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Game Information
Engine
Unity
Rating
R
Language
English
Release Date
07/19/2024
Last Update
11/20/2024
Version
0.4.02
Development
Alpha
Likes
188
Contest
None
Orig PC Gender
Selectable
Adult Themes
Multimedia
Discussion/Help

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Version: 0.4.02

The Restoration of Aphrodisia

It has been over one hundred years since The Great Exile that saw nearly all of humanity in a desperate flight back to their ancestral homeworld. Now Aphrodisia is in more chaos than ever with a great multi-factional demon civil war all vying to call themselves the one and only Empress of the Demon Empire. After spending the past century trapped as a prisoner-guest of a mysterious Enchantress, you now return to the ruins of a kingdom you once called home and fulfill your destiny in The Restoration of Aphrodisia!

The Restoration of Aphrodisia is an adult (18+) role-playing game with transformation elements.

  • Foster relationships with loyal companions who will stay by your side as you pursue your own destiny.
  • Fight battles against a diverse array of enemies in strategic hexagon battlefields in your war against the demons.
  • Complete quests to help reunite lovers, defeat invaders, restore kingdoms, or even just to make a bit of gold to fill the party's coffers.
  • Brew shape-altering potions from resources foraged in the wilds
  • Transform yourself, your companions, and your followers to suit particular needs for the party--but before, many other forces will seek to transform you as well! 
  • Travel off the beaten paths and seek your quests where and when you want. But be careful, there many ways for you and your friends to fall victim to the magic, mischief, and malice that so saturates the continent...

 

A group of mermaids assault a docked ship

the player transforms into a Fawn Forester

 

the player teams is ambushed by slimegirls

 

the party travels through a corrupted fairy grove

 

