...One Week Later.
I was hooked.
Like, seriously hooked.
I had gone from mocking the game to booting it up the moment I got home, still in my work clothes, half-dead from lifting steel beams all day.
And the worst part?
It wasn't even that popular. In fact, it was teetering on the edge of being a complete flop.
A hidden gem, I guess.
It made me think about game design—something I hadn't thought about since dropping out of college.
What really makes a good game?
In RPGs, it's all about growth. Leveling up, getting stronger, unlocking new content—an endless sense of progress.
But in romance sims? Especially ones made for women?
It's the story. The emotional payoff. The characters. You don't grind levels—you grind feelings.
And in that sense...
> "Echoes of the Crimson Throne is criminally underrated."
On the surface, it's a cliché romance fantasy: a commoner girl trapped in political intrigue, surrounded by gorgeous nobles, each with their own tragic backstory and mysterious past. The heroine endures, grows stronger, and eventually finds love.
Yeah, nothing new there.
But what sets this game apart isn't the setup—it's the delivery.
The pacing is slow, deliberate. It doesn't rush into cheesy confessions or forced drama. The characters actually feel… human. Flawed. Conflicted. Even the "villains" aren't just mustache-twirling caricatures—they have motives. Regrets. Pain.
Sometimes, I'd stare at a line of dialogue for minutes, not because I didn't know what choice to make, but because I cared.
I wanted Lilia to stand up for herself. I wanted Elric to pull his head out of his royal ass. I wanted justice for the servant who got fired because of a false rumor.
And yeah, I knew it was just text on a screen. But it felt real.
Maybe that's why I kept playing.
Even when I knew I had work the next morning. Even when I swore I'd stop after one more chapter.
Even when I caught myself thinking about the characters outside of the game.
This thing had sunk its claws into me.
I actually liked the story quite a bit.
And honestly? Most of the characters grew on me too. Even the ones I thought I'd hate at first had layers, depth, personality. It wasn't the typical shallow cast you see in most romance sims.
But if you asked me to pick a favorite—just one character who stood out the most?
It would have to be Alice Draken.
Yeah, her. The antagonist.
She wasn't the heroine. She wasn't even a hidden love interest. She was the classic noble villainess—the one standing in the protagonist's way, always cold, sharp-tongued, and absolutely unwavering in her pride.
But man… she was fascinating.
Maybe it was her design at first. I won't lie, the exclusive illustrations and 3D renders of her were top-tier. Silver hair with the faintest hint of blood red eyes, eyes like frozen sapphires—poised and regal, like she'd stepped straight out of a painting.
But it wasn't just the visuals.
Her story hit different.
A character raised in the heart of aristocracy. Trained from birth to embody grace, dignity, and discipline. A noblewoman engaged to the crown prince, burdened with the impossible task of keeping her family's name unblemished.
She wasn't cruel for the sake of cruelty. She was calculated. Controlled. Elegant even in confrontation.
She wasn't chasing power—she was clinging to the only life she'd ever known, the only future promised to her since childhood.
One line, in particular, stuck with me:
> "Still chasing after the prince, are you? It would be wise for a commoner to know her place."
Cold? Yeah. Arrogant? Sure.
But beneath that was something… tragic.
You could feel the desperation buried under that icy exterior. A woman watching her life fall apart piece by piece, while she stood tall because crumbling wasn't an option for someone like her.
She wasn't fighting for the prince—she was fighting not to be forgotten.
And the game? It never painted her as a monster. It let her be human.
She was a villain, yeah—but one of the best I've ever seen.
Honestly, there were times I wanted the game to give her a route. To see her break free of the expectations, the politics, the prince who barely understood her. To see her choose her own path for once.
But maybe that's what made her compelling.
She wasn't made to be loved. But somehow, I ended up caring about her anyway.
That's how you know a character's done right.
"The game was good."
I muttered to myself, leaning back in my creaky chair, the glow of the monitor flickering softly in the dim light of my room.
I'd finally done it—reached the end.
After hours of carefully choosing dialogue options, grinding affection points, dodging death flags, and sitting through enough emotional cutscenes to drain a small ocean, I'd seen the ending of Echoes of the Crimson Throne.
"Now all that's left," I yawned, rubbing the sleep from my eyes, "is to get some damn rest, go to work tomorrow, and make sure to rub this in Minji's face."
She still hadn't finished it. All that talk about how amazing it was, how emotionally intense the story got—and here I was, ahead of her. For once.
I smiled, smug and satisfied, and finally shut down the game.
My head hit the pillow five minutes later.
I expected to wake up in my dusty apartment, maybe with a sore neck and the usual Monday blues gnawing at my gut.
But instead…I woke up in different body.
My mouth went dry.
"No... no way."
This had to be a dream.
A really vivid, messed-up, game-overdose-induced hallucination.
But it wasn't.
I wasn't in my apartment anymore.
I was inside Echoes of the Crimson Throne.