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Watch trailer on Steam ↗Cycle of Struggle: Ardengrad
Visionary Impact · Published by Visionary Impact
Content notice: Use of strong language in everyday dialogue and emotionally intense scenes. Sexualized remarks and crude humor, reflecting the student environment and the personalities of the characters. Themes of psychological vulnerability, anxiety, and loss, explored through dialogue and the protagonist’s inner monologues. This game contains psychologically intense and emotionally challenging content. Players who are sensitive to such themes or are experiencing mental health difficulties are advised to prioritize their well-being and proceed with caution.
Very Positive — 97% positive (58 reviews) · 10 achievements
Last updated 28 Sept 2026
Cycle of Struggle: Ardengrad is a visual novel about politics, love, and the cost of historical choices in an alternate world. You are a student drawn into events that will soon erupt into civil war. Here, ideologies are not just words—they define people’s fates. Every decision leaves a mark.
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Price history
Adventure, Early Access, Casual · 2026 · More £5 - £15 games
Discover the consequences of your choices as a student caught in the crossfire of ideologies and love in Cycle of Struggle: Ardengrad, an early access visual novel from Visionary Impact.
About this game
Ardengrad. University lecture halls, kitchen-table conversations, student rallies.
And then — elections, repression, the country torn apart, and civil war.
Yura is a student at Ardengrad National University, used to keeping his distance. By chance, he ends up joining a political science club, where arguments about the country’s future at first seem like just another part of university life. But politics soon spills beyond the classroom walls. The city fills with fear, violence, and street clashes. Friends find themselves on opposite sides of the conflict, and closeness to other people becomes not a comfort, but a risk.
HEROINES — FOUR PATHS, FOUR FATES
In the political science club, Yura meets four young women, each responding in her own way to the collapse of a shared world. They will become his allies, his rivals, his friends… or something more. But in Ardengrad, personal choice cannot be separated from politics, and feelings offer no protection from consequences.
Katya — faith in collective struggle and historical justice.

Anya — caution, intelligence, and distrust of grand slogans.

Nadya — the will to survive in a world that does not forgive weakness.

Masha — torn between duty, faith, family, and her own conscience.