the party completes a quest for Vyndaii the fawn girl

 

~~~

FAQ

Is the game free?

Currently, yes! Download it on Itch.io.

The early alpha releases of the game are free and are meant to gather feedback from the community. The game will remain free for at least several months, but we may make it a paid game similar to The Exile of Aphrodisia 2023 in the future as it matures. Like last time, patrons meeting a certain lifetime payment will receive FREE copies of the game.

What transformation themes are there currently in the game?

Sex transformations (primarily male to female), inanimate transformation, absorption / body part transformation, mental alterations, and bimbofication. You can enable or disable some theme tags to suppress quests that involve them from being discovered and started started. Sex transformations are core to the game's plot and cannot be disabled.

What feature/content do you have planned next?

[ADDED] Random events system! Small, short repeatable encounters that happen due to a) your current map, b) certain transformations within the party, c) certain items in the party inventory, and more.

[ADDED] Afflictions! Like in the previous game, some transformations may progress into worse states if they are not treated quickly enough.

More companions! The third companion, Aros the lustful, poetic satyr man, is currently in the designing stages.

More companion relationship quests! Currently only Willow has one in the game upon a total relationship status of 10, but other companions will gain these private, sentimental events as well.

More quests and more transformation! Duh.

More terrains! As the party explores more of Aphrodisia, you'll return to the desert, jungle, and snowy mountain environments present in Exile.

Is this game coming to Steam?

Eventually yes. The store page is currently a work in progress--we just need to film the trailer and submit it for review by Valve. The game will most likely be a paid product when it actually releases on Steam, similar to Exile 2023.

Will you be adding mod support?

Most likely! The game has been built so that almost all of its content is higher modular via XML files with extensive validation scripts. That said, there are some limitations around custom artwork and maps, so those are not yet mod-able at all.

Depending on public interest, will will continue to make these more user-friendly and make the addition of mods more seamless.

How does this game compare to The Exile of Aphrodisia?

The largest change is that this game is an RPG (role-playing gaming). It is NOT a survival/simulation/Oregon-trail-inspired game like Exile was.Transformed party members stay in the party as often as not. Forms have advantages and disadvantages both in combat and in quests. Another large change is the player can and will transform many times throughout various quests. This does unfortunately mean that most transformations are quick and straight from form A to form B (poof transformations). This is because having inbetween stages for any two forms is not something we can do.

The new hexagonal battle system also adds a tactical element to the game that some tester have described as Fire Emblem-like.

You are a human from shortly before the events of The Great Exile that lead to most of humankind fleeing from the demons. You have been spent the last century unaging and unaware as an unknowing prisoner-guest on the island of a mysterious woman simply known as the Enchantress. In your absence, the human kingdom has fallen, and the island-continent of Aphrodisia is now embroiled in a war between several demon factions that raid and recruit from the rest of the continent's population to fuel their machines of war.

Now that you are back on the mainland with your loyal companion Willow Hawkwing (formerly Wallace Hawkwking), you are free to choose your own fate, for better or worse. You land on North Shore to see it just a fraction of what it once was in your prime, and from there your adventure to restore Aphrodisia begins.

You will meet many characters throughout the game as NPCs, so we'll focus on the current companions here. Companions are party members in your inner circle of friends. You can talk to them privately and learn more about their thoughts on their current body, completed quests, and more. If they leave your party due to too low health or too high lust, you'll be able to find them again in a few days time. You build relationship with companions over time by having them be in the party during quests, by choosing certain words or actions that align their values, or simply by traveling with them over time.

Willow Hawkwing

 

 

Vyndaii the Seeker

 

 

V0.4.02 (Nov 20, 2024)

New game content (quests/writing/art/etc):
- Added two traps to excavated castles popup dungeons

Miscellaneous:
- Followers in the party now also run level catchup, similar to companions
-- This gives all followers in the party some experience points at the start of the them if they are at a lower level than the player, the same as companions
- Ending a battle should now also turn auto-battle back to OFF
- Various spelling and grammar fixes from Forefox and other community members
- Popup dungeons now have "lost keyring" resource nodes that can be discovered to find extra keys
