Elements of the game are excellent, so why 1/5?
A simple word
Scale
The game is hamstrung by scale. They are attempting far too much as the 5 years of development attests to. Their idea and the direction they’ve aimed towards is replicating a game like the Witcher3 or skyrim with (less) tits. Admirable, but a massive mistake that has doomed the game in it’s present form and trajectory.
The game in the ruins of the castle is pretty good. Combat is simplistic yes, you can’t get that mechanically deep with it, you don’t have any magic, etc. but it’s by far the shining pinnacle of polish and gameplay here. You have a solid early game progression of “tactical” choices in approaching enemies and the equipment lets you do some minor experimentation with playstyle. (and discover the estoc=win, but I digress) Culminating in a bossfight that is pretty underwhelming but hints at a soulsebornesque killing field in front of a boss arena type playloop.
Then you get into the main game and… they squander it. Open world sandbox paired with a massively discordant shift in game feel. You go from mowing down dozens of vampire hunters to squabbling with bandits over trinkets and suddenly the only solution is to suck cocks. They played way too much witcher, and like witcher they’re stuck far too long in the damn starting town (A starting town these devs have rebuilt multiple times, yet still haven’t managed to populate with quests or vendors) doing bitchwork quests for no discernable purpose compared to your grand quest. And then the game ends, there simply isn’t more of it.
The building blocks are here for something and yet the scale they’re attempting has 100% doomed it.
5 years of development doesn’t have to be wasted, but they do need to take a different direction as quickly as possible. To take the building blocks they’ve developed and cut back that scale into something that actually can be completed.
1. Design around a central hub
This should be a castle or “coven” or something. The gameplay loop begins and ends here. It has a place to sell loot, a place to meet and recruit companions, and various other side quests and intrigue to get up to. Have more vampires, demons, and monsters and make them optional romancable companions and rivals.
2. Radiant dungeon combat loop
Structure forward progression around “dungeons” instead of open world. Use hellgates/teleporters at the beginning and end that go back to the central hub. Starting with the first they already have, then the most recent crystal cave, then etc. Make these locations farmable and repeatable. Clearing one unlocks the next via information or macguffin and drops the gear you need to realistically progress. It also plays into point 3
3. Companion progression through combat/romance
Partying with an NPC and using them in combat should be the backbone of a companion progression system. This allows you as devs to stop focusing on forwarding content via forwarding the metanarrative and instead use a framework of companion interaction mechanics as a vehicle for pornography and romance. Succubi may be sluts but a vampire rival would be hard to bed. You can cut your teeth on the writing and VA of meaningful characters instead of voicing/needing to voice so many pointless one time use NPCs. These companion progression “quests” should be the true backbone of story building and erotic content within the game world.
These changes may seem monumental and may seem to change the overall game, but think about how much is actually here to change. A monumental change to what, 3% of the total game? In exchange that 3% of the game turning into the framework for a whole game.
It needs to happen or everyone backing this project will ultimately be disappointed; another 10 years of development on this track and you’ll still have fewer quests and fewer hours of gameplay than Witcher’s White Orchard yet still barely scratch the surface of kalyskah’s epic (scope) quest.
Scaling back her quest to something more direct, like a quest for personal power alongside rivals of a coven, would do well to rein in how much they need to tackle with her currently. Dungeons that give upgrades, upgrades that allow for more dungeoneering. KISS to lean heavy into the best parts of the game, the combat progression playloop, then integrate porn through a companion system so the sex elements would have actual meaning.
As is it's a 1/5 as it can't be given a vote of confidence. It'll never be finished if the devs insist on treating it's scope as that of a 200 man team studio project. The good in what's here is far outweighed by the fact if you picked up the game in 2016 you don't have much more game in 2021 and you'll probably be able to say the same in 2026.
Personal Opinion
>ditch the female protagonist framing
Sex on lose, sex through coercion, sex via being a dumb slut contrary to characterization and character framing. It’s always shit. The game as is isn’t any worse than any other female protagonist game, but they all suffer for their shortsightedness.
Make the player character user customizable and male or female (or futa) and a nonvoiced skyrim style protagonist. Make one of the first women you interact with be Kalyskah and actually dig deep into her as a character instead of “suck this guard’s cock or don’t” as she is currently. You have the models and modeler now, you have the male and female variants of the armor.
Make her the focus, but not the player. Give her push-pull about being given the slutty variants of all the dungeon loot. Make her resent or fall in love with the player-rival she dungeon delves with on a quest for power stolen from her. Then do it again with the next vampire, demon, succubus, etc. you can add to the game utilizing the same combat loop without needing to spend thousands of manhours forwarding game progression.