Erica: Knight of the sun

by MorquendiX

Uncensored Windows
Versionv0.1.9.2
EngineUnity
Released2026-06-04
Updated2026-06-10
LanguageEnglish

Erica embarks on an adventure but encounters an ugly bastard. Play this game to discover what happens.​

v0.1.9.2 v0.1.8.0 18 new areas have been added. 「Underground Catacomb Passage」 「Underground Catacomb Corridor I - III」 (1~3) 「Another Path」 「Underground Catacomb I - X」 (1~10) 「Dark Chamber」 「Deep Cave」 「Corpse Pit」 Main UI Changes Ero stat images now change based on the number of experiences for each body part. The values from Goddess Blessings (Ability Unlocks) are now applied to Erica’s stat text. New Monsters (3 types) 「The Cursed」 「Kaiser」 「Kaiser’s Real Eye」 New Content 8 new items added 3 new alchemy recipes added 9 new quest lines added Oasis x2 Monaca x4 Cooper x3 Cooper’s quest can be found in 「Underground Prison II」 Gallery 5 new gallery cutscenes 2 new gallery illustrations In-game Content 5 new in-game scenes added These can be viewed by progressing quests or under specific conditions. New Goddess Blessings (Abilities) Blessing of the Sun - Increases the wearer’s attack when unlocked. Grace of the Sun - Increases the wearer’s defense when unlocked. GoldenClaw - Unlocks the active skill "Golden Claw". v0.1.7.1 Fixed a bug where the moon in Stage 1 was glowing too brightly. Fixed the Miles bug in Stage 2. Fixed the Sunherb bug in Stage 2. Fixed a bug that was blocking cheat codes. v0.1.7 New Content 9 new areas have been added. 「Monaca's Room」 「Kaiser's Room」 「Prison corridor」 「The central hall of the prison」 「Underground prison I」 「Underground prison II」 「Underground prison III」 「Underground prison cellar」 「Entrance to an underground cemetery」 UI Changes The stat section of the main UI has been updated. On the left side of the main UI stat panel, you can now check the number of times Erika has been H-acted upon. (If you played previous versions, past actions are not recorded. The count will start only from a new save or from now on.) (If you wish to play as Erika in a “Virgin” state, please check the Virgo constellation displayed behind the stat UI.) On the right side, you can view Erika’s current duty as the Knight of the Sun (Main Quest) and her current thoughts (Sub Quests). Before entering the Stage 1 boss battle, the destination is now clearly indicated. New Enemies & NPC Content A new enemy, 「Executioner」, has been added. Related H-scenes have also been added. (Gallery support will be added later.) A new neutral monster, 「Rat」, has been added. An 「in-game H situation」 related to NPC Vestia has been added. This can be viewed after completing all of Vestia’s quests. Related scenes have been added to the gallery. An 「in-game H situation」 related to NPC Monaca has been added. This can be unlocked by meeting certain conditions. Related scenes have been added to the gallery. Systems & Balance 5 new items have been added. 2 new alchemy recipes have been added. A pattern puzzle has been added to the prison area. Enemy attack intervals have been generally shortened. Jump input delay has been reduced. Script and rendering optimizations have been implemented. v0.1.6 1 new area has been added. Underground Cemetery Entrance A Notice feature has been added to the UI for gallery unlocks and events / achievements. (When certain conditions are met through specific actions, a notice will appear at the top of the screen. Notices will not appear again if the content has already been unlocked.) New NPCs (2) Vestia She is Miles’s maid living in the Forgotten Village. She is obsessively in love with Miles and seems willing to do anything for him. Monaca She is a nun living in the Forgotten Village. Before the moonlight changed people, she managed the cathedral located in the underground cemetery. It is said that the men of the village visited the cathedral just to admire her aggressively voluptuous body. Additional Content New cutscenes related to the tavern “The Rolling Stone” have been added. (When the minigame revenue exceeds 2000 points, an achievement is unlocked and the cutscene plays automatically.) A new monster “Miserable Tentacle” has been added. (Tentacles appear in the Bridge of Misery.) 2 new cutscenes have been added to the Gallery. Tutorials have been added. Script optimization and animation optimization have been performed. v0.1.3 N/A v0.1.0 Initial Release
wasdasd1111 2026-06-09
To start, the H content is very few and far between and not very compelling. I really do mean that it's very few and far between - you generally only see scenes after your character's health runs completely down to zero or in specific quests/scenarios. There are 3 grapple type enemies, these are the only ones where you dont need to lose all HP to see a scene. All of this is to say, you will mostly be watching scenes in the gallery. Some of them are good, most of them I didn't find very interesting. This might just be my assumptions but I was expecting a 'enemy grunts pin down and violate the skimpy knight' kind of game - I felt like it presented itself that way. The experience was more 'skimpy knight is violated by fat dude at the end of a 3 piece quest line' or 'knight is violated after losing all HP, game is immediately over and you have to restart from your last save (with full HP again).' The animations are well drawn though, great pixel art. Given you'll be seeing scenes so infrequently, you'll be playing a lot of the game to actually unlock them in the gallery so I think it's important to criticise the game as well. As a Metroidvania style, run and slash kind of game, it feels very