-- Note that these are easier to detect with a high Perception skill instead of the more common Foraging skill used for ingredients
-- The specific keys gained are also random, so there is still a small possibility of being very unlucky

Bugfixes:
- Bugfix for autobattle skipping the first player unit when battle begins or at the start of a new round

V0.4.01 (Nov 17, 2024)

New game features
- Game speed controls have been reworked
-- The leftmost button on the speed controls panel now means 0x simulation speed instead of pause / unpause.
-- The rightmost button to the right of the main controls indicates player pause/unpause status, which can also be controlled by the spacebar.
-- Any non-HUD UI element that is open should force the game time to pause
-- Right-clicking to issue a successful party move order continues to unpause time, unless the UI element is open. If 0x time is selected, pathfinding routes will be charted and display, but the party will not move.
- Added auto-battle mechanic
-- This can be toggled on or off anytime after the deployment stage in battles
-- Autobattle essentially makes all of your units operate under the AI, the same as an enemy unit betraying their side to fight for the player
-- Due to the AI's limitation, it will not operate as intelligently as a human player could, so be aware results of battles may end up far worse than when done manually

New game content (quests/writing/art/etc):
- Added Minotaur Marauders into the game, including transformation potions, recipes, and recipe books. These can be found on normal merchants.
- Added a Minotaur Marauder patrol in Giusburg Outskirts.
- Added second client to Lily's Pleasure Palace quest
- Added Excavated Castle Ruins popup dungeon
-- These can be found across Giusburg Outskirts when the Robotification tag is enabled (due to some enemy parties in these dungeons being the new automaton guardians)
-- Traps will be added for these locations in the future

Miscellaneous:
- Dwarf Axepeople now have the Wild Axe Swing combat ability which allows them to hit up to 6 enemy targets
- Lily at Lily's Pleasure Palace now sells Potion of Transformation - Cow Woman Milkmaid (Female)
- Added a minotaur marauder patrol NPC party in Giusburg Outskirts
- Lily at Lily's Pleasure Palace now sells transformation potions that turn the user into Cowwomen Milkmaids

Bugfixes:
- Fixed alt-highlighting to appear above map decorations such as Glabbardot in Whitetail Watch
- Bugfix for Willow both gaining and losing relationship to the player at one end of Reprogramming In Progress
- Added an extra Workers Key and Foreman's Key to Small Slime Colony map #2

V0.4.00  (Nov 14, 2024)

New game features
- When mousing over an enemy unit in battle, evade chance now only shows for when physical attacks are being considered. If the attack is categorized as magical, reflect chance is displayed instead, and if it lust-based, rebuff chance is shown.
-- This reflects existing battle mechanics; there is no change to actual battle behavior, just the UI.
- Added support for a combat group to choose one of several possible battlefield maps
-- This allows for more variety in battles, particularly in interior locations such as Coalnose Quarry, the upcoming Vault Six-Nine-Six Alpha, the Tidwell Mines
-- Most quest battles will continue to always use one particular battlefield map
- Added support for random enemy team deployment within deploy zones for particular battles
-- This is most noticeable in battles against bimbo patrols in Coalnose Quarry, randomizing which tiles the enemies deploy on rather than always prioritizing the same ones
- Added line-of-sight requirement to engage the player party in local maps between the player party and enemy parties
-- This means wandering hostile NPC parties must now have visual sighting of the player party before they begin pursuit and won't detect the party through walls anymore, making evading enemy patrols far easier
-- Solid black tiles and the dark gray rocky local tiles are the tiles that currently block line of sight. That means enemy parties can still see over certain types of non-traversable terrain, such as over water or through window tiles.

New game content (quests/writing/art/etc):
- Added new quest, Pixie Inna Jar. This can be found in the southeast of the Giusburg Outskirts region.
- Added Pixie Prankster unit. This form has the Zap combat ability, as well as an ability that can teleport up to three enemies randomly to an open tile 4-5 tiles away from their previous location. Artwork is by silververity.
- Added new quest, Reprogramming In Progress.
-- This can be found in central Giusburg Outskirts and requires the new Robotification tag to be enabled.
 Added Automaton Guardian form. Art is by hermes3smegistus.
- Added Slime Colony popup Dungeon
-- These can be found in Greenridge Valley and the north of the Vivian Plains once the Oh My Darlings quest is completed, and the Absorption theme tag is enabled
- Added generic artwork for Damia and Damius in The Bimbo of My Enemy quest. Art is by Icy.
-- This artwork will be later used for Court of Lust Agent forms. Damia will receive custom art in the future.
- Added Fox Romancer form. This form deals lust damage and is recruitable at various points of interest. Also added a recipe and transformation potions. Artwork is by silververity.
