Choice of Life: Middle Ages

Choice of Life: Middle Ages

by Blazing Planet Studio

Steam · Mostly Positive

The Verdict

A breezy $2 medieval card-swiper with absurd humor — fun for 30 minutes, frustrating if you expect real agency.
Data current as of Apr 22, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment79

Mostly Positive

Above the median for reviewed Steam games.

SteamPulse Analysis248 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

Share

Quick Stats

Reviews

248en

1,784 total (all languages)

248 analyzed

Current as of Apr 22, 2026

Released

Nov 6, 2020

Price

$1.94

Analyzed

Apr 23, 2026

Velocity

0.1/day

Slowing

Metadata current as of Apr 22, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

55,000

Estimated gross revenue±100%Small-sample

$110.0K

Based on 1,784 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Absurdist, comedic writing produces genuinely memorable story moments (e.g., dying from tavern water) that drive replay motivation
  • Card-swiping binary-choice format keeps pace brisk with no heavy exposition — players are always moving forward
  • Multiple endings and 19+ achievements give completionists a structured reason to replay beyond the initial run
  • Charming, colorful medieval-inspired illustrations praised by a majority of reviewers as thematically fitting
  • Atmospheric music complements the medieval dark-comedy tone and reduces cognitive load for casual sessions
  • Simplicity and zero learning curve make it immediately accessible to non-gamers and first-time players
  • Fantasy elements layered on the medieval setting (demons, magic, absurd scenarios) add tonal variety

Gameplay Friction

  • Many choices are illusory — the 'correct' answer is predetermined and players are punished with death for logical-seeming alternatives, undermining the core promise of player agency (41–48 helpful-vote reviews cite this as the primary flaw)
  • Skills and items acquired in one chapter silently disappear in the next chapter with no in-game explanation, breaking narrative continuity
  • No chapter-select or skip system forces players to replay entire early sections from scratch to reach alternate branches, making completionist runs tedious
  • Achievement unlock conditions are opaque and English-language walkthroughs are absent, leaving non-Russian players without guidance for 100% completion
  • Binary-choice mechanic becomes monotonous over extended play sessions as the format never evolves

Audience Profile

Ideal Player

A casual player who wants a low-stakes, funny medieval romp they can finish in one sitting without investing mental energy.

Casual Friendliness

high

Player Archetypes

Casual ExplorerAchievement HunterCozy GamerHumor-Seeker

Not For

Players who want meaningful narrative agency and branching outcomesCompletionists who dislike repetitive grinding for achievementsGenre fans expecting depth comparable to choice-driven RPGs

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

Binary-choice card swipers are a hyper-casual sub-genre where genre leaders (Reigns) set the expectation of both fast pacing and consequence-driven resource management — this game delivers on pacing but falls below genre norms on meaningful agency. At $1.94, it competes primarily on price and humor rather than narrative depth, which is a viable position for the genre's most casual tier but limits its ceiling.

Promise Gap

Card game in a medieval setting — confirmed by reviewers as the core format
VALIDATED
Decisions that determine your fate — confirmed in structure, though execution is contested
VALIDATED
Journey from peasant to nobleman — confirmed as the general story arc across playthroughs
VALIDATED
Dangerous adventure with secrets to discover — confirmed by the absurd, varied scenario variety reviewers describe
VALIDATED
'Wise choices will determine your fate' implies logic-driven agency — reviewers with the highest helpful votes report many choices are predetermined guess-the-correct-answer puzzles rather than meaningful decisions
UNDERDELIVERED
'Choose your own adventure' framing implies genuine player autonomy — multiple reviewers explicitly state this is not true and most paths converge regardless of choices
UNDERDELIVERED
Absurdist dark comedy writing is the primary joy driver and most-quoted strength in positive reviews — the store page does not mention humor at all
HIDDEN STRENGTH
Meditative, low-stress experience praised for soul-healing relaxation value — not suggested anywhere in the store description
HIDDEN STRENGTH
Accessibility for non-gamers and first-time players explicitly called out by reviewers as a feature worth recommending to loved ones
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets adventure-seekers expecting meaningful medieval decision-making, but the actual audience skews toward casual players seeking a brief, humorous experience rather than strategic agency — the comedy tone, which is the game's biggest draw, is entirely absent from the store description.

