Massive RPGM construct that excels in storytelling and world-building. It's not particularly smutty or titillating.
The writing borrows from western LitRPG more than videogames. The main themes of politics, religion, sexuality, and intricate magic systems are woven together and make up the soul of this game. The cultures and characters of the world are diverse in ways that are somewhat immersion-breaking: Some, including the mercenary protagonist, sound like they have the author's liberal arts education. In other places, feudal lords, religious conservatives, and modern progressives coexist in a tense balance. The decidedly alien, but very cleverly conceived succubus society is a delightful exception, proving that the author's imagination is not overly tainted by modernity.
The gameplay is highly cerebral to match the drapes of the writing. Battles play out like puzzles, highly dependent on preparation. But there is no grinding for levels. Otherwise, the game is about politicking to achieve the optimal results. This is double-edged: On one hand, the many branching paths and the weight of player decisions are perhaps the most impressive thing about the game. However, the sheer amount of decisions is so staggering, with many easily missed triggers, far-reaching consequences, and incredibly tight requirements for optimal results, that players are heavily encouraged to follow walkthroughs, and min-max instead of roleplaying. The game does tolerate a large degree of failure from the player, and failures are occasionally even rewarded with unique scenes and comeback mechanics. Still, it is possible to be soft-locked or be hit with a Game Over in several scenarios, if you haven't engaged with the politicking seriously enough. Such punishment, or just the threat of them, leads most players down the path of walkthrough-reading, and away from enjoying the game. It'd be a 5/5 game if not for this.