Rise Of The All Kings

by LeoKiara

Uncensored Windows Linux Mac Android
Versionv0.1.2 Fix
EngineRen'Py
Released2025-12-27
Updated2026-04-09
LanguageEnglish

You follows a sellsword who has spent his entire life on dangerous jobs . One day, during a contract, he is gravely wounded—only to be unexpectedly saved by a mysterious Dark Goddess. From that moment, his fate becomes entwined with hers, and the story begins. ​

v0.1.2 hotfix: - Fix issue when Luxury Wine item do not appear when play from new. - Fix issue Aeris relationship 2 scene not trigger when visit lake. v0.1.2 - Polish the story. - Show enemy actions in combat, and display final value of card after calculating. - Fix issue when equip gear player health not update. - Fix issue can click parent screen when child screen is active in Characters Sheet. - New story for Aeris include 2 animated H-scene, and 1 CG - Add new enemy, and item v0.1 - Init game - Include 3 first relationship state of Vessira. - Include 3 scene of Vessira. - Create shopping system. - Create turn base battle system. - Create crafting system. - Introducing Vessira, Aeris, Celestine.
Logan1377 2026-01-12
This is a really good start for the game. The AI characters are really well made, the game is very solid on a technical level, and all of what's asked of the player makes clear and logical sense. The only issue is that there is very little content, so hopefully a lot more is to come eventually.
steelfury666 2026-01-10
As for now (v0.1.2) game is quite boring and AI CGs looks rather bad, BUT - it has the potential, I really like simplistic design without exaggregation of complicated locations and gameplay - here everything is rather straightforward (yet some tutorial might be nice). Ofc has also some issues of early projects (save system does not allow you to overwrite saves, battles are totally linear) and as for now is not something that I would recommend, but I cant wait for it to get better with more updates, keep up the good work!
GuardianSoul 2025-12-10
Very much a 'minimum viable product' level of demo. Game has some continuity and perspective issues with the narration. EX one of the early passages randomly changes from second person narration (you do XYZ) to third (he does XYZ). It also mentions the smell of bread from a tavern, then a moment later talks about trying to find a tavern as if the last passage hadn't happened. The UI is *fine*. Having the overworld map stashed away in a button in the upper right instead of being near the other navigation buttons at the bottom of the screen isn't really intuitive. The combat is very, very basic and has some UX level issues. You can attack for "strength * 1 damage" and guard for "defense * 1" which is fine, it's good to see the multipliers, but it would be better to also see the raw values so I know how much damage I can block or put out. The problems are that: 1. The game operates off a three pip stamina system so it feels like you're supposed to take a limited number of actions to counter the enemy's actions, but the game doesn't show you any information about what the enemy is doing. 2. The balance feels really off. Goblins hit for ~40 which means even if you fully guard you won't soak all the damage. So guarding just makes the fight take longer, especially as you full heal between combat encounters. 3. The game is doing the 'click on a skill then click on a different button to use the skill' system which again, feels like a certain style of roguelike but the problem here is that it's *not* that style of roguelike, it's a 1v1 RPG. The click to confirm step just bogs down combat. 4. Because there is very little player agency in what skills to use (again, I'm pretty sure blocking is just a newbie trap) having to click attack, then use skill three times and then click end turn is just way too much input for not any output. Also the general dialogue is kind of meh. There are fantasy RPG tropes on display, characters saying "oh you must be brave or stupid to fight those goblins" but it feels stilted and like the characters are kind of talking past each other. To be fair, dialogue is hard and good dialogue is even harder but this could use some tightening. Also also there are some just weird elements. The 'farmer leader' doesn't feel like a natural choice for how someone would refer to that character. I absolutely get not wanting to name every minor NPC but something like 'the farmer down the road told me' would flow better, at least in my view. This is just a personal thing but it felt kinda skeevy to have the PoV character respond to 'will you get my mother's medallion from this goblin den' with a very thinly veiled 'yeah sure, if you'll let me fuck you'. I get the dev is going for playful banter in that scene but it feels too overt and clumsy, at least for my tastes. The narration and dialogue slowly degrades the deeper into the game you go. The dialogue with the succubus statue feels clumsy and is heavily at odds with the tone set by the rest of the game. Earlier narration felt like a tense fantasy world, or at least felt like that was the vibe the narration was going for, but the statue talks like I'm playing a much more irreverent 'go out and bang all these chicks man' flavor of game. It's also largely unedited with a significant uptick in grammatical errors. I would comment about the narration during the smut but there isn't any, just some very uncanny AI animation. And the climax loop jankily repeats back from the beginning of the animation before the cumshot starts instead of settling into a more natural ending loop. The strength of AI is being able to get as many scenes as you want in a very short span of time, why not get another loop to make the scene flow properly? To close all this out, and because I feel like I've been a bit too harsh so far, I don't think this is a terrible project. As it stands it badly needs an editor to take a look at the narration past the opening section and the combat needs a rework, but the core story isn't beyond salvaging by any means. The combat loop could have potential with the introduction of more skills and some proper back and forth with the enemies. Even something as simple as the enemy dealing a changing and telegraphed amount of damage per turn so the player has something to plan around and counter would help. The premise of helping a lust god regain their power by going around and boinking half the kingdom is good enough. There is potential to play into the desires aspect instead of just straight smut, but we'll see where it goes. There is a bit of narrative friction in the game at once setting things up like the succubus is going to help the player 'bang chicks' but the first character we run into is pretty openly down to fuck from the jump. The premise is interesting but it needs to be woven into the existing story a bit more.

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