An entertaining and promising cyberpunk RPG with a non-con corruption theme, though the "RPG" aspect is rather compromised, as I will explain.
+ Ambitious character customization system. There are dozens upon dozens of skills to pick up, all of which affect the game at some point in some way. Many add dialogue choices, others unlock actions, then there are combat moves. etc.
+ Two playable characters with different mechanics. Aline is the primary character, and as a fresh-faced recruit she's basically a blank slate in terms of corruption options. Kassiah is a veteran slayer who already comes pretty heavily corrupted and you can additionally set her starting disposition ("pure" or "arrogant bitch"). She also has her own Debauchery mechanic. Her disposition influences some scenes and thereby indirectly influences Aline.
+ Free-play mode with various options for how to pass the day. In the latest update, a sort of sandbox-mode is enabled, though currently pretty sparse. It's very welcome to be able to advance at your own pace after hours of plot and tutorials.
- Confusing terminology at first. The sheer number of terms at the start of the game is overwhelming. You open your RPGM menu and instead of "item", "status" and "equipment", you see... words like "Slayer Soul", "Phantasm" and "Evil Mind". Combined with the plot, world lore and minor things like the card system, it can be a bit much, but thankfully there are tutorial messages for everything.
- The gameplay is an illusion. Now, this can be a disappointment if you're expecting a proper RPG with challenging combat. From what I could tell, the combat is essentially driven by choices and RNG, rather than game mechanics. You can win every battle with ease just by attacking. Beyond that there are the "arrogant" options. Basically a cocky Slayer can provoke enemies to get more rewards. This actually makes enemies dangerous in that they will often hit, and the Slayer will now often miss. This all seems to be RNG though. I guess the idea is to make it unpredictable whether you will win after provoking an enemy, or whether the MC will end up having to submit or get raped. I guess in that sense, it works, but I wouldn't exactly call this a serious combat system.
- Slow engine at times. Well, I don't know if RPGM is to blame, but some slides/images can take a few seconds to progress. In all, the game can feel clunky. On the bright side, this is a version of RPGM that allows mouse-control for almost everything, though you'll still need your keyboard for the skill screen (Phantasm).
- Grindable and not mutually-exclusive skills. Essentially, you can get every skill in the same playthrough, which undermines the RPG aspect. If every skill is an option and they can all be unlocked at once, why even have a skill system in the first place, right? If the resources (SEXP, various unlock points) were limited in number over a playthrough, it could work. Similarly, if some skills were mutually-exlusive (e.g. having to choose between arrogant and submissive skills) it could also have some meaning. As it is, all that prevents the player having total freedom is a big grind.
- Fast-travel is not available. Well, it's not a huge issue yet as the free-play mode is relatively new, but I kind-of groan internally every time I have to go from the police station to the hotel room: leave the office and click past multiple screens to go get changed to civilian clothing, then leave the police station, then go through the molester subway, then enter the hotel and get past the landlord. A typical sandbox hassle, but a "go home and end the day" option would be nice to have.
- Almost every male character is a fat ugly bastard, a monster, a rapist or some combination thereof (fat ugly rape monster! a.k.a. the Ghoul enemy). There are some characters/future love interests who don't fit that mould, including some other female bombshells and ONE straight-laced pretty-boy type, but the sex basically comes down to MC being molested, raped, and/or dommed by said fat ugly bastard pig monsters, or else MC teasing, domming and milking them. So you'd better be into that; it's all but unavoidable.
+ Ambitious character customization system. There are dozens upon dozens of skills to pick up, all of which affect the game at some point in some way. Many add dialogue choices, others unlock actions, then there are combat moves. etc.
+ Two playable characters with different mechanics. Aline is the primary character, and as a fresh-faced recruit she's basically a blank slate in terms of corruption options. Kassiah is a veteran slayer who already comes pretty heavily corrupted and you can additionally set her starting disposition ("pure" or "arrogant bitch"). She also has her own Debauchery mechanic. Her disposition influences some scenes and thereby indirectly influences Aline.
+ Free-play mode with various options for how to pass the day. In the latest update, a sort of sandbox-mode is enabled, though currently pretty sparse. It's very welcome to be able to advance at your own pace after hours of plot and tutorials.
- Confusing terminology at first. The sheer number of terms at the start of the game is overwhelming. You open your RPGM menu and instead of "item", "status" and "equipment", you see... words like "Slayer Soul", "Phantasm" and "Evil Mind". Combined with the plot, world lore and minor things like the card system, it can be a bit much, but thankfully there are tutorial messages for everything.
- The gameplay is an illusion. Now, this can be a disappointment if you're expecting a proper RPG with challenging combat. From what I could tell, the combat is essentially driven by choices and RNG, rather than game mechanics. You can win every battle with ease just by attacking. Beyond that there are the "arrogant" options. Basically a cocky Slayer can provoke enemies to get more rewards. This actually makes enemies dangerous in that they will often hit, and the Slayer will now often miss. This all seems to be RNG though. I guess the idea is to make it unpredictable whether you will win after provoking an enemy, or whether the MC will end up having to submit or get raped. I guess in that sense, it works, but I wouldn't exactly call this a serious combat system.
- Slow engine at times. Well, I don't know if RPGM is to blame, but some slides/images can take a few seconds to progress. In all, the game can feel clunky. On the bright side, this is a version of RPGM that allows mouse-control for almost everything, though you'll still need your keyboard for the skill screen (Phantasm).
- Grindable and not mutually-exclusive skills. Essentially, you can get every skill in the same playthrough, which undermines the RPG aspect. If every skill is an option and they can all be unlocked at once, why even have a skill system in the first place, right? If the resources (SEXP, various unlock points) were limited in number over a playthrough, it could work. Similarly, if some skills were mutually-exlusive (e.g. having to choose between arrogant and submissive skills) it could also have some meaning. As it is, all that prevents the player having total freedom is a big grind.
- Fast-travel is not available. Well, it's not a huge issue yet as the free-play mode is relatively new, but I kind-of groan internally every time I have to go from the police station to the hotel room: leave the office and click past multiple screens to go get changed to civilian clothing, then leave the police station, then go through the molester subway, then enter the hotel and get past the landlord. A typical sandbox hassle, but a "go home and end the day" option would be nice to have.
- Almost every male character is a fat ugly bastard, a monster, a rapist or some combination thereof (fat ugly rape monster! a.k.a. the Ghoul enemy). There are some characters/future love interests who don't fit that mould, including some other female bombshells and ONE straight-laced pretty-boy type, but the sex basically comes down to MC being molested, raped, and/or dommed by said fat ugly bastard pig monsters, or else MC teasing, domming and milking them. So you'd better be into that; it's all but unavoidable.