incomplete. Yes, the run, jump, slash and dodge buttons are all here, but I feel like the whole game doesn't quite come together. Here's one example i found a bit frustrating - If there are two enemies standing in the same space, and you attack them, you will only hit one of the enemies, despite the big sword animation/graphic clearly going through both of them. The combat flow (for non-bosses) is very samey, tap the attack button til the enemy begins their attack animation, tap dodge, rinse and repeat. The bosses are a bit more tricky (the first one was a surprising difficulty spike, but managable) but combat is very simplistic on the whole. What is not simplistic and what really sucks is pacing and progression. The tone is set with the pre-requisite to the first boss - collect 1500 coins. You'll be grinding enemies for a while til you realise - wait I can sell collectibles for money. The fact that you can do this is never told to you, and the shop doesn't have words, just glyphs - you have to notice the picture of the bag in the bottom right of the screen and press the keyboard key that appears underneath it - only then can you sell your stuff. Like it's there, but not obvious at all, and definitely not well-designed. But be careful with what you sell! because some characters request enemy drops and if you sell those, you're back on the grind again. Honestly, a scroll through the discussion thread should tell yo uall you need to know about the quests. Arbitrary, time consuming, occasionally buggy and most importantly - not fun. It's often not obvious what you need to do or where you need to go next. I know there's a lot of effort that goes behind a game like this - the animations, the art and the music alone I can imagine have had a lot of thought and care put into them. But the rest of the game really isn't anything to write home about. To enjoy this game fully: Fire up the game, and tap F1 at the title screen. Enter the cheat code (search the forums, but for my version it was 'MorquendiX' or something Load a game such that you're playing as the knight. Tap F8 while in-game and you'll unlock the gallery.
redbulllx6 2026-05-15
I like what I see but goddamn is it a frustrating mess. I cannot get past after the first boss fight and beating her (by outliving her because dodging has a terrible way of telling you how long it keeps you invincible and whether you'll get hit or not. Sometimes taking nonsensical hits) because of the lack of QoL for the most basic stuff that should've been in there since day numero uno. - For one reason or another, we absolutely need the praying to statue animation after you've teleported or loaded a game, locking you in for a few seconds and refusing to let you play. It's absolutely a non issue in the beginning, but being stuck for a few seconds every. Goddamn. Save. Reload. Teleport. Gets stale and annoying quick. - Gallery only unlocks via cheats or seeing it happen. On paper also not an issue, but plenty of enemies essentially require you to get completely downed to play their animation, pretty much requiring you to accept a full loss and save reload if you wanna see that animation again without dying. - Oh boy howdy I sure hope you read that tutorial message for the new skill you obtained and laser focused on memorizing it because this game will not tell you a second time whatsoever! I sure love being softlocked because I got distracted for a second and forgot what I needed to press! - Combat is simplistic, I don't see it as an issue. Enemies barely drop "money" but you mainly gain it from selling stuff anyways. I collected so many grapes in the first area that I ended up with like 7000+ because of it alone. But figuring out you can sell stuff is so poorly communicated that you might assume you just can't until you look it up here or elsewhere. - The crouch sections. While I appreciate the idea, they serve zero purpose. Genuinely null. You crouch because "here's a rock that forces you to crouch for a few seconds", like an actual speed bump because ???? You can't fight while crouched, you can't dodge while crouched, enemy attacks still hit you even if crouched, so I mean this with absolute sincerity: What's the fucking point of crouch being a thing in the first place if it does nothing but serve as a speed bump for no appearant reason at all? - Boss design for that first boss felt terrible. You cannot predict what attack will play, you just have to pray it's not going to be one where the hit range is massive or just bull, especially since dodging in this game is barely of any use. - Quest log will only state how many to kill without ever updating how many you have killed or be so vague, you end up scratching your head wondering what you're doing wrong. Game says "Talk to Alchemist". You talk to Alchemist, nothing happens except the crafting menu opens. Quest log still only states talk to alchemist. But you see, you're supposed to magically know that when the quest says "figure out a way to solve the water issue", you're supposed to craft 3 or more water items with purchaseable only items! Wow! I only figured that out by doing random shit because 1 bottle wasn't enough. If your quest requires me to bump my head against the wall and figure things out that seem obvious to the dev but not obvious to the player, then you've fundamentally failed in that department. - Lastly softlock bugs as of v0.1.8.0 which I hope get fixed in the future. I like the animations. I like the artstyle. It works fantastic in that department. But it severely lacks in QoL and some more logical sense as to why something was added.