What begins as a story of student life and debates about the country’s future gradually turns into a chronicle of collapse, loss, and decisions after which there is no return to the life that came before.
WHAT AWAITS YOU
A branching story with multiple routes and endings
A political and human drama where beliefs are tested not by words, but by actions
Romantic storylines in which intimacy becomes both support and vulnerability
A journey from everyday life to catastrophe: from conversations and student circles to protests, repression, and war
Difficult choices with no easy answers
An alternative world with deep lore, whose history and inner contradictions shape the fate of its characters
Who will you be when history stops talking and opens fire?
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 or above
- Processor: Dual Core 2.5 GHz
- Memory: 4 GB RAM
- Graphics: 2 GB VRAM
- DirectX: Version 11
- Storage: 4 GB available space
- Sound Card: DirectSound compatible
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
A Small Audio Update
As part of the preparations for releasing the "Cycle of Struggle: Ardengrad" OST on YouTube, I’ve mastered some of the tracks. There have been a lot of requests for a standalone soundtrack release, so I’ve started polishing the music to make it sound better outside the game as well. The corresponding tracks in the game have also been updated: the old versions have been replaced with mastered ones that have gone through additional technical processing. The music should now sound cleaner and more cohesive. During the review, I also managed to catch and fix a few minor issues in the voice-over and localization.Read full article on Community Announcements (Dalmax)Patch NotesOfficial
Hotfix 26062026-1
Fixed an unfortunate stylistic issue in the original text of the article about "Domovoy Sychik," which suffered from repetitive syntactic structures. The same error carried over into the localized versions, which have now also been corrected.Read full article on Community Announcements (Dalmax)Patch NotesOfficial
Update 1.3
This update focuses on two main areas: revising the opening of the game and improving its localizations.The early scenes have undergone substantial editing. I tightened the pacing, cut some of the more drawn-out narration, and shortened passages in which Yura spent too much time reflecting on his emotional state and general outlook on life. The opening simply took too long to get moving before reaching the characters, conflicts, and events that actually drive the story.Players now reach the first key character interactions sooner, bringing them more quickly to what most people play visual novels for in the first place: characters, dialogue, choices, and, of course, new sprites for the female cast.A major part of this update was devoted to localization work.The Belarusian translation received an extensive editorial overhaul. Heavy Russian calques, unnatural phrasing, and Russian-influenced syntax were removed. The Ukrainian translation underwent a similar editing pass, making it considerably more natural and idiomatic.The Simplified Chinese and Japanese versions were further refined. Latin American Spanish was also extensively revised: terminology, names, recurring expressions, and repeated phrasing were standardized so that the translation reads as a cohesive whole rather than a collection of scenes translated and edited at different times.There was also a small visual update. An overly bright nighttime street background in Yura’s courtyard was replaced with a darker, more subdued version that better reflects the intended time of day and atmosphere.As a finishing touch to the update, we’ve included a short article about Domovoy Sychik. Naturally, it has been localized into all of the project’s announced languages.This may not be the most immediately noticeable update in terms of new content, but it represents an important quality pass. The opening now moves faster, the localizations are cleaner and more consistent, and the updated background better matches the inten...Read full article on Community Announcements (Dalmax)Patch NotesOfficial
Monthly Update: The Act 2 preview has gone into voice acting
In the previous production update, I talked about the decision to develop K/A and M/N in parallel. At the time, this was primarily an architectural decision: not to split the two routes into separate production eras, but to build them as two sides of the same story.This month, that idea moved from planning into production. The Act Two preview block is now complete in scope and has already been sent out for voice recording.This is a full-fledged slice of the game: 10 files, 16 named roles, 2,256 lines, and more than 14,000 English words to record. In practice, this is the first major test of Act Two not only as text, but as a future visual novel: with rhythm, voices, scenes, pauses, and actor performance.For me, this is an important milestone. Voice acting strips away self-deception very quickly. As long as the text lives inside a script file, it can seem coherent simply because the author still holds the whole structure in their head. But when a character has to differ from the others not only by function, but by voice, breath, the way they apply pressure, avoid an answer, or fall silent—that is when the real test begins.Because at the core of everything I am making lies the study of human beings. That is why people read in the first place. Not for the world, not for the plot, not for the ideas. All of those are powerful tools, but they only work when a living person passes through them.You can write hundreds of pages about Ardena’s political system, the physics of chronite, or the structure of the university—and the reader will still yawn. But when Yura clenches his fist in his pocket and feels his fingers go numb; when he cannot scrub his own past off his hands; when Yesya silently cuts bread because she is afraid to say one word too many—that is when the reader stops being an observer. They become an accomplice. And that is the only thing that makes literature, and the visual novel script as its own unique hybrid form, truly alive.That is why I prepared the scrip...Read full article on Community Announcements (Dalmax)Patch NotesOfficial
Production Update: K/A and M/N Will Be Developed in Parallel
Originally, I planned to bring the K/A route fully up to the required level first, and only then switch to M/N. From a development standpoint, that seemed more convenient: one route and one production line.But as work progressed, it became increasingly clear that this approach would be wrong for the story itself.K/A and M/N are two different trajectories of the same Yura within one large historical catastrophe. They reveal different sides of the same conflict and gradually converge around the central problem of the "Cycle".K/A is the Thesis. The combat brotherhood of students, street politics, the editorial office of "Vesna", and home as a second front. It is Katya with her fiery ethics of solidarity, and Anya with her cold logic of information. It is the historical boundary where Yura will be stripped of his right to mauvaise foi, self-isolation, and self-pity.M/N is the Antithesis. The shadow side of Ardengrad. Closed offices, big money, elite archives. It is Masha, who has been left with lineage, duty, and an impeccable role instead of a life of her own; Nadya with her class anger, personal loyalty, and bought-but-never-owned strength; and radioactive knowledge that cannot be reached from the street.For me, it is important that these routes are perceived not as two separate works, but as two parts of one larger design. They have to echo each other, argue with each other, and gradually reveal different sides of the central problem of the "Cycle".That is why the production plan is changing. The first act of K/A and the first act of M/N will be written in parallel and released together.On their own, each route gives an incomplete answer. Together, they become the key to what "The Cycle of Struggle: Ardengrad" truly is. Before the full release of these acts, I also plan to release a separate teaser: the opening scenes of K/A and M/N.This will be a full preview block of roughly 30,000 words. In scale, it will be close to the already released first exposition act. Its ...Read full article on Community Announcements (Dalmax)






