the occasions sprinkling in of an out of place instrument to try and add identity. A majority of their music sets about establishing a light and upbeat mood as the emotional baseline through cheery tunes like Asa no Youki and Nya Soleil respectively. Then there is at least one slightly sombre track, often played on the piano, for the moments of emotional sincerity, such as Tashikame-au Omoi and Tasogare Nyanko. To top it all off is the romantic tracks were love is in the air and the games want to make that as clear as possible in its gentle tones, like Mahou no Hikari and Aibyou. What this common language achieves is creating an emotional short hand the player will come to internalise as they become familiar with the genre and this makes it easier for developers to shape the mood without having the reinvent the wheel to get these results. However, it is also their biggest problem since none of these soundtracks are particularly memorable and, while they can have the right emotional impact in the moment, they lack the ability to leave a lasting impression. While not all use of an established auditory language is in such quite a complete manner, it is nonetheless common when considering certain kinds of tracks. Action music, such as Fight Or Flight from Sorcery Jokers, tends to follow its own specific emotional script defined by a strong and load beat and a fast rhythm used to sell the directness and intensity of the events on screen. As such there is merit in this approach in a broader suite of genres and it can be included in whatever amount is needed.
 

Music As Atmosphere

 
Crafting a tone and setting through a soundtrack is key to the way visual novels approach them. This can manifest in various ways due to the player’s flexible interpretation of music and the angles offered with instrumental choices. Parsing a soundtrack through a cultural filter is a relatively straightforward way of set up an atmosphere using the sense of place associated with the culture. Without having to spend a long time establishing the setting in the main body of the game, an idea of what to expect has formed in the player’s mind and allows the game to skip over unnecessary details. This is even more effective in a real world setting where this understanding is often correct or at least works for the narrative’s purpose. Since this use of culture is such a nebulous idea let’s look at a few example to demonstrate its application. Piofiore: Fated Memories’ 20s South Italian setting and the serious nature of the mafia are clear from the moment the player reaches the main menu with its mixture of jazz and classical tones speaking to the energy of the story and the rapidly changing world around its characters. It consistently maintains this style of music throughout the title even in the different emotional tones the tracks invoke where the energetic jazz gives way to a sombre version. Taking from the other side of the world, Winter's Wish: Spirits of Edo presents its Edo era Japanese setting via the way it pushes its traditional Japanese instruments to the front of each of its tracks. They are often mixed into a group of modern instruments or musical styling yet maintain the sense of being from a distant past by careful putting these elements in the background to supplement rather than overtake the traditional instruments. 
Commiting to a setting for a musical atmosphere can really sell it

Adhering to convention is not the only way to create atmosphere and music can make use of unusual element to make a unique soundscape. These tracks are often accompanied by sound effects of a similarly off-kilter nature since it would clash against more traditions sounds and this limits how useful it can be for a lot of genres. In choosing to utilise odd tracks the visual novel can shift the tone of scene quickly due to how distinct such tracks are when compared to the rest of the musical score and so being able to loadly signal the dramatic change in narrative circumstances. If the tracks make up a major portion of the overall soundtrack then the effect becomes broader and adds an atmosphere where unexpected things are on the cards. Such unusual aspects of the music do not need to be abrasive to get the desired effect as can be seen in The House Of Fata Morgana’s extensive use of vocals throughout its tracks. While it is not uncommon to have vocal tracks in isolation, a large number of them is abnormal and influences the overall atmosphere quite considerably and lends it an almost dream like sensibility. It helps fuel the sense each event depicted is being told to the player by someone reading from an old book and the vocals are this voice faded into the background of the drama.
 

