Oath of Fallen
by Drunken Skald
2D Game
2DCG
Adventure
Anal Sex
Female Protagonist
Monster
Oral Sex
Rape
RPG
Sandbox
Tentacles
Vaginal Sex
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?
Screenshots
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.
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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