Player Wishlist

  • Chapter-select or scene-skip feature to jump directly to branching points without replaying earlier content
  • English-language achievement guide or in-game hint system for unlock conditions
  • More consequence-driven choices where player logic — not trial-and-error — determines outcomes
  • Additional story content or a sequel chapter to extend the world beyond the current ending

Churn Triggers

  • Within the first 30 minutes, players who expect Reigns-style agency die repeatedly on choices that feel arbitrary and conclude the game is about guessing, not deciding — negative reviewers with the highest helpful votes drop here
  • After reaching a first ending (~30–40 minutes), players who start a second run to explore branches hit the lack of any skip system and abandon before unlocking alternate content
  • When attempting 100% achievement completion, players encounter opaque unlock conditions and no English walkthrough, causing dropout from frustration rather than disengagement with the content

Developer Priorities

#1

Add a chapter-select or scene-skip system so players can reach branching points without replaying identical early content

The single biggest barrier to replay completion — players who enjoyed the first run abandon repeat playthroughs because replaying identical early content is more tedious than rewarding, directly suppressing achievement uptake and positive word-of-mouth

Freq: Mentioned across repetitive gameplay and achievement grinding signals (~17 reviews, avg 4 helpful votes); structurally implied by all completionist complaintsEffort: medium
#2

Audit and redesign the highest-traffic choices so that at least one logically sound option leads to a non-death outcome, reducing the 'guess the correct answer' feel

The illusory-choice complaint is the single most-upvoted negative signal (41–48 helpful votes on top quotes) and directly contradicts the store page's core promise of meaningful decisions — it is the primary driver of negative reviews

Freq: 47 mentions, highest helpful-vote negative signal in the datasetEffort: high
#3

Fix the treasury chapter progression lock bug

A game-breaking bug that prevents progression at a mid-to-late chapter erodes trust and generates negative reviews from players who might otherwise recommend the game

Freq: Reported in multiple negative reviews; low absolute count but high severityEffort: low
#4

Publish an English-language achievement guide (in-game hint system or Steam guide) with unlock conditions for all 19 achievements

Achievement hunters — a natural fit for this game — are abandoning 100% attempts because the only existing walkthroughs are in Russian, turning a retention tool into a frustration source

Freq: Cited in achievement grinding complaints (~17 reviews) and directly by non-Russian playersEffort: low
#5

Add explanatory text or a brief narrative beat when skills/items acquired in one chapter are absent in the next

Silent disappearance of acquired skills and items breaks narrative coherence and is flagged as a design inconsistency that reduces player trust in the game's systems

Freq: 5 mentions, medium confidence; low absolute count but disproportionately confusing for new playersEffort: low

Competitive Context

Reignsneutral

Most frequently cited comparison — reviewers identify the card-swiping binary-choice mechanic and medieval setting as directly analogous to Reigns, positioning this as a budget alternative in the same micro-genre.

Reigns: Her Majestynegative

At least one reviewer explicitly favors Reigns: Her Majesty over this game, citing more engaging and meaningful decision-making mechanics.

Choice of Games / Hosted Gamesnegative

Referenced as a superior alternative for players seeking deeper narrative and genuine player agency in choice-based games.

Sir Branteneutral

Placed in the same genre of choice-based medieval narrative games; reviewer notes this game is 'similarly interesting' without making a quality judgment.

Allurisneutral

Cited as a comparable branching choose-your-own-adventure title in the same casual genre space.

Pilgrimsneutral

Referenced as a similar casual choice-driven experience for players who enjoy this format.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 248 post-launch reviews
?
0h
60%67 rev
<2h
80%55 rev
2-10h
88%124 rev
10-50h
100%2 rev

Competitive Benchmark

Compared to 99 similar games in the RPG genre released in 2020.

Sentiment vs. similar gamesBottom 41%
Popularity vs. similar gamesTop 17%

Tags

Loading analytics...

Get more analyses like Choice of Life: Middle Ages

Free reports today. Pro launches soon. No spam.

Analysis based on 248 reviews (Nov 2020 – Apr 2026)