Oath of Fallen

by Drunken Skald

Uncensored Windows
Versionv0.02
EngineRPGM
Released2026-02-14
Updated2026-04-10
LanguageEnglish

Vesperine, the adopted daughter of a hunter from a remote backwater village, becomes entangled in events that begin to reshape a world ruled by the Cult of Light. Mysterious forces awaken, summoning demons and corruption into what was once a peaceful land. Thrown into a brutal reality that shows no tolerance for anything not classified as good in any form. Vesperine must find her place in a world defined by rigid dogma and merciless judgment. Will she be able to uphold her principles… or will the world force her to change?​

0.02 New Features Crafting Added a crafting system You can now create potions and other useful items Skills Added a skill learning system Books & Scrolls Added a system for books and scrolls Used to learn new skills Contain information about creatures and world lore Weekly Quests Added a weekly quest system Quests refresh every week Battle Added a custom Victory Scene Content Enemies Added a new enemy: Gnool Includes a full set of scenes World Added 13 new maps Story Continued the main storyline Additional Side Quest Items Added new clothing items System Changes & Improvements UI / Menu Reworked the menu UI Added mouse support Improved keyboard navigation Time & Date System Removed the third-party system Implemented a new, more performance-friendly solution Added a lunar cycle Standing Pictures Reworked the standing picture system Reduced computational load Improved responsiveness to state changes Clothing System Reworked the clothing system Fixed conflicts caused by duplicate items Added new mechanics: Zones requiring fully repaired outerwear Improved handling of clothing state restrictions (e.g. bedrooms, bathrooms) Quest System Improved the quest system Added active tracking for collectibles General Refactoring Major refactor of multiple core systems One key system was split into smaller, more efficient components Laid groundwork for future development Fixes & Optimization Fixed numerous minor bugs Corrected many typos in descriptions and item names Improved overall performance through system optimization Exact performance gains could not be reliably measured Additional Added a large number of new dialogue lines +107 new graphical assets 0.01 PoC Proof of concept Prolog and free roam after Hotfix a HOTFIX Fixed a bug related to incorrect use of potions. Hotfix b FIX: Fixed file naming issues. FIX: Sleep now properly restores HP. Change: Due to feedback about the difficulty level, added messages suggesting that players skip certain fights. Change: Added a clearer hint before the “boss” suggesting that losing might be the intended outcome. Additionally, increased the fight’s difficulty — apparently someone managed to defeat him (supposedly without cheats… no idea how ), but that shouldn’t be possible now.
YuriiH 2026-02-13
Many efforts, but so far rather poor execution, even for the Proof of Concept. 1) The game is lagging with poor FPS when you walk, while nothing fancy is happening on the screen. This would snowball into a laggy mess when the developer decides to actually put something fancy. And he will; they always do so. 2) The above adds to the big map and unclear navigation, even with the quest journal hints. 3) The controls are weird. You can't use either a mouse or a keyboard, as some UI elements are either unclickable, OR incorrectly interpret the clicks, OR not work with the keyboard, so you need a mouse to click. 4) The story is below average. Another kinetic corruption game with H-combat but literally no choices. And, of course, trite xenophobia towards elves. 5) The text and dialogues seem AI-generated, but take my paranoic words with a grain of salt. Sorry, Dev, if I'm wrong. 6) The developer puts many hard mobs expecting for you to grind your way to the boss, but immediately calls you a cheater and throws out from the game when you actually kill the boss. A weird design choice to force a player spend their precious time to try to fight and refight a hardly winnable encounter. You are even prompted to save as if it should change the result. So, my point is that placing even a simple " …and they lived happily ever after. Please explore the other scenario when the heroes lose! " would level up this game, or just don't implement the combat there, but whatever… The funniest thing implemented in 0.02 upd was when the Dev asked to share the method of winning at the forum to patch it. As if a power-player is that stupid, lol. But the idea with the flavour text for escaping is nice: +1 star 7) The CGs are… well, I'm not sure… you see for yourself at the screenshots. However, they don't seem to be AI-generated, so it's definitely a plus nowadays. As a conclusion, it could and should be better for the Proof of Concept, as the first impression is everything. And I'll definitely update my review at the later releases, because there is so much room for improvement, with only a bit of required efforts.

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