- Added three new lore books about the historical Siege of Magan
- Added new lore book about the dark elves
- Added Cheerful Fox Camp point of interest in the Vivian Plains. Only visible once First Steps into the Fray quest is completed.
-- Some Fox Romancers can be recruited here once the party has befriended the camp
- Added new music for Coalnose Quarry map. Music is by caeluswindcat
- Added new music by Caelus Windcat. This plays in various darker/more tense levels.

Miscellaneous:
- The spacebar key can now used to pause or unpause time and stop/resume the game simulation at the player's chosen simulation speed.
-- This may help with the new stealth mechanics by allowing for faster input to wait for enemy parties to pass and leave the party's line of sight
- Made some of the outer tiles of the battle inaccessible to prevent units from "hiding" off the edge as much
- Reworked how the game keeps track of maps for battles, both quest and interactions with enemy parties in maps.
-- There should be little no changes in gameplay at this time, but this reworking allows for battle maps to be semi-randomized in the future to offer some more variety and supports future additions such as reinforcement zones and more
- Updated some older quests to use the current convention of 5xp for passing one-time successful skill rolls and 3xp for repeatable ones, such as with traps
- Increased maximum levels of Idle Adventurers recruitable followers in Giusburg Outskirts to range up from 8-10 up to levels 10-12
- Added migration script so any player with Self Maid Mansion quest completed who does not know Lezza's Self Preservation Potion recipe should have it automatically re-learned
-- This is a one-time migration that occurs regardless of whether or not the player actually learned the recipe in the quest. It remains possible to miss learning this recipe in current or new campaigns.
- Added a customizable hard cap on how many betraying followers can join the enemy army in a single battle
-- This should make some quest battles easier where followers frequently transform and betray you
-- If a follower is unable to join a battle due to this change, they will now be moved into a queue for the next eligible battle
- Added a red "Force Tilemap Update" button to the bottom of the escape menu.
-- This may help determine the root cause of why sometimes "ghost" doors occasionally and unpredictably remain in place blocking access. If you witness this bug again, please let us know if this button resolves it or not.
- A floating battle sprite now spawns when a target gains the Bimbonic Infection status effect in battle to make it easier to notice when an infection occurs
- Gave the hostile NPC parties wandering Giusburg Outskirts some escape options
- Replaced satyr wardance spear graphic
- Added map fog to the corrupted fairy grove in North Shore
-- Because this fog didn't exist in the map previously, it will be present upon entering, even if the map has been fully explored already
- Completing the Self Maid Mansion should now no longer removes the potion of mental preservation recipe or the relevant potions from the quest

Cheat/Debug controls (patreon-backer builds only):
- Added option to spawn in a random equipment-type item on Inventory cheat/debug panel
- Added debug option to sync the player's color tones with the select companion
- Added option to add in new followers at a specific level. By default, this will be set to match the player level the first time that panel is opened per play session
- Added option to boost all followers in the party to match the player level if they are below it

Bugfixes:
- Fixed back button in the companion equipment quick equip panel paging forward instead of backward
- Hostile NPC parties should now spawn in Giusburg Outskirts again and not just one of the hostile mermaid pods
- Potential but unlikely bugfix for unlocked doors still blocking party movement inside the formerly inaccessible area
- Bugfix for when trying to administer more than 8 healing or soothing items on different followers and companions at once
- Fix for Refreshed status effect not actually granting any bonus
- Blackjaw crag should no allow for safe follower dismissals

V0.3.07 (Oct 17, 2024)

New game features
- Feral followers are no longer able to return to safe locations when dismissed, even in safe maps

New game content (quests/writing/art/etc):
- Added second Corrupted Bog popup dungeon layout
- Some species (satyrs, cat wildpeople, and fawns) now have the Jumping trait. In the future this will assist with battle movement but currently has no effect.
- Added some unique popup dungeon loot items. These can currently be found in Rare Treasure Chests in the satyr warband camp and corrupted bog.
-- Magic Rod weapon. This is a weapon that deals lust damage to an enemy in melee range with a low chance to transform eligible targets into submissive maids.
-- Cowpoke Rod weapon. This is a weapon that deals magical damage to an enemy in melee range with a low chance to transform eligible targets into dairy cows.
- Added ability for some locked loot containers to require multiple items of the same type to unlock
- Added point of interest in Corrupted Bog popup dungeons, the blind old witch who can sell Fairy Corruptee transformation potions and potentially the recipe for the party to brew them yourselves
