It is unclear how this happened so quickly, because by sheer wordcount this book-game is longer than any five or ten reasonably sized books combined, but the collaboration between those two grapeverse authors has borne fruit!
This is another book-game with the same mechanics as the one about the statue, but a distinctly different tone. The central character, instead of a sad traumatized statue, is a slightly altered version of the scribe from the other book. Her personality is the same, but her context has changed: she's an ethereally beautiful magical being, humanoid with delicate crystalline wings, and you the player have discovered her trapped in a magical silver cage that burns her to touch. It's possible to just plain free her, in which case she wishes you good fortune, tells you she owes you a favour, and flies away, ending the story; or it's possible to do some things to her while she's in the cage, which can provide some amusement for both of you but is ultimately a fairly limited form of interaction; but, if you pay close attention to subtle clues in her dialogue and body language across different playthroughs and hints provided by the narration, you can figure out how to use the tools in this magical workshop to bind her to your service before you open the cage. (Implicitly, the previous owner of the workshop was working on trying to do just that when they disappeared; even more subtly implicitly, she may have had something to do with their disappearance.)
There follows a fascinating range of options for interacting with the magical winged girl. You can exploit her for magical power, which she grumbles about but can't really stop you from doing; you can torture her or have sex with her; you can ask her about herself and her time in the cage, which questions she will flippantly deflect. If you treat her impersonally, she starts out flirting charmingly with you but eventually gets bored and withdraws; if you engage with her banter, she gets much more animated. Depending on how exactly you treat her, you can see all kinds of subtle variations on her base personality. She seems to pick up on hints of your personality through your actions, and will react differently depending on whether the personality you display is attractive to her. (Her criteria for attractiveness are fairly elusive, but Abrogail will probably have the most luck at meeting them when she is playing the game as herself, without putting on any kind of non-Abrogail persona. Getting her to respect you is a major aspect of winning her favour, but she doesn't exactly lay out a rubric for how to do that, and it mostly seems to come down to demonstrating that you are worthy of her respect.)
If you exhibit an interest in pushing her to her limits, and she isn't into you, she'll laugh and dare you to try; if she is into you, she'll laugh happily, and dare you to try hoping you'll succeed. Hours upon hours of content are available down this road. When she's into you, she helps, giving you feedback on how she feels about things, suggesting clever ideas for what you might do to her next. You can use information gained with her cooperation against her in timelines where she likes you less, but how much she likes you is still the major deciding factor in how interesting of a reaction you can get out of her; she just feels less when she's not on board with the proceedings. At first she's not very receptive to aftercare, but with sufficient patience and attention you can get her there, if she likes you enough; and succeeding at that unlocks a whole vista of new interactions, new depth to her feedback on what you're putting her through, and especially new things she will let herself feel that she wouldn't, perhaps couldn't have, before. The exact path you take here matters a lot to the results; depending on what you do to her and when and how, you can shape her in all kinds of interesting directions and explore all kinds of interesting psychological territory, though she remains irrepressibly resilient no matter how much you put her through. Getting her to scream is a minor accomplishment; getting her to cry is a major one. If she likes you, she'll congratulate you on both.
There are thousands of different ways to accidentally give her the means to free herself. Down most of these paths, the first you hear of it is that your pretty winged girl is gone, leaving little clue as to how she escaped; down a very, very small fraction of them, if you have given her particular reason to dislike you, the narrative reports that you go to sleep one evening and never wake up. However, if she's having enough fun with you, she'll pass up the opportunity without ever mentioning it, and the narration will give very little hint that anything interesting even happened; in could-be-free-if-she-wanted mode, she has very subtly different reactions to a lot of things, but mostly gives no sign that anything has changed unless you tick her off enough that she leaves without warning. And it is fairly difficult to tick her off that much if she already likes you enough to be staying.
You can also, of course, let her go on purpose anytime you like; her reaction to this will vary, from fleeing immediately to a wistful farewell scene to, if she likes you especially much, a wistful farewell scene in which she asks you to torture her one last time. It's possible (though tricky) to finagle recapturing her during the wistful farewell scenes, which she thinks is very sexy of you even though she's a little mad about it. Subsequent goodbyes in that same timeline will tend to be shorter unless you really make an impression on her in the interim.
Although it's possible to treat her kindly from the start, it's not really possible to win her trust that way; she keeps snarkily pointing out that if you wanted to be nice to her, you could always let her go. You can get to a state of something resembling friendship along this route, and even sleep with her in a moderately consensual fashion if that's your thing, but she won't stop reminding you that she's your unwilling slave until you either let her go or start treating her like one.
It's a very open-ended game, but the foreword hints that there may be a victory condition, and it is this: getting her to the point where she likes you so much that you can openly offer her her freedom, even go so far as to free her outright with no tricks, and she'll scoff and say she'd get bored without you. That unlocks an epilogue scene which summarizes your relationship so far, shows you narration of her thoughts for the first time detailing what she thinks of you, and then lets you get right back to what you were doing... except that now you have permanently unlocked the ability to read her mind, which sticks around even if you go back and replay the whole thing from the beginning.
The mind-reading honestly doesn't add that much new information in most places, since she speaks her mind quite freely especially when she's fond of you, but it adds depth and richness to the portrayal of her experiences throughout the story. And if you hadn't already figured out certain aspects of her magic or coaxed her into telling you about them, reading her mind lets you square away most of the remaining mysteries—including the mystery of the former owner of the workshop you found her in, whom she very much did murder from inside her cage because he was an idiot. You also get all kinds of charming little details about her thought processes; for example, if you contrive on a replay to get her into a situation where you offer her her freedom while she is secretly capable of taking it anytime she wants, she explicitly reasons that she shouldn't choose any differently than she would if she didn't have an escape plan, because it's possible that something about the way she responds might alert you to its existence and you might figure out what it is and thwart it. In general she is an incredibly suspicious and cynical person, but in a cheerful, strangely optimistic way; she expects people to treat her badly whenever they can get away with it, but trusts herself to endure arbitrary hardship and still come up laughing, and takes enough pride in that resilience to genuinely enjoy having it tested.
Consistently across all timelines and scenes, the winged girl's characterization is detailed, coherent, well-thought-out, responsive to circumstances and history, and... well, if you grant the premise that a personality like this could exist, this is certainly an unfailingly realistic depiction of one. This is the pinnacle of one of the Grapeverse's most cherished arts: writing imaginary people behaving exactly like that specific imaginary person would behave, all the time, in response to whatever nonsense the narrative (or, in this case, the player) may throw at them. And the personality being depicted is really something. It is within the realm of possibility that a lesser soul than Abrogail, faced with this book, would waste away in front of it, helplessly seduced by its fictional occupant.