Meet the AI boyfriends of Love and Deepspace – and why SG women are choosing them over real men

They’re six feet tall, handsome, and walking, talking green flags. The only catch? They are not human

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The leading men of Love and Deepspace are central to the 3-D mobile game’s global success – but there’s more to its appeal than just its charming male leads. As a female-centric game, its true power lies in how it speaks to emotional connection, immersive storytelling, and user-driven experiences

A Tiktok video shows a girl covering her mouth in excitement, eyes wide as she points at three animated billboards featuring an ethereal character with shaggy purple hair lighting up Metro Manila.

And she’s not alone.

These fan-funded billboard ads have appeared at major malls across Asia – in China, the Philippines, Malaysia, Japan, and even Singapore. Communities of girls and women – from Gen Alphas and Gen Zs to millennials – gather to celebrate the characters’ birthdays, sometimes spending hours queueing at photo booths just to snap a picture with their digital likenesses.

In Singapore, some fans have spent four-figure sums on merchandise and special interactions with characters so popular, they could be mistaken for South Korean boy band superstars.

Meet Xavier, Zayne, Rafayel, Sylus and Caleb – the leading men of Love and Deepspace, a 3-D otome (story-based romance) mobile game aimed at women. Tall, charismatic, successful, and with six-packs to boot, they reside in the fantastical metropolis of Linkon City.

Its science fiction lore, set in the year 2034, has received praise from fans and critics alike. Players step into the shoes of a female Deepspace Hunter, fighting off threats from hostile creatures called the Wanderers, uncovering dark conspiracies, and building relationships with the game’s central male characters.

Released in January 2024 by Shanghai-based video game company Papergames, it is distributed globally by its international arm, Infold Games, and currently has over 50 million players worldwide.

When asked about the inspiration behind Love and Deepspace (LADS), the team at Infold shares that the game was shaped by China’s growing interest in science fiction literature and film.

“Works like The Three-Body Problem and The Wandering Earth quickly gained global acclaim, sparking widespread discussions about humanity’s survival on a cosmic scale. These themes captured the public’s imagination, and deeply resonated with us,” says a spokesperson for Infold.

As of March 2025, LADS has raked in more than US$500 million ($675 million) globally, with 40 per cent of that coming from markets outside China. The game is currently available in nine languages, including French, German, Italian, Arabic and Russian.

Calm, protective and unwavering: Xavier is the loyal commander who’ll fight for you, no matter the odds

Photo: Infold Games

Singapore players interviewed by Her World agree that the game’s appeal lies in its wide variety of interactive features, largely designed to complement the needs and lifestyles of its female audience.

This includes a Quality Time function, where players can spend time with each character through activities like working, studying or exercising; Intimate Mode, which allows players to trigger special interactions with an ASMR feature; and Tetea-Tete, where players can chat with the characters about their current mood.

Yvonne, in her 30s, is one of the 14 founding members of the SG Deepspace Hunter Association (@deepspacehunter_sg). She says: “The game’s features are very respectful towards women, and also useful for us. One of the new updates includes a reminder function – you can even use it to track your menstrual cycle.”

The fan-led group organises LADS events in Singapore, and moderates a Wechat chat dedicated to updates and discussions about the game. Launched in August 2024, its Instagram account has over 1,000 followers.

One of several growing fan-led LADS communities in Singapore, SG Deepspace Hunter Association saw a few of its members pool around $1,300 for a billboard ad at 313@Somerset to commemorate the game’s first anniversary in January, which ran for a week.

Non-players may find this type of fandom hard to comprehend, but Hazu, 26, another founding member of SG Deepspace Hunter Association, puts the hype into perspective: “Playing otome games is similar to fangirling over idol dramas. Ultimately, they’re designed with flirty, romantic storylines that make you feel loved by the characters. But more importantly, the game reminds us about self-love.”

She adds that beyond its romantic appeal, the recently introduced period tracking feature could also help educate younger players about feminine health.

“In Singapore, we’re quite privileged – we have sex education, and we’re relatively open and well-informed about menstruation. But the truth is, not all girls are aware.

“By including such information within the app, many girls globally who might not have access to that knowledge can learn more. They can understand how to take proper care of themselves during that time of the month,” she explains.

