Beautiful women are pulled into another world by a summoning rite that hides a second clause: the Law of Master-Servant Contract, written by the prince who stole the throne. Every week, the system called Dance selects whoever catches his eye. Refusal is a felony. Their loved ones wait at home, and the return key sits in one bedchamber.
The Summoning Rite and Its Hidden Clause
The ritual was sold as salvation. An alternate-world summoning brought the dancers over intact, honored, and welcome at court. Only later do they find the fine print threaded through the magic itself: a master-servant contract bound to the crown, not to the country they came from.
The crown is held by the Second Prince, and he took it by force. That single fact rewrites every courtesy extended to the dancers. Their status at court is not guest. It is collateral.
The contract is the game's real antagonist. It cannot be argued with, bribed, or outrun, and it establishes the pressure that keeps every later choice uncomfortable — the reason the story never lets you play it as a clean rescue fantasy.
How the Dance System Works
Once per week the system named Dance makes its selection. It chooses whoever the Prince has taken a liking to, and the summons arrives without negotiation. You learn the schedule early, and the whole game is built around what you do between summons.
Declining is not a free action. Refusal is prosecuted as a felony, which converts a moral dilemma into a resource dilemma — protect your reputation at court, or keep faith with the person waiting back home.
The Prince treats the dancers who already have someone as the interesting cases. That is the netorare engine of the writing: the tension is not what is taken by force, but what is quietly conceded between one weekly dance and the next.
Routes, Endings and the Way Home
Version 1.0.2 is a completed story, so all route content is on the table at download. No waiting on a patch cycle to see whether the dancer you favor gets a proper ending, and community walkthrough threads have already mapped the branching points.
The only clue to returning to the original world is held by the Prince, which means every route ends in a conversation with him rather than a battle. Your ending is determined by how much of the contract you are willing to accept in order to leave.
Player discussion tends to sort the endings into three camps: those who go home alone, those who take someone with them, and those who stop wanting to go at all. The last group is where this title separates itself from ordinary corruption stories.