- Added Patch of Blight resource node, found in "corrupted" areas like the Corrupted Bog and Corrupted Fairy Grove.
-- These produce blightrose thorns, an alchemy ingredient used to brew the new Fairy Corruptee transformation potions
- The Elf Seamutt / Seabitch combat ability Siren Song Shanty now gives the Siren Song Shanty status effect. It also has a low chance to transform lustful opponents into Mermaid Shorewalkers that might betray the party.

Miscellaneous
- The next interaction audio and follower display at the point of interest panel now delay displaying event followers and playing potential sound effects until closer to when the skill roll is completed.
- Added some Roguery skill rolls to try and evade patrols in the corrupted bog popup dungeons
- Resized various sprite sheets to be larger. Please report any combat abilities, form traits, or status effects that have incorrect graphics that may now occur following this change.
- Improved player party pathfinding to cancel any existing pathfinding threads when the player issues a new move order.
-- This may reduce the frequency of the party doing things like entering deep water and getting "stuck" / moving incredibly slowly

Cheat/Debug controls (patreon-backer builds only)
- Reorganized Misc debug panel to include labels and sections for similar debug behaviors

Bugfixes:
- Fixed some erroneous choices allowing the player to search in Curdshire homes when the quest is closed or open at the wrong stage
- Leanan's Bovinification Mass Reversal Scroll should now actually be removed from the party inventory after being used in the quest
- It should no longer be able to detect traps that are not activate due to required triggers not being met, such as due to certain theme tags being not met, or because they are linked to a completed quest such as in The Whey to Curdshire
- Bugfix for evasion negation not properly factoring into evasion chance calculator
-- This should make it easier to hit evasion-focused characters on the battlefield, especially for precise ranged units.
- Fixed a bug where some loot containers were not being initialized as locked when they should

====================

V0.3.06 (Oct 14, 2024)

New game features
- Added new campaign customization options regarding popup dungeons
-- Expiration time modifier: Determines how quickly a popup dungeon in a particular location can be re-revealed
-- Time for entry modifier: Makes it easier or harder to reach a revealed popup dungeon before it stops being available to enter and vanishes
-- Reveal chance modifier: Makes it more or less likely to discover an unrevealed, available popup dungeon when passing nearby
- Some maps now are marked as unsafe and the party is prevented from waiting in them.
-- This mainly applies to popup dungeons and some quest-based maps like Coalnose Quarry.

New game content (quests/writing/art/etc):
- Added a rare transformation surprise in the blessed hot springs in Greenridge Valley when leaving the springs

Miscellaneous
- Most quests now have suggested minimum levels with them that display when the quest first begins, as well as when viewing the quest from the quests panel
-- Note that these are suggestions, not requirements. They're meant to let the player know when they've stumbled into a quest intended to be more difficult than their party is likely ready for.
- Tweaked basic fighter levelup strategy for followers to invest an occasional point into precision to assist them in hitting enemies with higher dodge chances
- Improved NPC party pathfinding so they route a bit more intelligently.
-- NPC parties abort their current path when they detect the party, meaning they should now no longer do strange activities like move past the party to reach a waypoint across a river before attempting to give chase
-- Detecting the party should now cancel the NPC party's pathfinding thread
- The remove all hunger effect (found in The Merry Meandering Merchant random event, and some other places) now delays time before eating instead of after, leaving the party completely full instead of just mostly.
- Reworked popup dungeons so they are not initialized/tracked by the game until they are actually revealed and made visible to the player
-- This should make it easier to discover popup dungeons as they won't enter any cooldowns until the player is aware of their existence

Cheat/Debug controls (patreon-backer builds only)
- Fixed positioning of auto-escape button so it should be better visible in the panel
- Added debug option in Misc debug panel to prime all traps in the current scene, bypassing the random activation role
- Jump to Random Trap in Misc debug panel now only jumps to traps that can still be launched
- Jumping to a random trap does not activate if any UI element is already open, preventing double-launching

Bugfixes:
- Fixed incorrect description for Hatfellow Estate Music Room Key
- Fixed Vyndaii's random event triggering while sailing
- Fixed some points of interest displaying underneath map decorations, such as Glabbardot's Potion Emporium being largely hidden beneath a rug decoration
- Fixed accidental duplicated button text in Nightpaw Camp
- It should no longer be possible to equip items onto feral companions from the inventory equipment view
