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.
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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.
V0.9.01 (May 7, 2025)
New game content (quests/writing/art/etc):
- Added new music for Beehive map in Mead Madness quest. Music is by caeluswindcat
- Added uncommon Cupid's Bow weapon with Cupid's Arrow ranged lust attack
- Added rare Ring of Repulsive Touch that shoves back up to six unique enemies in melee range
- Added Elmadaii's Repaired Wyld Bow, a unique bow gained after defeating Elmadaii in the Deer Oh Dear! quest
-- Any players who have already completed this quest will gain this bow automatically through the migration script
- Added the fourteen day follow-up reward for completing the Mead Madness quest. This is found in Fort Veronica in the same place the quest is issued and completed.
- Fairy Flowertenders have a new healing ability, Healing Perfume on the Wind. This is a ranged ability that heals two allies that are 2-3 tiles away from the caster with a warmup and cooldown period.
- Dwarf Priests and Priestesses of Domumeris have a new healing ability, Soothing Prayer on the Wind. This is a ranged ability that soothes two allies that are 2-3 tiles away from the caster with a warmup and cooldown period.
Miscellaneous:
- Reduced benefits from Help from the Hive status effect
- Waterfall sfx should start at a random time to make overlapping sources sound more natural
- Soothing Touch cooldown decreased from 3 rounds to 2
- Added Silver Charm to item cleanup list for when Strange New Silk quest is completed now that any remaining doors should auto-unlock once the quest is ompleted
Bugfixes:
- Help from the Hive combat ability no longer has a transformation element
- Bugfix for liferaft rescue ambush battle allowing the event to be repeatable upon returning to the world map
V0.8.03-V0.9.00 (May 4, 2025)
New game features
- Added ability of certain species to remove status effects when transforming into a form of a different species
- Added combat ability effects on caster/attacker
-- These effects occur upon a successful attack against an enemy. Misses, dodges, deflections, and rebuffs should not cause these effects to occur
-- This is currently used in the new Final Duty Honeybee Wildwomen combat ability, dealing a lot of damage to the target but also removes all of the attacker's remaining health and gives them a severe long-term debuff status effect
- Added combat ability enemy pushback that "shoves" an enemy unit away 0-3 tiles
-- Each pushback distance has its weighted chance, so the chance of how far the target battle entity moves can lean toward closer or farther ranges
-- Already-occupied tiles are excluded before any random rolls are made, so that if any one tile is valid, it must be chosen.
-- If no tiles are valid for the pushed back entity to be knocked back to, or the outcome has a distance of 0 tiles, nothing happens and pushback is skipped
-- Pushback only occurs when the attack is successful and the enemy unit has some remaining health and is not at maximum lust
-- Pushbacks play a unique scraping sfx and cause dust particles to appear under the target's feet while they move. Additionally, a floating sprite is spawned as well
-- Pushbacks always move in a straight line, using the vector from the attacker toward the target
-- Rough terrain has no effect on the actual distance pushed back
-- Enemies can also be pushed over/through other battle entities or otherwise inaccessible terrain like forest, water, etc (this may change in the future)
New game content (quests/writing/art/etc):
- New Quest, Mead Madness. This can be found in Fort Veronica after gaining entry to the inner fort. Recommended for levels 15+
- Added Glabbardot the transformation potion selling goblin. Art is by silververity.
- Added Honeybee Wildwomen species with the following forms: Hiveguards, Forager-Scouts, and Workers. Art is by GlobbinArts
- Added Lomn the Butler artwork. Art is by GlobbinArts.
