0.4.41
I had been around this project since they put up the patreon. It's one of the few projects I've ever backed, which would normally be a shining endorsement. Except it's also one of the few patreon projects I've ever dropped before completion.
The Game Itself
The project started out pretty alright. You initially begin what is an adequate, occasionally competent, jaunt through a fantasy world. The flow of the starting events more or less felt like a band of adventures teaming up to go on an adventure with the MC as the face of the party.
Having watched this project unfold since it's inception it, at it's current trajectory, is increasingly stretching away from where we started. MC has no agency, there continues to be an entire barrage of content that takes place between character unimportant to the story with no meaningful payoff to the player. There are grammar and simple spelling mistakes that have still exist to this day despite submitting reports.
The adventure went from many choices the MC has access to, to no choice at all. At the beginning, you had multiple options in most characters fates. Now you have no choice, alternative options to the "correct" path are both extremely limited in content or still not worked on. The Centaur village has been resolved for years now and corrupt centaur village and the quest related to an NPC you'd otherwise have access to is still unfulfilled two years later.
The project is also clearly written by many writers with many different visions for even the same characters. Party members who join you on your adventure have large gaps in the amount they contribute. Kiyoko for example, a fox girl who you can free from a magic imprisonment says next to nothing for tens of thousands of lines of dialogue in reaction to situations in which every other party member weighs in.
Sex Scenes
The quality of scenes themselves and the content available takes a sharp decline as additional content gets added. Many scenes have repeating phrases or words that hurt the eroticism. A certain amount of scenes, large enough in quantity to become irksome, are one time only with no way to replay them. Many scenes or implications happen regardless if you, the player do no want them to happen or happen off screen.
Other scenes completely don't matchup with the description of what you're getting into. Characters sexual/relationship orientation is incredibly hard to decipher, which makes deciding on which scenes or characters to invest in, hard for the player to do. One moment you're bedding a seemingly monogamous bee lady whose codex (in game encyclopedia) entry states that you may occasionally find her sowing her queens eggs if she remains in service, the next she's in a fully fledged relationship with a static other person. An elf you can rescue vows adoration and openly displays her affection and yet a player may find her engage with another character through no interaction or prevention on your part, other than knowing the content already exists.
Companions
Many of the companions, (such as the mentioned above Kiyoko) have little to no input or contribution to the story as it unfolds. Other companions, such as Quintillus or Atugia have even less input than Kiyoko and very little content. The distribution of content for companions is extremely lopsided. Some characters have had multiple companion quests and others haven't seen a single individual one.
The overall lack of input or reactions by your questing companions, dependent on party composition, leads to an overall lonely adventure.
Combat
Combat is adequate for a text adventure game. It is overall too easy even on dark. The major downside is that awhile back the encounter rate for zones was massively increased. This leads to a lot of boring mindless tedium in transit from one location to the next via a never ending barrage with trivial combat encounters.
Characters have differ classes they can be and companions have different loadouts. On paper this seems like a good system that would allow flexibility. However, the distribution of strengths to companions is incredibly uneven. There are four characters with healing capabilities and only two of which are actually reliable without the player character taking on the roll of team healer. In an ideal system, the player character would be able to mix and match companions based on their preference and play through like that. And while they certainly can, the tedious combat becomes even more tedious when either you have to make a conscious effort as the team healer or you stop in the sea of random combat encounters to set up camp to restore stats.
Player Choice
At the start of the games life, many options had two outcomes to which later one day the player would experience alternative content. The Centaur village has a route for letting it remain corrupt which as of 2025 was finally updated. The hive also has a corruption route. An orc warcamp has an outcome in which you "solve" the problem with infighting.
These choices almost universally reward the player with less overall content. This in itself isn't a problem. However, nothing reflects the decisions you do and there are no alternatives to these choices in regards to what the player then encounters.. Essentially you either do it the right way or get less game to experience.
Final Notes
In Conclusion. Corruption of Champions 2 began as an ambitious project with a seemingly set goal of how they wanted the user to experience the content (a traditional CYOA format) and shifted into a game in which any meaningful choice is made automatically, the main character and companions have constantly changing personalities, and the main draw (the porn) can't be meaningfully sorted through to stick to only experiencing the things you personally enjoy.
The kind of game it wants the player to experience has shifted, in my opinion, for the worse.
