
Making Lovers After Stories contains the official extra stories for Making Lovers. Experience the crazy stories that are happening to your favorite girls!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
PART 2 OF MY 2020 DEGENERACY GO
it's not worth the price for 4 hours of content. Also the MC got really mean this fan disc when he was much nicer in the original game.
The three characters of the first FD did a really good job
推的时间比较久远了...唯一让我印象深刻的就是换发型的操作(眼前一黑)
karen is still best girl
1. 산다 2. 깐다 3. 켠다 4. 깬다 5. 본다 6. 싼다 7. 끈다
Im Making Lovers After Their Stories
Making Lovers After Stories, developed by Smee and published by NekoNyan Ltd., is less a sequel in the traditional sense and more a collection of extended epilogues that revisit the romantic routes of its predecessor. Instead of building toward new conflicts or introducing fresh storylines, it focuses on what happens after the relationships have already been established. This gives the game a distinctly different rhythm—one that trades tension and progression for comfort, familiarity, and character-driven moments. Each route centers on a specific heroine, allowing players to dive back into a chosen relationship and see how it evolves beyond the initial confession and resolution. The structure is simple: once a character is selected, the story unfolds in a mostly linear fashion, with very little input required from the player. This design shifts the experience away from decision-making and toward passive storytelling, making it feel closer to reading a series of short, interconnected stories rather than actively shaping outcomes. For players who enjoyed the original game’s cast, this approach works well, as it provides uninterrupted time with characters whose personalities are already well established. The tone remains one of the game’s strongest aspects. It carries over the same blend of humor and warmth that defined the original, using playful dialogue and situational comedy to keep the narrative lively. At the same time, it introduces more grounded, everyday scenarios that explore what life looks like after the initial romance has settled. These quieter moments—ranging from casual conversations to small relationship milestones—give the stories a sense of authenticity, even if they don’t aim for dramatic depth. The result is an experience that feels relaxed and personable, more interested in maintaining charm than in pushing boundaries. However, the effectiveness of these stories is closely tied to familiarity with the original game. Because the characters and their relationships are already established, much of the emotional impact relies on prior knowledge. Without that context, the interactions can feel surface-level, as the game assumes a level of attachment that new players may not have. For returning players, though, this familiarity is part of the appeal, offering a sense of continuity and closure that extends beyond the main story. From a gameplay perspective, the experience is intentionally minimal. Choices are limited, and there is little in the way of branching paths or alternative outcomes within each route. This makes the game highly accessible, as players can simply follow the story without worrying about making the “right” decisions. At the same time, it reduces replayability, as each route plays out in a largely fixed way. The incentive to revisit the game comes primarily from exploring different characters rather than uncovering new variations within a single storyline. Visually, the game maintains the same polished character art and bright aesthetic as its predecessor. The presentation is consistent and expressive, with character designs that effectively convey personality and emotion. While there are new illustrations, many assets are reused, reinforcing the sense that this is an extension rather than a fully separate production. The overall visual quality remains strong, but it does little to distinguish itself from what came before. The relatively short length of each route further emphasizes the game’s role as supplementary content. Each story is concise, focusing on specific moments rather than extended narratives. This keeps the pacing tight and prevents the experience from feeling drawn out, but it also limits how much depth each route can achieve. The game feels more like a series of snapshots than a continuous journey, offering glimpses into the characters’ lives rather than fully developed arcs. Ultimately, Making Lovers After Stories succeeds by embracing its purpose. It doesn’t attempt to expand the scope of the original or introduce new gameplay systems—instead, it focuses on delivering more of what fans already enjoyed. Its strength lies in its ability to recapture the tone and charm of its predecessor, providing a comfortable and engaging experience for those who want to spend more time with its characters. For players who are already invested in the world and cast of Making Lovers, it offers a satisfying continuation that adds warmth and closure to familiar relationships. For newcomers, however, it may feel incomplete, as much of its appeal depends on existing attachment. It is a well-executed companion piece that delivers on its intentions, even if those intentions are modest in scope. Rating: 7/10
The stories still good and Karen still the best I just don't like the price, and why make it as standalone game when it's so short?
Неплохое дополнение к VN. Есть шуточки, местами мило, не затянуто. Вполне на уровне оригинала, а может даже лучше учитывая краткость -> концентрированность.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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