The Exiled Demon Prince

by Spire Interactive

Uncensored Windows Linux Mac Android
Versionv0.3.5
EngineRen'Py
Released2026-04-17
Updated2026-04-20
LanguageEnglish

The Exiled Demon Prince is a story-rich, immersive high-fantasy VN/RPG hybrid that offers the player significant agency, with a lot of depth to character progression and choices. You play as Illidan, the third prince of a powerful demon empire, who, due to a conspiracy orchestrated by his own mother, is banished to the human territory. Left on an unfamiliar land and with few choices, Illidan embarks on a journey that will test his strength, resilience, and understanding of both himself and those around him. Along the way, he forges deep bonds with numerous companions, each shaping his path in unexpected ways. As he unravels the mysteries of his past, he begins to uncover a truth far greater than he ever imagined - one that not only explains the events of his childhood but also reveals the hidden nature of the world itself-​

v0.3.5 2 New events. Added Scriptures - it's basically a perk system. Each Scripture is divided into chapters, and each chapter contains multiple pages. Reading a page grants a small bonus to a chosen stat. Completing an entire chapter (by reading all its pages) rewards a much stronger bonus—these can range from large stat boosts to unique abilities or even strong passive effects that are always active. To read a page, you must spend a special resource called Enlightenment. You gain 2 Enlightenment points each time you level up, as well as additional points at certain talent milestones (roughly every 10 levels). Currently, only the Demonic Scripture is available, and you start the game with it unlocked. Added a "girl list". You can now see tips about the next event, where to find them, etc., about every girl you've met in the game. Overall, I wrote a lot of code for romancable girls(who, before that update, were treated just like a regular NPC), which will make things easier in the future. Don't worry, though, you will never have to grind affection or anything like that to unlock the next event. Added fishing, in Thistle Groove p2, you can now catch some fish to sell or eat, but not yet cook.. Added an "ALL" tab to the inventory. This allows you to view all items currently in your inventory, rather than having to search for them through individual tabs. Added Spirit as a character stat. It now determines how many moves your familiar can make in one battle. Overall, I want familiars to have their own strength, but still be somewhat dependent on the summoner, and this is a step in that direction, but familiars will see more changes in the future. Adjusted the way speed works in battle, making it slightly harder to have multiple turns in a row. Adjusted every spell and ability in the game. Reworked every talent milestone reward and added many new ones. They now award varying amounts of Enlightenment every ~10 levels. Increased player starting HP, slightly increased the HP of all enemies. Significantly buffed monster in the Mad Mage Basement dungeon, including the boss. Slightly increased drop rate of Heroic+ items Lowered player starting speed to 5, slightly lowered the speed of all enemies. Equipment speed and damage stat are now weaker. HP stats are now stronger. Slightly nerfed smithing by reducing the value of each upgrade level, and slightly reduced the cost of smithing. A lot of UI improvements. I mean, I guess it's not THAT much when you look at it, but this sure took a while... Lots of bugfixes, though I forgot what most of them were. I remember one where your map remained locked if you died in the dungeon, and another that prevented you from buying lockpicks due to ID conflict if you had the Feathered Necklace equipped. But I've fixed more for sure. v0.3.0 11 New scenes in total. 2 new NSFW scenes. Introduced a system for the academy and attending lectures. Also added a proper opening ceremony. Added a "quickbar". You can bind usable items and some skills to it by right-clicking(or click and holding on Android) and easily use them in the overworld. Added a teleport spell, which allows you to mark a location on the map and teleport to it from anywhere. Skills are now not tied to the class and can be equipped freely in the class menu. This will allow me to add alternate ways of learning new skills in the future. Most herbs you can find in the overworld now can be consumed to regenerate a little bit of HP or mana. It's still better to use them in crafting, but if you want to eat them instead - now you can. Fixed a bug that caused some skills to cause a crash when fighting a dungeon boss. Fixed a bug that caused a crash when trying to craft while