- Fixed a bug where combat abilities associated with a removed equipment item could remain in a character's combat abilities
- Minor various text fixes to The Bimbo of My Enemy quest
- Mermfolk Warpods are now land traversers in the east of the Giusburg Outskirts map, allowing them to move on land instead of being completely stuck
- Fixed Vyndaii throwing emergency leave option when asking how she feels about you with 30 or more relationship
- Bugfix for followers displaying gendered base form name using current sex instead of base sex



Review by onthehunt919

Version reviewed: 0.3.05 on 10/10/2024


To preface this review, I played on the middle difficulty, with mostly normal settings, with one exception. I chose to make the upkeep cost for keeping units nonexistant. I generally think that games such as Fire Emblem, or RPG's in general, excell at building up a party, and having to focus on keeping people paid AND alive is a bit of an overreach. Along with that, with me using transformation potions to alter my party members and followers, I found it a little bit more than tedious to have to worry about having enough gold to keep them on deck. Now to the meat of the review.

 

Restoration of Aphrodisia is fun. I'll say it. Many times, I'll find games on this site that are these long text bogged slogs, where my screen is filled with paragraph after paragraph of text with no gameplay to speak of. However, where those games fail, this game triumphs. The combat is fun. It's allows for strategy, challenge, and a genuine feeling of accomplishment. Some of my favorite moments were when I was surrounded on all sides by the bimbo virus townspeople and having to strategically maneuver my units in order to keep the strong ranged ones out of reach, while allowing the new dark elf companions to take some of the heat, or when I was in the slime mine, having to manuever around the tricky terrain on the battle map. The combat is very Fire Emblem esque, with stakes similar to it. I found myself building up my Willow with a spell based build, then realizing that she could excel at a seduction one. I was regularly switching her transformations around from Fairy, Dryad, Poisonweaver, etc. And the same with my character as well. I ended up finishing with the bunny transformation due to the Cuniculbur, and going strong with reflex toughness and strength. The opportunities build variety are great, and finding different ways to approach combat was always enjoyable.

 

Now on to the follower system. I found it to be less than perfect in all honesty. The disconnect between companions and followers was a bit dissapointing. I found myself having numerous weapons and equipments that I had no use for since I had already perfected my companions, and the lack of follower customizability outside of transformations leaves a little to be desired. On that note however, I do recognize the benefit of lack of attachment to individual followers, and the ease at which they can be lost, along with the easier time with game development that keeping customizable characters to solely companions brings.

 

Outside of basic gameplay, I'd like to talk about some of the other gameplay systems. I found traversal to be, while basic, simple and robust enough for a game of this scope. The simple act of clicking on tiles for movement works fine. However, within combat encounters, zooming out causes the readability of things to take a hit with them seemingly not scaling with the level of zoom, and that would cause some light tedium when trying to maneuver the camera around. Along with the readability, on many occasions, when the camera was focused on the active unit, upon the next turn start it would send the camera all the way to the bottom left corner, a small glitch you might want to be aware of.

 

Now let me talk about the quest system. It's basic. And thats wonderful. It's easy to understand what the quest wants you to do, and it's phenomenal. I love the easy to understand checklists and the quest hint helps when you are in dire need as well. Now on the quest bit, I encountered a bug where the game believed I had not left Tidswell mine, and was unable to complete the quest, which was unfortunate, but I do understand that the most recent content has many WIP quests, and since the game had already delivered so much content, it wasn't that big of a deal.

 

Now this next bit will be a bit more critical, and looking at other reviews, I can see that I'm not alone. There is too much dialogue. I am already a serial dialogue skipper, but this game has so much dialogue, it's not even funny. Every encounter bombards you with paragraph after paragraph of information that, frankly, for a porn game? I don't particularly care to read. Some of the dialogue I DID like was that with the final boss of the manor, or basically anything with Willow, or Vyandaii. That dialogue would always be fun and interesting, and was a nice change of pace from the exposition dumpers like the mayor of the first town and the like.

 