The Nuance of Control 

 
So far all the methods of using music have been on the complete soundtrack and its overall influence. However, any soundtrack is made up of many individual tracks and while they might adhere to these overarching trends they each offer a chance to control the specifics of moment to moment interactions with a game. The most obvious of these has already been covered in the form of how the presence of music can change the emotion or atmosphere of a scene, yet it is the pauses in the music when lend them much of this impact. Silence in a medium where music is constantly present allows its absence to create a greater emphasis on the tracks immediately before and after the gap. The previous track echoes in the player’s mind where they are held in suspense waiting for the next track to start and so when it finally does there is a sense of release given to the new track. In order for this impact to be meaningful each track has to have its own distinct purpose which the section on emotional music gestured towards. These can be anything from music indicating action or everyday scenes to those aiming for a disquieting or cultural atmosphere and their individual effects have been discussed before. It is in their totality where their value can be seen, they are a tool kit the visual novel can dip into in order to add nuance the text and images would lack on their own. Obviously this requires a discerning touch to avoid the risk of overusing the tracks, causing them to lose their ability to contribute to the events they are attached. When the soundtrack is larger this becomes a lot easier at the cost of not having those core memorable tracks which the player will always recall through their repetition. Knowing what a game is aiming for is key to making the most out of the music available.
The House of Fata Morgana is an odd beast in so many ways

Conclusion

 
Choosing what to included and how to shape a visual novel’s OST has a profound influence on the way a player is going to engage with the game. The power music naturally has over our emotions can be utilised to clearly shape those feelings due to how continuous and prominent each one is within the material being presented. As such there is a lot to be gained from introducing a variety of styles into a soundtrack and this allows for a lot of control over the perception of the game alongside a careful use of silence to exaggerate the music. Not only can an OST change the emotions of a scene it can also alter the atmosphere from setting up a particular cultural backdrop to including some abnormal elements to keep the player’s on their auditory toes. When composing for a visual novel the strength and importance of music to the overall experience is something you should keep in mind.
 
 

Lupercalia of the Silent Accord Review – All The World’s A Stage



Genre - Drama, Supernatural    Play Time - 30 hours   Developer - Rupekari    Patch Download   VNDB

 

Theatre Will Make You Good

 
In a city famed for its theatre, a group of students find themselves drawn into the amateur Lampyris Troupe and their new play, Philia. This is a story of loss, acceptance and love told through the cast’s struggles to perform and the friction which forms between them. Its lavish use of theatre visuals and metaphor give the game a distinctive feel and helps support the impact of each major revelation or character moment. The cast is a colourful bunch who all bounce off each other in a fun and believable manner while having interesting scars that make for strong character arcs. Keeping each one of them relevant throughout their screen time is one of the titles biggest achievements as it helps foster a sense community to the group and allowing their development to occupy a larger amount of the narrative space. However, it is plagued by a litany of minor issues from an overuse of flashbacks to romances which feel out of place and this often distracts from the core themes and ideas the game clearly wants to communicate. Are these niggles enough to make the audience leave the theatre? Let’s step into the lead role and find out.
 

Dance Upon The Stage – Narrative and Themes

 
Committing completely to a core metaphor through which all aspects of the narrative are passed has a transformative effect on how a game engages with its material. For Lupercalia this central element is the theatre and it shapes everything from the city the characters live in to the supernatural powers influencing their actions. Through this lens the personal and human are delivered in the same common formula as the greater narrative in order to make them easy to understand while blurring the barrier between them to heighten their emotional impact. Having the entire city be so focused around theatre helps provide a legitimate reason for the game’s use of it since every character is in some way connected to it and had their lives shaped by it. As the troupe set about preparing for the performance of Philia it is their trails and tribulations on this journey which define their arcs and allows them to shine individually and as a whole capable of putting on a compelling performance. Dealing with the practical realities of how a theatre production works gives the player a glimpse behind the scenes in a way that invites a feeling of wonder at the skills involved to make it all come together. When the supernatural elements creep in they treat the fabric of reality like it was a stage with props and backdrops to be swapped out on a scene change or having the people be unwilling actors to be pushed on and off it. No matter how the narrative is framed it remains a distinctly personal one where each character has to grapple with their past and try to unpick the trauma eating away at them. This helps prevent the metaphors from feel too abstract or overly focused on an existing understanding of how theatre works and acts a reference point for the player to invest themselves into this story. The inherently dramatic nature of theatre is played up to make the emotions of the cast and the events of the narrative appear grander and more impactful than they might otherwise. Assisting this is the way the troupe all remain important even when the focus is on one specific member which sells the idea of them as a dynamic group while preventing secondary characters from being forgotten. All these uses of the theatre contribute to a visual novel with an extremely memorable overall identity unlike any other of its peers in the way it and deftly weave them together so naturally.
The stage is front and centre from the moment the game begins