having EXACTLY the amount of resources required Fixed a few more bugs, though forgot what they were. Addressed an oversight due to which you were unable to equip a quiver into your off-hand slot when holding a bow. Changed stats of monsters found in Thistle Groove(lowered dmg, increased hp) Fixed many typos (special thanks to "literalnobody_" for proofreading) v0.2 & v0.2.5 NEW! Randomly generated dungeons - special locations scattered throughout the world, often hidden in remote or dangerous areas. Each one offers a unique environment swarmed with powerful monsters and valuable treasures. NEW! Smithing - Equipment can now be disassembled for weapon scraps which can be used to refine your equipment, increasing its functional level. The maximum refinement level is dependant on item rarity. NEW! Bestiary - Killing a monster at least once now unlocks its bestiary entry. Each consequent kill after that increases your knowledge level about that monster. Knowledge level milestones provide various bonuses, such as bonus exp, bonus drop% and the ability to mark a monster. NEW! Bestiary marks - Mark monsters to gain special benefits such as increased experience, higher drop rates, boosted encounter chances, or a variety of combat buffs. NEW! Familiars - Early version of the Familiar feature. Tame and train loyal companions to fight alongside you in battle. You can get your first familiar during the summoning lesson at the academy. NEW! 442 New renders! NEW! 2 New animated NSFW events NEW! New locations - The Old Harbour , Abandoned Dockyard, Thistle Groove p3 and Abandoned Mine p2. Various new enemies and items. NEW! - Many new quests and continuations of existing ones. CHANGE! Completely changed how equipment stats are determined. Rather than being predefined, they are now dynamically calculated CHANGE! Decreased the damage of Nightweaver's passive ability. CHANGE! Slightly nerfed speed of most enemies CHANGE! Significantly increased experience required to level up BUGFIX! Fixed a bug causing The Lost Dog guild quest to uncompletable if you didn't win on your first try. BUGFIX! Fixed some stats not updating correctly when switching from one class to another. BUGFIX! The animation during The Lady of the lake now displays correctly(Yeah...) BUGFIX! Many more minor issues adressed. v0.1 Initial Release
Noxilian 2026-03-09
Surprisingly good technical foundation for RPG mechanics in Ren'Py, but the game itself is still in early days for both the story and the gameplay progression/balancing. The gameplay oddly feels almost like the early-game of an MMORPG - I mean this in a good way, as most Ren'Py RPGs I've tried feel awful gameplay-wise, while this one feels fairly enjoyable. While the chapters are quite content-rich, I wouldn't really say a particularly satisfying "story arc" has been implemented to completion yet. There are some reasonably fun one-off quests though. As of 0.3.0 - I have the following thoughts for areas of improvement: Gameplay Balance: Mage spells feel substantially underpowered. They cost way too much mana for lackluster damage, and have no reasonably obtainable AoE options (I'm assuming Implosion is AoE, but requires Mage level 25 to get, which I didn't bother grinding to). Even accounting for the Mage class, the mana regen doesn't remotely keep up with the mana costs if you have high Speed. One possible suggestion is to give the Mage class an additional % cost reduction for Spell-type skills (eg. 25-50% less cost) - this would also give additional incentive to use the Mage class on an actual spellcaster build, whereas currently it's actually better to use the Mage class with Warrior skills. The Thunder spell seems like it's meant to be high-risk-high-reward, by having low minimum damage and high max damage. The issue is the maximum damage is way too low, it's maybe like x1.5 what you could get with just a basic attack (especially when you get level 5-7 weapons within the current content) - it should be like x2 the damage of a regular attack at minimum, but more likely x2.5-x3 to actually feel like it's even remotely worth the current high (25) mana cost By comparison Double Slash is only 3 mana and yet is a consistent/non-luck-based x2 or more damage. Fireball does way too little damage, basic attacks do equal or more once you have level 5-7 weapons, and don't cost any mana. Speed feels a bit overpowered. When stacked high enough, you can get x2-x4 attacks before an enemy even gets a single attack, or at least alternate turns with even the fastest enemies. The balance of Warrior skills is a bit overpowered, but not as much as Mage spells are underpowered. The balance of "damage potential"-to-"mana cost" of Crescent