I'd like to finish off with some miscellaneous points. I really like the 8x speed being an option, however, and this may just be me not knowing where to look, I'm unsure how to access the hints/tutorials again, as sometimes I found myself looking for a bit of clarification on certain points. Other than that though, I found the music to be more than fitting, and in some cases fantastic. On the topic of some of the maps, the bimbo virus town is a personal favorite of mine, with having to route around the wandering encounters being some of my favorite moments. On a completely different note, I found some of the differences between the art and artstyles to be a bit...jarring. For example, the satyr wardancer and fairy have a VASTLY different artstyle from that of the poisonweaver or mermaid shorewalker. Frankly, I think this game needs some more time in the oven before becoming a paid game. Quests need to be finished, bugs need to be squashed, art needs to be normalized, and more. But as it stands? This is a fantastic experience, and I can 100% see it being a full fledged game in a few years time. Keep up the good work, and I hope to see what more blue fairy media does in the future.


Review by Red-XIII

Version reviewed: 0.1.04.1 on 07/31/2024


To be blunt, I'm not seeing quality worthy of a game that intends to go fully commercial here.

The game has inherited all the issues of it's predecessor and gained some new ones to boot.

Credit where it's due the writing is good. Unfortunately just like in EoA the level of detail is excessive. Even for a mainstream game this would be a bit too much, and for a TF game this is a TLDR hell.

This, btw, is something of an ever-present issue with this game (and EoA to a bit lesser extent). Or maybe it's just me? Either way, the game expects you to be able to switch gears between it's TF side and it's game side on a dime. Chat up a whole town, hire a team, get provisions, level characters, plant a course and... read about that team being turned into maids in a mansion... then back to feeding and paying them... until it's something else again. You'd ask what's the difference between this and any other TF game? The difference is that this one takes it's gameplay a bit too seriously. Who gives a fuck about provisions and crew salary in a TF game? Well, maybe when it's a TF version of Origon Trail, but this one is not.

Surprisingly, despite our crew needing food and salary, being an actual trading caravan isn't a thing. I was really disappointed when I realized that “trade goods” is just the game's cruel way of saying “junk to sell at the nearest merchant”. Kinda weird that we pay for both mileage and safety in numbers yet don't even try to make any money from it...

But the real downer is combat. It's clunky and boring. There's an initiative system in play, yet somehow you never see enemy units act between yours or yours between theirs. So it would seem that it's only there to enforce a turn order between your own units. Which is a major pain in the ass because no unit can pass where another one stands. Yet there are no threat zones, no interruptions, and not even movement penalties. Meaning the only way to guard your rear line is to literally form a wall of bodies between them and the enemy.

And as if that wasn't bad enough the game has no concept of technique knowledge. Character actions are determined by their form and in case of the “chosen 3” their equipment. Picked up a bow? Congratulations you can fire a volley of arrows. Picked up a staff? Congratulations you can cast fireball. Want something other than a fireball? Go find a different stick Harry, cus you're no wizard, you're a joke. Don't get me wrong you CAN specialize your chosen 3 characters using something as boring as stats (into a magical DD or lust DD for example) but the main draw of RPGs is off the table – you can't make them learn any combat skills. Even battle brothers, stagnant as it was, had passives to learn, and BB's tactics were crazy good (aside from being stagnant, obviously) while the ones in RoA are literately the worst I've ever seen. Not exagerrating. Mean it. Yes, really. And no, I DID see a lot of really bad ones. This one just managed to take the cake somehow.

I'm honestly not sure if I should be saying what I'm about to say, but … if you're planing to make money from this, FFS, hire someone to do proper QA. If you want your players to treat you as a working professional, how about you start by treating your future clients as a working professional should? Maybe I'm too much of an idealist but when I see developers go “give us free feedback to fix our gig then pay us for it” route it makes me wanna bonk them all on the head a couple of times. Well, at least they are being upfront about it...


Review by Zhem

Version reviewed: 0.1.02 on 07/22/2024


I really like this game.

Especially the Improvement of having a couple fleshed out characters. Adored Willow almost immediately. Shes great.


Review by corby

Version reviewed: 0.1.02 on 07/22/2024


This game is cool as hell!!!

Love the lore and the characters. I like the combat, and have done quite will with it.

There are a couple of quibbles I have with the economic side of the game, but all together, it's a cool and coherent universe. Definitely playing this one!


Review by 12ckox

Version reviewed: 0.1.0 on 07/19/2024


A fantastic game with story and good amount of content. defin worth spending money to support this content creator with how much time they spent making this game.


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