I had been around this project since they put up the patreon. It's one of the few projects I've ever backed, which would normally be a shining endorsement. Except it's also one of the few patreon projects I've ever dropped before completion.
The Game Itself
The project started out pretty alright. You initially begin what is an adequate, occasionally competent, jaunt through a fantasy world. The flow of the starting events more or less felt like a band of adventures teaming up to go on an adventure with the MC as the face of the party.
Having watched this project unfold since it's inception it, at it's current trajectory, is increasingly stretching away from where we started. MC has no agency, there continues to be an entire barrage of content that takes place between character unimportant to the story with no meaningful payoff to the player. There are grammar and simple spelling mistakes that have still exist to this day despite submitting reports.
The adventure went from many choices the MC has access to, to no choice at all. At the beginning, you had multiple options in most characters fates. Now you have no choice, alternative options to the "correct" path are both extremely limited in content or still not worked on. The Centaur village has been resolved for years now and corrupt centaur village and the quest related to an NPC you'd otherwise have access to is still unfulfilled two years later.
The project is also clearly written by many writers with many different visions for even the same characters. Party members who join you on your adventure have large gaps in the amount they contribute. Kiyoko for example, a fox girl who you can free from a magic imprisonment says next to nothing for tens of thousands of lines of dialogue in reaction to situations in which every other party member weighs in.
Sex Scenes
The quality of scenes themselves and the content available takes a sharp decline as additional content gets added. Many scenes have repeating phrases or words that hurt the eroticism. A certain amount of scenes, large enough in quantity to become irksome, are one time only with no way to replay them. Many scenes or implications happen regardless if you, the player do no want them to happen or happen off screen.
Other scenes completely don't matchup with the description of what you're getting into. Characters sexual/relationship orientation is incredibly hard to decipher, which makes deciding on which scenes or characters to invest in, hard for the player to do. One moment you're bedding a seemingly monogamous bee lady whose codex (in game encyclopedia) entry states that you may occasionally find her sowing her queens eggs if she remains in service, the next she's in a fully fledged relationship with a static other person. An elf you can rescue vows adoration and openly displays her affection and yet a player may find her engage with another character through no interaction or prevention on your part, other than knowing the content already exists.
Companions
Many of the companions, (such as the mentioned above Kiyoko) have little to no input or contribution to the story as it unfolds. Other companions, such as Quintillus or Atugia have even less input than Kiyoko and very little content. The distribution of content for companions is extremely lopsided. Some characters have had multiple companion quests and others haven't seen a single individual one.
The overall lack of input or reactions by your questing companions, dependent on party composition, leads to an overall lonely adventure.
Combat
Combat is adequate for a text adventure game. It is overall too easy even on dark. The major downside is that awhile back the encounter rate for zones was massively increased. This leads to a lot of boring mindless tedium in transit from one location to the next via a never ending barrage with trivial combat encounters.
Characters have differ classes they can be and companions have different loadouts. On paper this seems like a good system that would allow flexibility. However, the distribution of strengths to companions is incredibly uneven. There are four characters with healing capabilities and only two of which are actually reliable without the player character taking on the roll of team healer. In an ideal system, the player character would be able to mix and match companions based on their preference and play through like that. And while they certainly can, the tedious combat becomes even more tedious when either you have to make a conscious effort as the team healer or you stop in the sea of random combat encounters to set up camp to restore stats.
Player Choice
At the start of the games life, many options had two outcomes to which later one day the player would experience alternative content. The Centaur village has a route for letting it remain corrupt which as of 2025 was finally updated. The hive also has a corruption route. An orc warcamp has an outcome in which you "solve" the problem with infighting.
These choices almost universally reward the player with less overall content. This in itself isn't a problem. However, nothing reflects the decisions you do and there are no alternatives to these choices in regards to what the player then encounters.. Essentially you either do it the right way or get less game to experience.
Final Notes
In Conclusion. Corruption of Champions 2 began as an ambitious project with a seemingly set goal of how they wanted the user to experience the content (a traditional CYOA format) and shifted into a game in which any meaningful choice is made automatically, the main character and companions have constantly changing personalities, and the main draw (the porn) can't be meaningfully sorted through to stick to only experiencing the things you personally enjoy.
The kind of game it wants the player to experience has shifted, in my opinion, for the worse.