Fault Milestone One

Fault Milestone One
The game's cover art, featuring two stylized characters on a white background. The woman on the left, Ritona, has purple hair and wears a dark dress, and the woman on the right, Selphine, is blonde and wears a pink dress. In front of them is the game's logotype, with the words "fault milestone one" in red in front of an orange symbol; the word "fault" is in large fonts and on its own row, while "milestone one" is written below and in smaller fonts.
Cover art, featuring the characters Ritona (left) and Selphine (right)
Developer(s)Alice in Dissonance
Publisher(s)Sekai Project
  • JP: Alice in Dissonance
Director(s)Munisix
Artist(s)Hare Konatsu
Writer(s)Munisix
Composer(s)Luiza Carvalho
Engine
Platform(s)Microsoft Windows, OS X, Linux, Nintendo Switch, PlayStation 4
ReleaseWindows, OS X, Linux
  • JP: August 12, 2013
  • WW: December 15, 2014
Nintendo Switch
  • WW: October 3, 2019
PlayStation 4
  • WW: May 22, 2020
Genre(s)Visual novel
Mode(s)Single-player

Fault Milestone One is a visual novel video game developed by Alice in Dissonance and published by Sekai Project. It was first released in Japan for Microsoft Windows, OS X, and Linux in 2013, with an English version localized and released by Sekai Project the following year. Versions for the Nintendo Switch and PlayStation 4 were later released in 2020.

Fault Milestone One follows the royal guardian Ritona, who uses magic to escape the kingdom of Rughzenhaide, along with princess Selphine, after it gets attacked by mercenaries. The two arrive in a strange country unfamiliar to them halfway across the world, and follows their attempt to return home. It is the first entry in the Fault series, and was followed by Fault Milestone Two in 2015. Considered a "kinetic novel", the game is mostly linear and features minimal gameplay interaction.

The game was directed and written by Munisix, with artwork by Hare Konatsu. The story was initially based on a pitch for a role-playing game delivered to Munisix; being underwhelmed with it, he reworked it until it according to him no longer resembled the original idea. When Alice in Dissonance were approached by Sekai Project about an English localization, they wanted to add some polish first. They financed the localization, as well as ports for other platforms through a crowdfunding campaign in 2014. The game was a commercial success and received positive reviews from critics.