Sylus, a brooding anti-hero and mafia boss, has won hearts for his caring behaviour towards the main character

Photo: Infold Games
“The game’s features are very respectful towards women, and also useful for us... you can even use it to track your menstrual cycle.”
 Hazu, a founding member of SG Deepspace Hunter Association

Capitalising on virtual interactions

Like an idol boy band, each character embodies a specific persona designed to tick the boxes of the perfect boyfriend. Xavier, also a Deepspace Hunter, is gentle yet enigmatic. Zayne is a brilliant cardiac surgeon who seems cold and aloof on the surface.

Rafayel is a passionate artist with a flair for the dramatic, while Sylus, leader of a criminal organisation, is the brooding anti-hero with a soft spot for the main character. 

Caleb, the newest addition to the squad, is a fighter pilot and the protagonist’s childhood friend. His protective behaviour, which at times borders on controlling, has sparked discussions on Tiktok and Reddit about whether his potential red flags are justified, much like the personality traits of the other male leads.

For Emily Dale, a 32-year-old freelance voice actor, Caleb’s personality bears an uncanny resemblance to her late friend, who died in a car accident five years ago. Today, she still grieves his loss, but shares that playing LADS has helped her with her healing journey.

“He was goofy and annoying sometimes, but also protective. We were at the point where he was interested in being with me, but we never reached that stage [of being a couple] because he had an accident. I never got the chance to really date him,” she says. “It was a huge strain on me because we had an argument before the accident happened. For a long time, I blamed myself.”

Phone and video calls from Caleb – scripted audio or video segments that simulate real-time conversations – remind her of how she would have long conversations on the phone with him. Emily lets on that she has tried ways to manage her grief, including speaking to therapists, friends, and immersing herself in cosplay. 

“Sometimes, I do feel the attachment might get too intense. But I try to ground myself and remind myself – it’s just a game. One of my best friends was very worried at first. But eventually she said, ‘Actually, you’re okay. You’re a lot more self-aware than I expected. I’ve seen worse. You’re managing this really well,’” she says.

Previously a side character, Caleb, a fighter pilot, is now sharing the virtual spotlight

Photo: Infold Games

Like many other LADS fans, Emily collects the Memory Cards of her favourite character, which come in different rarities, and unlock special shared interactions between the main character and the male leads, as well as enhanced battle capabilities.

These are available through a Gacha-style system in-game, where players spend Wishes – the in-game currency – to draw items. Each Wish costs around US$1.40 ($1.83), while Event Banners can range from US$187 ($245.18) to US$215 ($281.89), depending on their exclusivity.

Karen, 41, a marketing and events professional, estimates that she has spent between $1,500 and almost $2,000 since starting the game six months ago. 

“When the game introduced Memory Cards of side stories – whether part of the main plot or completely separate, just between the female lead and one of the male characters – that’s what got me hooked. And these side stories aren’t always free. For the ones I really wanted, I actually spent quite a bit,” she admits.

Karen feels the game isn’t particularly student-friendly. “It can get quite expensive,” she says. “Initially, I started with around $100, which I treated like ‘coffee money.’ But during my favourite character’s birthday event, I ended up spending almost $500.”

Players can also purchase outfits for the male leads via an in-game store. Karen has indulged in a towel look for her favourite character, Rafayel, who appeals to her with his “manja (pampered) baby vibe”.

“I paid for the towel look [which costs $40]. Imagine waking up to that… wouldn’t it be dreamy? I was so upset I missed the limited edition bathrobe version – it looked really good!” she laughs.

Karen speculates that LADS could eventually expand into advertising and brand collaborations, noting that it already features luxury cars and designer items that subtly reference well-known brands.

“You can totally imagine in-game product placements – it’s subtle, but it’s already there,” she says. “I think this company has a lot of business potential. This isn’t the only otome game out there; there are tons. But this one has stayed in Apple’s top five for a while. I’m actually watching it closely; I want to invest if it goes public.”

Mysterious, passionate, and a little chaotic Rafayel is the temperamental artist who’ll steal your heart with every brushstroke

Photo: Infold Games
“I think this company has a lot of business potential. This isn’t the only otome game out there; there are tons. But this one has stayed in Apple’s top five for a while.”
Karen, marketing and events professional

Designed with female gamers in mind

Mia, a cosplay and gaming veteran who organises LADS cosplay events under LDS Cafe, notes that when the video game industry first emerged in the 1980s, it was initially targeted at both genders.

