it is fun to play ? since no pics, no idea how it looks.
I'll re-use
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Does the game have a clear idea of what it wants to be?
Yes.
Does the game deliver on its premise?
Yes.
Is the game immersive and interesting at some moments?
Yes.
Is the game often confusing, frustrating, unbalanced, or tedious?
Yes.
Does the game have bugs, rough edges, and unfinished content?
Hell yes.
Is the current game
fun to play?
Your mileage will vary.
It's mostly a text game. Input is almost entirely mouse-driven; you won't need to type in commands or do any WASD movement. But you'll definitely need to do a lot of reading. Because the game is built on RAGS and its loop optimization is poor, there are noticeable load times (e.g. half-second delay after clicking a menu item). It doesn't ruin the experience, but it can be off-putting at first (especially if you're already feeling annoyed by the game's early difficulty and the absence of a tutorial).
A few scenes have commissioned artwork depicting the specific event taking place (such as the corruption and mutation of a slave by demonic energy). Most scenes use "borrowed" artwork which roughly matches the events being narrated - or at least artwork which depicts the appropriate combination of gender+species. The selection and curation of material is fairly good; BedlamGames has collected work from various artists but you'll rarely be dismayed by the juxtaposition of clashing art styles. A single glance at the screen is usually sufficient to deliver the "tone" of a scene, because the game colors its text intuitively (e.g. a critical mission failure is denoted by big angry red capital letters).
The game
focuses on the management experience of running a slave enterprise. Your player character is
not an omnipotent vehicle for wish-fulfilment fantasies. The game's trait system prevents you from "maxing out" all of your stats and being good at everything. Traits which provide a bonus in combat (such as "Strong") will often incur a penalty during infiltration, exploration, seduction, etc. If your player character is good at capturing slaves, then he'll probably be rubbish at training them. You'll need to recruit a balanced team, and you'll need to get used to the idea that your slaver teammates will regularly rape "your" slaves as a leisure activity.
You can restrict them from doing so ... but it involves so many menu-clicks that it's simply not worth doing.
You'll gradually accumulate slaves of various types, but you're
not supposed to cultivate them as waifus. You'll
never get detailed multi-paragraph erotica scenes in which you tenderly make love to them. This is a dog-eat-dog world. People are disposable. You're supposed to break their will, teach them to fellate a dick, and then sell them to a filthy brothel. If you screw up very badly then it's possible for your player character to become enslaved (via debt, hypnosis, corruption, mutiny, etc). I
think that this is intended as a deliberate path for submissive-preference players, rather than as a bad-end for dominant-preference players. There's also sissification and gender-transformation content, if you're into that kind of thing.
The game allows you to extensively customize your player character's attributes, and these are
extremely relevant to gameplay. Your PC can potentially be a marauding warrior, or a sneaky explorer, or a stay-at-home administrator, or a debauched sex addict, or a literal demon who wants to bathe the world in green fire. Your character's gender is somewhat significant to gameplay. But your character's
appearance is almost totally ignored by the game. If you want to extensively customize cosmetic details (such as hair color, waist size, anal circumference, etc) or carefully dress up your player character, then you should look elsewhere. No Haven doesn't fulfill that particular niche.
The game relies
very heavily on randomness. You can always see the odds, and you can usually skew them in your favor (e.g. if the mission involves combat, then choose someone who possesses the "Strong" trait). A success usually means that you gain resources (e.g. gold or slaves) while a failure means loss of resources (e.g. injured or dead slavers, wasted time, surviving slavers acquire negative traits). What's notable here is the
level of difficulty - events that you encounter in the early game might give you a success probability of 60% or worse (also: it's
not practical to defeat the randomness via save-scumming). So it plays out a bit like X-COM. If you can "roll with the punches" then it provides opportunities for role-playing and emergent narratives. You might find that one of your early slavers fails a bunch of missions and becomes Cowardly, Scarred, Injured, etc. These traits make them even
less likely to succeed in the future. So you might decide to
punish their failure by demoting them into a sex slave. Or you might allow them to tag along on milk-run missions with strong teammates, so that they can gradually redeem themselves and rebuild their reputation.
Or you might just ragequit and restart the game.
Alternatively, you can use cheat mods if you want to play the game as more of a wish-fulfilment power fantasy.