- Added point of interest on far southeast side of Giusburg Outskirts where the party can reunited with Neia and Coralia and recruit high-level mermaid followers
-- Amour Aquatic must be completed for this, and it must be sunrise for the point of interest to appear
Miscellaneous:
- Status effect expiration time now displays in days and hours instead of just hours
- Healing Perfume now has a 2 turn cooldown instead of 3
- Added Additional Casting Requirements on combat ability full view panel
- Sacks of coins are now unsellable (because they are worth far more when opened, the intended behavior)
- Combat-only status effects now either run at the start of the turn (when they effect health/lust/movement points) or elsewise at the end of a turn (status effect that modfies attributes or other statistics)
-- The status effect panels reflects this on the UI
- Status effect start-of-turn effects now display on the selected battle entity status effect tooltip
- Concealing map fog has been changed from solid black to dark blue, matching the end-of-map fog
-- This is to make it easier to tell when there is a room or section that has not been revealed against the black interior tiles
- Tweaked combat ability order slightly so that species-based combat abilities come before form-specific combat abilities to be the same for both player/companions and followers
- Refactored how merchant art is displayed on trade screens. There should be no functional difference, aside that it now allows for art using separate foreground and face layers
- Added missing minimunm level recommendation of 8 for Deer Oh Dear quest
Cheat/Debug controls (patreon-backer builds only):
- Added a new debug subpanel, primarily for the sake of internal trigger checking
- Added teleportation targets for inside Dulaxus' lair and the Mermaid Meadows Hive
Bugfixes:
- Bugfix for selected battle entity status effect tooltip remaining open after pressing tab to select the battle entity whose turn it is
- Bugfix for player being able to select enemy / non-player-controlled combat abilities and having it show eligible targets of the ability as though it were a being used by the player
- Bugfix for combat abilities that cost an ability points incorrect blocking other abilities that cost none
- Pressing the End Turn button should clear attack/ability target highlights, as well as any highlighted tiles available for that entity's movement
V0.8.01 (April 5, 2025)
Miscellaneous:
- Quests now record which companions were present for each stage completion
-- This is used to determine whether a companion was actually present for some percent amount of all the quest progression stages so in the future they will only talk about about quests they were actually present for
-- When migrating a game from an older version, every companion who has ever been part of the party will be added onto every quest participation, regardless of their actual presence
-- Note that this is not a perfect system and that companions only need to satisfy a configurable percent participation in all stages
-- There will also need to be an ongoing data migration to ensure companions dialogues use this system instead of the currently existing "quest completed" one
-- Substages do not track companion participation
Bugfixes:
- Fix for blank point of interest coming up when Vyndaii is transformed into a feral form in the final fight of Deer Oh Dear! quest
-- Vyndaii transforms back into her base form automatically when leaving the leaving
- Fix for wrong item description for Dragon Battlewife transformation potion
- Fix for Rocky Outcrop resource node sometimes spawning with 0 items
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V0.7.02-V0.8.00 (April 4, 2025)
New game features
- Added attack transformation chance statistic that can increase the chance of an attacker transforming an enemy in battle
-- This calculation is performed once all other calculations are completed
-- This can currently be gained from the Anklet of Matter Morphing
-- Currently no combat attributes add to this chance, similar to Ease of Hit
- Added Incendiary Warbow weapon which has a chance to set enemies on fire
- Added Nightstalker Bow weapon which gives the Umbra Obscura and Midnight Howl combat abilities
- Initiative rolls now affect the number of delay points each battle entity receives per round
-- Each battle entity whose initiative is above the average initiative gains 2 delay point
-- Each entity whose initiative roll is lower than average but greater than the midpoint between the average and lowest iniative gains 1 delay point
-- All other battle entities do not gain any delay points
- The number of delay points now displays on the highlighted battle entity view
- The first time a player presses either the short or long delay button, the delay tutorial prompt is launched to explain the feature
- Added battle modifier that forces all party members to fight who have enough health / low enough lust, including peaceful ferals
New game content (quests/writing/art/etc):
- Added Deer Oh Dear quest
-- This quest can be found in Camp Kestrel when Vyndaii is in the party and Journey into the Ashes and The Seeker's Sorrow quests have been completed
-- This quest's recommended minimum level is 8
- Added new battle scene loading background image. Art is by GlobbinArts.
- Added a new battle music track by CaelusWindcat
- Added artwork for Empress Sephora by Luxianne
- Added two new aggressive feral forms, the Bear Cavelurker and Boar Forest Rootdigger. Art is by Icy.
- Added new Willow Hawkwing facial expressions. Art is by Luxianne.
- Added Sparkletits the fairy quartermaster artwork. Art is by GlobbinArts.
- Added Leyla the vinyeard owner artwork. Art is by GlobbinArts.
- Updated Dragon Mountain music with better mixing. Music is by BecciCP.