Before covering the story’s issues, let us begin with the conclusion since it is worth keeping in mind for this section. None of the problems listed bellow fundamentally compromise what the game achieves with its use of theatre to craft a compelling narrative, but they do add up and any one of them might be straw that broke the camel’s back for you so keep that in mind. By far the biggest among these issues is the over use of flashbacks to a frankly hilarious degree. This humour is not intentional as the game presents them in complete seriousness, yet there are so many of them that more of the game is spent in the past than the present to the point that it almost comes across as parody. There are few scenes which do not include, or are entirely, flashbacks and this is due to the focus on the cast overcoming their traumas rather than on any present danger. Even the overarching forces at play are firmly connected to the past so this narrative choice is understandable but there is little doubt it becomes tedious when it regularly grinds forward progression to a halt. A more minor issue is the way the title likes to jump between characters and sometimes fails to establish the jump in perspective happened and the player will only realise it after they have been playing the scene for a while. There is a pop up in one corner that appears when swapping perspectives but it is small, easy to miss and nowhere near the text box which is focus of the player’s attention. It is just an unnecessary layer of confusion and brings the player out of the experience. The romances often feel at odds with the themes of overcoming trauma and forgiving other and yourself since they are framed as a form of escapism. All romance routes are made artificial through the way that they only occur due to the supernatural meddling and the correct choices which lead to the true ending all involve rejecting that easy out. Lupercalia feels like it has been saddled with the exceptions of having a romance inherited from it choice of genre and does not know what to do with it and so is only including it out of obligation. This is not helped by the fact the routes to not have any meaning content exclusive to them outside of a vague and fast romance which does little to expand on either party involved and feels hollow overall. The supernatural aspects have a similar uneven use and presentation. They are merely a background element in the first half of the game to the point of characters having oddly dismissing attitudes towards the abnormal things happening around them since it is not currently plot relevant. Once it is in full swing the rules of these powers are nebulous and seem to be whatever the developers want at any given time which makes them feel contrived and somewhat out of place. To top it all off the supernatural is never given a proper explanation for its origin and the game try to hand wave it away by quickly moving on to the dramatic finale and hoping the player will not notice.
Well excuse me...

Something else which can be held against Lupercalia is implicit view that the only type of theatre worth engaging with is tragedy. Not once is comedy ever mentioned or considered even in passing. This is a fairly common attitude throughout history with even the ancient Greeks suffering from this prejudice, but in Lupercalia it stands out due to how it is regularly willing to use humour yet does not want to address this contradiction between its views and actions. For another example of its strange aversion to comedy is its name dropping of Shakespeare tragedies such as Hamlet but its complete failure to acknowledge the other half of the man’s works like Much Ado About Nothing. A real actor would never turn their nose up at good work and would love a chance to test different acting muscles so it comes across as odd that characters obsessed with expanding their acting abilities never consider comedy. Lupercalia is a victim of this historical disdain for what has been seen as lesser form of the art of theare. Always remember for every Aeschylus there is an Aristophanes and for every Macbeth there is A Midsummer Night’s Dream.
 

