[Written for Alpha 9.1]
[Summary]
In short, you lead a team of cute lady knights in a roguelike through different dungeon floors. On those floors, you have a choice of letting your knights take on corruption or curses. Corruption lowers their stats, while curses have all sorts of effects. After each floor you return to camp where the fun begins. You can manipulate the mind of the knights to change their behaviour, accept or reject the curses (changing their mind in the process), and you can scry (spy) on them while they go about their day.
And you can also research and prepare for the next dungeon, and there's an extensive skill system, but that's not why you're here I think.
[Characterization & Atmosphere]
The characterization of the knights is top-notch. They are well written, and any action they do in camp has a lot of flavor associated with it. It really makes it all feel lifelike, and makes you enjoy the mind manipulation so much more.
This section is rather short, since it's easier to complain about the bad than praise the good. But this is really why you should play the game. Inviting the knights to your tent and warping their desires is tons of fun. Of course, if you don't thing that sounds like tons of fun, this isn't the game for you because of the next sections.
[UI]
The UI looks nice, but fails at its job of providing the necessary info to the player. The dev really needs to take a second look at this. Panels that slide open and hide the main view aren't the way to go. The things that are relevant (exhaustion, corruption, status effects, events, etc...) should always be on screen, while irrelevant things (irrelevant stats, old events, etc...) should be hidden away. More zoom levels are also welcome.
The camp UI is a lot better, but still requires too many clicks to do stuff. For example, after researching stuff you are always thrown back to the main camp screen, so you need to go back to the research panel, type of research, set your filter, then click research again (most things need to be researched multiple times).
But again, the UI looks great, its functionality just isn't there yet.
[Dungeon Mechanics]
Dungeons are hard if you think too much about it, but easy if you don't. The knights can auto explore, fight and disarm stuff, and after three fights they lose a well-rested buff indicating that you should call them back to rest. You could try to push your knights further, or concoct elaborate strategies to evade difficult threats, but you're only shooting yourself in the foot that way.
Combat and traps are complicated. From a high-level view, the knight comes in, takes some damage and kills the trap/enemy. On a low level view, I have no idea how it works, and I don't care. The problem isn't necessarily that the combat is complicated, but that the combat is both complicated and player intervention rarely matters. You can play the entire game (as I did) without ever interacting closely with the combat or trap disarming. Add to that the clunky UI, and a sort of ennui sets in.
To make sure that you keep a brisk pace, the floor will send corruption waves (cwaves) your way. These depend on the time spent moving (so not resting, fighting, disarming) your knights do. When a wave hits, the curses on the knights first absorb it (2-3 charges per curse), and then the knights gain temporary corruption. In theory, this sounds terrifying, and I first thought it was a very unfair mechanic. But in reality it doesn't matter.
In short, the strategy is just to make sure your knights rest whenever they lose their rested buff (since at that point they lose stamina every tile, and you can only recover 30 by resting), and make sure they don't stray too far from one another. Even playing extremely passive like this, I would only get three or four cwaves per floor. This in contrast to my first playthrough, where I rushed through floors which allowed me to get it done in two cwaves, but gave me oodles of tcorruption from exhaustion. So the game is really trivial if you know what you are doing, but the default way of playing will punish players heavily. Especially since leaving monsters alive (as you might do in a rush) makes subsequent floors harder.
[Curses]
While the curses are fun from a H-perspective, mechanically the curses are very weak. In fact, as mentioned above, the optimal strategy is to embrace as many curses as you can to give you as many time as you like to clear floors. Some curses don't matter at all, such as rope-bunny (minor lust gain when getting the tied up status effect), or exhibitionist (minor lust gain when in a room that is currently being scryed). Others seem like they should have an effect, but don't really matter, such as scatterbrained (lower stats while disarming traps) or weakness of the mind (temporary corruption when getting the dazed status effect). Then I also had a bunch of hidden curses, which meant they were so situational that they didn't manifest even once during my entire playthrough (I had a lot of those, since I actively wanted as many curses as possible to see what they do).
[H-Content]
There are a few H-scenes, but they are few and far between and some require a lot of work to unlock. The bulk of the content comes from the curses above and the effect on the mental status of the knights. Unfortunately, mental changes aren't shown that clearly (no special scenes). They do affect the in-camp behaviour, but you're unlikely to notice. they also fluctuate very heavily. In a couple "therapy sessions", you can make the proud idealistic knight forget all about those ideals, but nothing will change. Their desires also don't matter. Sure they need desires to learn skills manually, but you will be primarily imprinting from scrolls anyway.
It's really a shame that embracing curses doesn't affect the knights more in camp, and that drives and desires are both easy to manipulate and have little effect. The curses are also hit and miss, getting a knight to embrace exhibitionism is fun, but I don't think anyone has a saboteur fetish.
Also, in theory there are a bunch of text events during combat or traps. Those are just text however, and you can safely ignore them (see the combat mechanics section above). But it's still content I guess.
[Bugs]
As always, games have bugs. There are some minor ones, (TAB-button not working, or incorrect ordering of UI nodes) and some larger ones (sometimes curses gained persist when restarting a floor, you can keep researching during the day to skip dungeon time and stay at camp). I didn't encounter any that are game breaking, though.
[Summary]
Good basis for a game, with very good dialogues and scene setting but mediocre dungeon mechanics. The UI and tutorialization especially needs some work. However, I do look forward to new content, and think it's a solid base for a very good game (if you're into mind control).
Note that the rating is conditional on the fact that it's only an alpha, and is heavily carried by the promising future the game seems to have.