Miscellaneous:
- Performed some refactoring around battle tilemap parsing and deployment. There should be no functional changes, but as always this could result in new bugs.
- Tweaked the "bumbling farmer" player starting portrait to allow for the standard range of hair colors
- The party's map position is now synced with the game model every game tic
-- This may fix some hard-to-reproduce land-exclusive random events from triggering when the party is sailing
- The party can no longer interact with loot containers and points of interest while the player is feral
-- Resource nodes can be accessed if the party has at least one non-feral player or companion
-- Some points of interest do permit feral interaction for the sake of limited quest activity
- To prevent getting stuck, feral players that are knocked out on the map due to low health or high lust have their base form restored upon recovery
- Random events are also blocked from triggering when the player is feral unless it is specifically marked to permit it
- Refactored battle turn delays to use the new battle event queue system. There should be no functional changes, but there could be new bugs
- The battlefield AI will now use short delays when it calculates that there are no options that can damage enemies or help allies
- Adding followers into the party via quest events can now also automatically load them into the event, allowing for their portraits to show up once they official join
- Recruiting mermaids and other followers in Blackjaw Crag should now have them enter the party at the same level as the player
- Performed some refactoring on how barriers and doors interact with pathfinding
-- This was done to (unsuccessfully) track down the persistent "ghost doors" bug, but allows for better future debugging of the issue. No functionality should be different from before, but as always, new bugs could have been introduced
- Added alternate unlock condition for item-unlockable barriers for certains quests/maps
-- For example, The Horny Dragon's Hoard will now automatically removed all boulder obstacles once the quest is completed, regardless of how many powder charges were in the party's inventory upon quest completion
-- This allows for post-quest inventory cleanup to not permanently restrict access to parts of certain maps
- Adjusted some resouce nodes in forests and rocky terrain to provide more diverse alchemy ingredients
- Added in a tutorial message that launches when the party has a feral party member
- Companions now cannot be spoken to when the player is feral, even if that companion is not feral
- Brutas Grindaxe now has the Transformation Resistant trait
- Eugenia and her marionette doll forms are now transformation resistant
- Frog Boglurker Tongue Snap is now a physical ranged attack, so damage now scales with Marksmanship instead of strength
- The Frog Boglurker now has the Fragile trait
- Removed the gold and item rewards from helping Dulaxus
- The player now retains direct control over the player character battle entity, even when in aggressive feral forms as they are always "you"
-- The party can consume Allsbreath Flowers, a unique item found in Sekaram's Sanctuary that allows for direct control over feral aggressive companions and followers for four hours
-- These have a respawn time of 2 ingame days. They will all be removed from the party inventory when leaving the Sekaram's Sanctuary map
-- The Allsbreath Flower has no effect on peaceful ferals
Bugfixes:
- Fix for summon stat display bar below battle entity showing the stats before the summon health/lust penalty is applied
- Fix for negated status effects via a different status effect not being removed from battle entity
- Fix for battle entities showing pre-difficulty-status-effect status during deployment stage of battles
- The map connectors in Greenridge Valley and Ashe Wooods now hide themselves again when certain conditions are not met, mainly main storyline progression
- Fix for AI not correctly factoring in rough terrain when determining when to use abilities that require movement points such as Tail Whip or Dual Pistol Blast
- Fix for combatant status effects running and decrementing each time their turn begins, including turns began after prior delays. They should now only run the first time that combatant's turn comes up per round.
-- In the future, status effects will likely run count down / expiration logic at the end of the turn instead of the start, EXCEPT for those that affect health/lust/movement points such as Bleeding, Rooted, etc.
- Bugfix for transforming party members using wrong sex of base form
- Fixed a handful of bad text file encodings resulting in square boxes for unsupported utf-8 characters
- Fix for statistics panel in the rare case of showing max health or lust values below the minimum of 10
-- Note that the number breakdown will not longer sum up correctly
- The dragon gate should no longer be raised again once The Horny Dragon's Hoard is completed
-- A migration script should re-add the missing state that re-opens the doors for players who already completed this quest
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.
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...
I really like this game.
Especially the Improvement of having a couple fleshed out characters. Adored Willow almost immediately. Shes great.
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!
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.