Bobmcpogkins 2026-03-03
I've played the browser for about half an hour. And i think I can give my thoughts on this. Important: Scene unlocks occur with character defeat or grapple. Other scenes unlock when you progress through character quest. Good: The Pixel art is good, love me some pixel art, it's also genuinely pretty good looking. Animations are also good (Combat + H-Scenes) and the character model (for the woman) are good looking. Bad: Grind is terrible. One of the quest requires you grinding 3000 gold to progress, every kill is like 11 gold or 18. Sure some treasure chest respawn loot, but items also cost in the 1000s. Combat is very simple 3 strike combo (which you can't hold to attack, you need to spam click). Combat is also pretty braindead, as most mobs have a cooldown period after attacking (like 5seconds) so you basically just need to dodge once to win. (could be a good?). I've so far fought 3 types of enemies, and only the third guy "Bomber" was unique, first was a Default Bandit with 1 attack slash and the other is a Grappler who puts you in a Grapple Scene. Jump button is wack. you enter a "Jump" animation, making your character stop in order to jump. You effectively have to time it, no B-Hopping. Speaking of movement, there's currently no way to switch keybinds, so your forced to use ↑,←,↓,→ (ArrowKey) while having your main buttons as Interact - Z, X, C (no one handed gameplay, sadge) Other than that, I'll say the game does have potential, especially for something this new. I'll recheck this once it gets better
Med_Vandel 2026-02-08
I thought people were exaggerating about the grind and constant crashes, but they aren't at all. I've literally played RPG maker games with less grind than this. The crashing would normally not be a problem, but the game only lets you save at certain points so you lose progress if the game crashes. This also artificially amplifies the grind because you'll often have to repeat it again. It tends to crash in combat h-scenes for some reason.
NoFaceAnon 2026-02-03
Have fun with this one, good enough action to have real fun while playing (if a little grindy) and great lewds in pixel art and 2d gallery. It still have a long way before being a finished product, but nice enough all around.
Perpetual_Peace 2026-02-02
Played - Version : 0.1.6 Preface this review with I love metroidvanias. This game is boring. The art is okay and the animations are okay. But that's about all there is to say as a positive. The biggest issue with the game is the pacing. You'll spend most of the game performing fetch quests which are directly tied to game progression. And you'll end up having to spend copious amounts of time doing nothing but walking. I want to really stress it, you'll spend almost all of your time not interacting with the game and just running. The levels / maps are large and mostly empty, with very little in variation in design. You'll quickly get tired of seeing the same thing over and over. There is very little enemy variety. And the maps are so large that you'll end up just ignoring the enemies altogether since you still have 3 more minutes of holding a direction key to reach the next room. After you have completed one fetch quest, the game rewards you with the next. Causing you to back track once again through the same areas you've already been through, to collect more materials. It's a boring slog that just eats up your free time. Cheating is the only way to make this bearable. Combat is also boring. Your movements are slow and clunky. Often times it feels unresponsive. Enemies are also just boring health sponges. You wail on them until they die. Enemies have no recoil or animations for being hit so it feels super unsatisfying. They have no other AI then to just walk towards you and try to attack once, then wait and do nothing. Bosses are the only thing that were relatively interesting. I liked the first Nun boss. But the second, fat mutated man, was boring and not fun. Massive health sponge, your attacks do very little damage - so you're forced to grind to stock up on potions and damage buffs. Again, cheating makes it bearable but it is really disappointing. For a metroidvania it's got uninteresting combat, map/level design, and enemies. Oh, and also no map of any sort so you'll just need to commit the level design to memory as you explore. Which sucks if you don't play the game all the way through in one sitting.
Krieger Season 1-6 2025-10-12
New update, still bad, feels like this game won't ever see a decent release. At the moment the game is too broken to even enjoy 10 minutes without a crash. And while there's one game over good Cg, the animations are bad, that without a VA it's hard to even get hard. Not worth anyone's time. Shouldn't have been released even as a beta as it is.