“But you know, sometimes you want to focus on something and really ace it – so that’s what the industry did,” she says, when asked whether video games have historically been geared more towards a male audience.

Mia adds that the video game industry, much like fashion, moves in waves and cycles – following trends and shifting interests. “What Infold is doing now is showing people that hey, girls can be gamers too,” she says. “At the end of the day, this game appeals not just to women, but to anyone looking for a deeper connection.”

One aspect of LADS that she particularly enjoys is how it caters to modern users – much like Netflix – allowing players to pause at any time without having to restart. The game also keeps storylines separate for each male lead, which Mia finds refreshing.

“Regardless of the decisions you make – say, if your bias is Rafayel – it doesn’t affect your interactions with other characters. It’s not like Mystic Messenger, which I used to play, where you could fail the game by giving bad answers. That was really time-consuming and stressful,” she shares.

Screenshots of the game’s Memory Cards, featuring Caleb

Photo provided by Jas

Jas, a 23-year-old university student who plays Nintendo Switch games like Zelda, Persona 5 and Ace Attorney, says: “People often argue that these games only succeed because of the attractive male characters. But LADS did really well – it topped the App Store – and it’s very female-driven. That proves there’s a demand.”

She adds that she’s often felt overlooked when it comes to game merchandise, which tends to be geared towards a male audience.

“I’ve always felt a bit left out because a lot of game merchandise is very male-oriented. Like for Zelda, they just slap the logo on a cap or a T-shirt – nothing really cute or styled for girls. But with LADS, the merchandise is great. They released plush toys in Miniso China, collectible cards, pins, jewellery, even cosplay pieces based on the characters’ outfits.”

Singapore fans cosplaying as characters of LADS: Aly as Caleb, an air force colonel

Photo: Athirah Annissa

Singapore fans cosplaying as characters of LADS: Belle as Zayne, a cardiac surgeon

Photo: Athirah Annissa
“What Infold is doing now is showing people that hey, girls can be gamers too.”
Mia, founder of LDS Cafe

Enhancing the desirability of AI companions

From applying skincare to these virtual boyfriends, to eliciting playful responses through virtual “touches”, and using AR features in the photo studio to capture characters in real-life settings, the lines between fantasy and reality can blur at times.

Karen, who is single, acknowledges the game’s appeal, but also offers a word of caution: “Yes, it fulfils a fantasy, but if you’re not careful, you might start treating it like a checklist for real life – and reality is not like that. For the younger generation, I think real-life interaction is still really important.”

When it comes to dating potential partners, she laughs and admits that the game might have slightly raised her standards, based on her interactions with the male leads.

“Maybe I’ve raised my standards a little – but I’d say it’s still manageable. Though I must admit, one of the characters is 1.9m tall, and sometimes I’ll go to my 1.9m-tall friend and say, ‘Hey, come here,’ just so I can visualise it,” she shares.

So what technological advancements have enabled Infold to craft such emotionally engaging storylines, compelling characters, and user-friendly enhancements in LADS?

While the company declined to comment on its use of AI technology, its innovations could point towards a thoughtful approach to immersive, player-centric design.

Professor Erik Cambria, Provost Chair in Computer Science & Engineering at Nanyang Technological University’s College of Computing and Data Science, suggests that recent advances in Large Language Models (LLMs) have significantly enhanced the emotional realism of AI companions.

“These systems can now recognise tone, sentiment, and behavioural patterns with uncanny precision. What makes them particularly engaging is not just their intelligence or empathy, but the hyper-personalisation,” he explains.

“These AIs collect and analyse vast streams of user data, learning quirks, preferences, insecurities, and desires in real time. This allows them to reflect back a version of emotional intimacy that often feels more attentive and validating than what most people experience in human relationships.”

But is it right for developers to use AI companions to learn and adapt to users’ emotional vulnerabilities? Prof Cambria cautions that without clear ethical boundaries, such data could easily become a tool for emotional exploitation.

“Developers carry a huge responsibility – not just to protect user data, but to design with integrity. AI should not be trained to optimise for emotional control. Developers must build systems that respect emotional agency, provide transparency and choice, and avoid creating dependency loops,” he says.