Theatre Kids – Characters

 
The Lampyris Troupe are the heart and soul of the game and each of its members has a distinct personality which are interacted with in interesting ways. Rather than a harmonious group they are instead a boiling pot of strong egos and this naturally leads to a lot of friction between their competing visions for their roles within the performance. This constant parade of minor conflicts allows the characters to define themselves in a way that builds up organically as the clashes reveal little bits about them. As such when the major conflicts roll round the player has a good sense of how the cast are going to react to them and the game is willing to both play into or against what has been established in order to create well rounded characters. Beyond their disagreements this is a troupe who care for one another and this is shown through their small actions to accommodate and support one another or to defend them from outsiders. Each character shines brightly when they are centre stage and they are a delightful mixture of flaming ambition and crippling trauma which makes them easy to root for while also being entertaining to watch. When they are not the focus of attention they still contribute to other character’s arcs and generally make their presence felt to push the idea of this being the story of the troupe in its entirety rather than just a few important people.
And so the troupe grows larger
 

Stepping Into The Spotlight – Visuals, Audio and Technical

 
Continuing the game’s fixation on the theatre are the visuals which play on the theatrical motifs and colours of the stage to present the narrative’s themes and ideas. This comes across both in the ways the physical structure of the theatre always finds its way into many scenes and the costume of the performers who step into new clothes to embody their roles. As the lines dividing the theatre and the outside world blur through the characters conflicts and the supernatural elements so to does the visual presence of the physical structure finds its way increasingly into the wider story. Once the supernatural is in full swing the theatre becomes a more abstract sight with the architectural motifs reduced to their most symbol nature where the patterns adorning the old buildings manifest an otherworldly power. Beyond its use of the theatre, there is a strong understanding of how colour and mood are linked to one another and this is subtly used to direct the player’s emotions at every turn. Making these visual aspects so upfront means the game can keep stimulating the player with new and exciting iterations on these core elements while having a gentle transition between them so as to not overwhelm the player with so much they become desensitised to it.
The plays are a highlight of the game

From a visual and technical stand point there are two notable issues. The first being the rather loose relationship the character art has with anatomy. This is not the standard strangeness like the large breasts common to certain anime styles but instead a broader inability to maintain a consistent sense of the physical proportions in general from eyes to limbs. Nothing is immune as the whole spectrum is effected from CGs to portraits and it is distracting to have people who look like shapeshifting aliens that do not quite understand the appearance of a real human. How much this will bother the player is going to influence whether they find this funny or a deal breaker. The other issue stems from this being a fan translation and this is the sometimes iffy nature of the grammar chosen by the translator. Every so often the player will have to re-read a section of text out of confusion where it is unclear what it is try to convey. While this is rare enough to not be a deal breaker it is still worth adjusting expectations when coming into this game.
 

Conclusion

 
As the curtain falls Lupercalia of the Silent Accord’s commitment to its core identity allows it to craft an experience which can stand out among a sea of similar titles. Its story of theatre and stage makes for a compelling centre piece for the struggles and drama unfolding around it. The visuals continue the theatrical motif in a bold fashion making for a feast for the eyes where reality and the play blend together. Backing this up is a cast of large egos and memorable motives alongside the friction they brings to the troupe as a whole. However, the numerous minor problems with the execution of its story coupled with the some stumbles in the quality of its visuals and translation hamper it. Yet what it does is not something the player can find anywhere else and make pushing through these issues worth it to play such a powerful title.
 
 

Verdict – 

Theatrical visuals and metaphors provide the foundation for a deeply person tale of overcoming loss and finding hope in the things we love. Even if it does stumble at times when telling it through some odd choices.
 
 

Pros -

 
+ Its complete commitment to the imagery and metaphors of theatre creates a memorable and gripping story which sticks with the player.
 
+ A cast with large egos and deep seated traumas makes for a perfect mix of tension and camaraderie.
 
+ Has a visual identity which pops off the screen and makes for a constantly stimulating display to match the drama of the text.
 

Cons -

 
- Plagued a lot of minor narrative issues that distract from the core experience.
 
- Character designs have a very loose relationship with real anatomy and their physical proportions shift from pose to pose and CG to CG.
 
 

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