Every1sGrudge 2025-08-12
Rev @ Erica: Knight of the sun [v0.1.0] Needs work. Art's great. Yay boobs, Writing is nonexistent but not needed. Porn's fine. Controls suck. Inconsistent UI sucks (press X sometimes, press escape sometimes, sometimes the two trade off within the same menu interaction.) Healing, damage, and grapple all need refined. Jumping feels bad, particularly from a sprint. Enemies, ladders, and ledges can all grab you out of midair and do a semi-softlock that swinging the sword will sometimes escape from. TLDR: Potential, but feels bad to play atm.
Ellen s2 2025-08-05
A lot of things still need work in the game (especially the gameplay). But so far: Visually speaking, Knight of the Sun is a beautiful game. It's been a while since I’ve seen such well-made pixel art. This game even reminds me of Demon Sperm . The character design is also very well done! Now, about the gameplay: The controls are very strange, especially the way to open the inventory. Having an option to remap the keys would be very interesting. And finally: There's a lack of damage animations. One suggestion: as the character's health decreases, parts of the armor could break off, until Erica ends up without any armor (or clothes). Also, H-scenes for defeated enemies would be an interesting addition. The game has a lot of potential! Great work to the devs!!!
lordmojito 2025-08-02
needs a lot of work,here's bugs that i personally find: getting grabbed mid jump would softlock mygame jump attacking an enemy sometimes wouldgive me double drops would sometimes froze after using a ladder and my complaint: - enemy items grindfest -unremappable keys -the mash to escape is a bit hard
El Presidente 2025-08-01
For starter, you need to press Esc, press q to the inventory, press enter, drink wine, and you should have enough moral that let you jump pressing space. You welcome. What i describe is the reason why i give so low star. Arts are great, but the autor have a very bad sense of common game logic. For example, you move with the four arrow, you attack with Q, interact with E, dodge with R, but also jump with space. The commands are not intuitive and the "tired status" prevent you to advance the game because it prevent you to JUMP. The level design are fine but then you realize there are a lot of blocked road. Combat is easy, only the bomb guy can deal some problem, but it's also a porn game, and the "tired status" invite you to not interact with the enemy or you, you guest it, cannot jump. There are quest and crafting, i don't understand how it works, the shop cost too much but i think it's intended as design? then there is the gambilng part. Overall need a better UI, better commands, add the jumping in the "tired status" and probably it could be a fine 2d soulslike.
amgwtfover 2025-08-01
V0.1.0 This an exceptional initial introduction done right. Usually I am not one to advocate 0.1's because they are often just one straight line and a single mob. This is a true demo, 3 enemies, multiple H scenes, and smooth controls. It's not perfect, hence the 4/5. - Button mashing needs to be about 50% more effective, it's nice that it isn't just an inconvenience like most games where you A,D,A,D,A and you're free, but this is too far in the other direction. - The walking bit at the start is too long, introduce recovery and shift sooner. I personally just crawl walked my way because it was 3x faster than the crippled walk. - A block, parry or dodge function would be great rather than running behind every mob before attacking. Overall a truly solid introductory demo and a rare 0.1 I will be keeping an eye on.
getentmurm 2025-08-01
The game has quite a few things that need improvement. First of all, the controls are really bad — it should let you remap them or at least adjust them to be more comfortable. Jumping is set to the spacebar, and attacking with Q? That doesn't make much sense. Also, when you hit two enemies at the same time, the game seems poorly programmed, as it looks like the sword has a hitbox but the enemies don’t, or something weird like that. The code only checks if your sword is within range of an enemy, and if it is, it deals damage, but it doesn’t know how to handle hitting two enemies at once, so it ends up damaging only one of them. The AI for the bigger enemies is also bad — if you dodge an attack, they can’t figure out how to turn around and attack you again. It’s also a major issue that after the sex scenes, the character moves extremely slowly and can’t jump, which is essential for gameplay. I also noticed you can’t climb ladders while jumping — I’m not sure if that’s intentional, but it would be a good feature to add. The game has potential though, keep it up! Edit: The bomb guy has a bugf he throws the bomb and doesnt colide with the ground it will never explode it will bug out on the air, also when the big guy grabs you and makes your hp 0 the game freezes.
jonathankurtz12 2025-08-01
I'm going to be fair on this one and give it a 4/5 on V0.1 but it does show potential to be a good side scroller but at its current iteration it is very janky and the enemies don't cum which is a huge let down since that is why they are fucking you in the first place right? so you have to button mash to get out of the H scene, and worse off is that it removes all of your stamina so if you don't have a potion of stamina it literally kills the run entirely and you either have to walk or roll back to camp or exit and restart the game so it is annoying. Very well designed characters and it looks super promising but I got upset at the stuff I was mentioning above so I exited the game and will have fingers crossed for it improving in the future.

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