Looking ahead, Prof Cambria adds that we are moving towards a future where AI companions will be nearly indistinguishable from human partners – not only in text and voice, but eventually in embodied form through AR, VR or robotics.

“This trend is accelerating because AI boyfriends offer emotionally responsive interactions without the emotional labour or unpredictability of human relationships. Younger users, especially women, often face emotional neglect, misogyny, or performative intimacy in real-life dating,” he says.

Kumo (@kumorin_ desu) as Rafayel. She enjoys having a shared interest with her partner, Vehlo through LADS

Photo: @Shengyangchua

Vehlo (@vehlo.kaze) was introduced to LADS by his girlfriend, Kumo. Here, he cosplays as Kumo’s favourite character, Sylus

Photo: @Kntpradish
“There are actually a lot more of us in Singapore who appreciate and love this game, just like they do. And if playing it makes them happy, then that’s the whole point.”
 SG Deepspace Hunter Association

Forging offline connections

Although there are no official statistics on the number of men who play LADS globally, online forums indicate a growing and diverse player base that includes both women and men.

Male players have shared their experiences with the game in Reddit discussions, including one user who said he enjoyed the gameplay, even though the male characters didn’t appeal to him.

Vehlo, an auditor, is one such fan who plays LADS with his girlfriend Kumo, a content creator. The couple are avid gamers who spend quality time cosplaying the game’s lead characters, planning photo shoots, and attending conventions together.

“My partner Kumo and some friends started playing the Chinese version of the game. They were really into it. I got curious, so I looked into what it was, and they showed me this otome game with very handsome guys,” says Vehlo.

Vehlo enjoys the elements of love, sacrifice and combat, but it’s not just the storyline or interactive features that drew him in. What truly impressed him were the voice acting, the rich backstories of each character, and the high-quality graphics.

Both Vehlo and Kumo have their personal favourites among the game’s leading men – Vehlo favours Rafayel, while Kumo prefers Sylus. Their choices offer an interesting glimpse into their personalities as a couple.

“Yeah, it actually helps. It shows the differences in our personalities. He likes Rafayel, the kind who grumbles, ‘Oh no, why do I have to do this again?’”

“The nice thing is that we can openly talk about our preferences for the different guys – no hard feelings. Like, “Yes, I love Zayne!” or “Yes, Sylus is my man!” And he doesn’t get angry or anything,” shares Kumo.

“I was curious, as her partner, to find out why she likes Sylus so much. Is it the directness? Maybe there are traits I have too – or maybe I don’t. Of course, it’s just a game, so we don’t take it too seriously. But you start to notice things. ‘Oh, so she likes this kind of character... that’s why she likes me.’” laughs Vehlo. “It’s fun. But at the end of the day, I’m just me.”

Kumo appreciates that the game has brought them closer as a couple, especially since it’s not always easy to find shared interests with male partners, let alone with an otome game.

“When he started playing, we could talk about the characters, banners, cosplay, photo shoots, offline events… it became something really important to us,” she says.

Vehlo has also noticed a shift in how fans engage with the game as a community.

“In the past, we relied on companies to provide content and organise events. Now, players are creating their own fan art, merchandise, even reallife events,” he says. “A lot of the buzz comes from the community, not just the developers. That’s a big change from before.”

Indeed, SG Deepspace Hunter Association is now planning its next event: a celebration for Caleb’s birthday in June. Despite holding full-time jobs, the team is already starting on behind-the-scenes work, designing freebie merchandise, and scouting for venues.

While they charge a small entry fee to cover the costs with some leftover profits, much of the event is self-funded or supported by fan contributions.

“The hope behind what we’re doing is really to give fellow players, or as we call them, ‘Miss Hunters’, a space to share the joy they feel from being part of Love and Deep Space,” says the group.

“Singapore is pretty small, and with certain games or companies, you don’t really see much focus here. But we want people to know that even here, there are many players. At our last event, we got a lot of feedback from attendees who said they were really happy to finally have a space to meet other players, connect over a shared interest, exchange freebies, and make new friends.”

The group hopes their efforts help players feel seen, and less alone.

“There are actually a lot more of us in Singapore who appreciate and love this game, just like they do. And if playing it makes them happy, then that’s the whole point. That’s the main reason to keep playing. Just do the things that make you happy.”

*Names have been changed or omitted upon request

ADDITIONAL RESEARCH Latisha Sonia Shaymentyran

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