The game is, frankly, awful.
On a core level, the gameplay loop has become more repetitive, less engaging, and stepped further and further away from being sexy. If you want a mediocre, boring text based dungeon diving game, I guess I've got it for you, but if you want something sexy, you're not getting it here.
I'm gonna run through the core systems real quick, and compare them to Strive 1
Getting Slaves
You will be buying almost all your slaves. I guess this change is something I should have seen coming after Strive 1 ended without adding a place to go and find a decent chunk of slave species in the wild, but now, if they're not human, they're not available for you to capture, generally, and finding slaves TO capture is difficult. You might run across one while exploring a dungeon, but that's limited to very specific kinds of dungeons, and those dungeons generally don't have as much in the way of loot compared to the alternatives.
Worse, with the new class and skill system, slaves are much more likely to be effectively worthless, meaning even when you can capture a slave, it probably won't be worth the effort you put into it. While this was always a thing, in Strive 1 it felt like walking allong a line of victims, choosing the most entertaining, and taking her away to become a slave. In Conquest, it feels more like finally being given a sip of water only to realize it's salt water.
Combat
Combat was never good in strive, but what it WAS was fast. You fought an enemy, and if they were easy, you could press one button to go through the turns. The only circumstance where you had to do something different was to stop a potential slave from escaping before you had a chance to evaluate her worth. On top of that, every combat(in the early game- late game decided to do away with this, adding more monsters and less victims to "rescue") ended with a chance to capture one or more slaves, allong with small amounra od money and loot.
Which brings us to Conquest- combat doesn't give you slaves, combat rewards are even more minimal, and you can't enslave the people you beat in a fight. Combine that with the new initiative system and expanded combat, and you've got a dull slog with few rewards that you can't even turn your brain off during. Blech.
Slave Management
Instead of managing a slave's skills, loyalty, and obedience, primarily through the application of various rules and situations you can put the slave through, you periodically tell the slave she's a good girl if she responds well to that, or a bad girl if she's timid. Then you spend the rest of your time managing a bunch of factors to keep her productive, none of which are deep enough to be interesting in their own right, nor do they particularly add to the sexual nature of the game.
Dungeons
The new dungeons system consists of a handful of trivial skill rolls, combat, and random events. The random events are also one of only two times you can capture a slave- rarely, while exploring a dungeon, you find someone locked up, and can choose to enslave them. Also, in boss battles, sometimes, if you're lucky, you'll get the leader of a group of bandits as an enslavement target.
There's no reason to play this game. Try the original, it's not perfect but atleast it's better than this. And remember- a game might have all the development time in the world left, but that won't fix problems with the fundamental design of the game. If you'd decided to make a shooter where your guns shoot you instead of the enemy, all the bug fixes in the world won't make the game stop being an elaborate form of suicide