Cleave feels just about right assuming it's used on 3 targets. I think this should be used as a baseline for how other skills/spells are balanced. The damage of Double Slash is a bit too much given the mana cost is so low. It makes it by far the best skill in the game to just spam There is absolutely no point in the game where you would want to cast a weak Fireball for 8 mana, when you could Double Slash for 3 mana. You can basically Double Slash infinitely if you use the Mage class, even with high Speed. Either the mana cost needs to be raised, or the damage should be reduced to like 75% per attack or such. Nightweaver's passive is a bit counterintuitive. It benefits from being attacked in order to do Retaliation damage, yet it seems to be the "Archer/Rogue" class equivalent - but if you equip yourself as an Archer/Rogue you will be attacked much less often, since your Speed will be so high. It seems like the passive should be more of something a low-Speed Tank class would have. Warrior's passive is underwhelming compared to Nightweaver and Mage, since it's unreliable (10% chance is really low), and even if it does proc, enemies will typically be dead before the bleed has a chance to do anything. If the desire is to keep it chance-based, then the benefit should be something much more tangible, like substantial flat bonus damage (pseudo-critical hit), delaying the enemy's turn, or getting a free bonus action/attack. Upgrading level 5/7 gear costs way too much resources, even using tons of other level 5/7 gear as scrap. Technical: Menu navigation could be improved. It would be nice if right-clicking consistently closed whatever menu is in the foreground, instead of having to find and click the "X". The "X" placement should be more consistent. Currently it's all over the place (eg. many are top-left, merchant interface is top-center, crafting interface and journal are top-right, etc.) The grid movement with arrow keys sometimes bugs out a bit, it seems like sometimes it switched to navigating menu elements, instead of moving the character. Sometimes some flickering I see on the screen even seems to imply that both are happening in parallel. Inventory convenience features would be nice. Mark as junk (and have items that mention they're meant for selling in the description pre-marked as such), single-button sell all junk in store, single-button scrap all junk for scrappable items marked as junk, etc. Auto-sorting. There are categories, but within those categories there can be 2 or more of the same item that are shuffled around randomly. Stacking. Items that are 100% identical could stack visually in the UI with a count indicator, to make it look cleaner. There are some formatting issues with inventory/merchant interfaces, where the item grid extends below the UI background, and it also makes certain things like hover-over item descriptions un-readable. For merchants, it should switch to scrolling mode earlier to avoid these issues. For inventory, if you have more items than fit in the grid, scrolling doesn't activate at all, so there's a bunch of items that are just not visible until you clear your inventory enough. It's a decent start, and all the problems I've outlined can definitely be fixed. Tons of potential - I'll likely continue playing this once a few more updates have been released (probably somewhere between a 0.6-0.9 release), and I'll update this review then.
Rulk 2026-03-08
As of version 0.3.0 The game is interesting, you are showed some parts of the whole storyand its incongruences and that sparks even more curiosity, i won't spoil anything except the presentation is quite accurate. For the RPG part i had fun, the mechanics are quite straightfoward, i enjoyed grinding some levels on the classes, farming equip and everything, the premises are very good, just, sometimes, you go back and forth from somewere in the hope to spawn the mob you need and it can take some time... The whole game is still in the beginning, but i would say that's a solid start To the AUTHOR: could you plz implement a guide/enciclopedia where the player can see the traits and the talents still locked (and how to unlock them?) Lastly, i would suggest to rebalance the 3 sarting talents (speed/royal/silvertongue) since the 2° seems way too strong in coparison to the impact of the other 2 OR implement an "easy mode" where the player can have all 3?
SilentReaper 2026-02-03
Not bad. Been a while since I played it (v0.2.5) (July 2025) and don't remember a whole lot. But I was looking at my list of games to continue playing, and this game had "Good" next to its name. Hoping to see more updates in future.

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