Choice of Life: Middle Ages 2

Choice of Life: Middle Ages 2

by Blazing Planet Studio

Worth a Look · 50
Steam · Very Positive

The Verdict

A charming medieval card-story with branching choices and genuine character heart — undermined by arbitrary deaths and clunky translation.
Data current as of Apr 27, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment91

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis74 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

75en

970 total (all languages)

74 analyzed

Current as of Apr 27, 2026

Released

Sep 30, 2022

Price

$2.09

Analyzed

Apr 23, 2026

Velocity

0.1/day

Slowing

Metadata current as of Apr 27, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

27,000

Estimated gross revenue±100%Small-sample

$72.0K

Based on 970 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

  • Complex branching narrative that produces a coherent story regardless of path taken — high-confidence praise from 16 reviewers
  • Emotionally fleshed-out characters, with Serpentine the cat repeatedly cited as a standout storyline that drives replay
  • Hand-drawn illustrations consistently praised as beautiful and atmosphere-enhancing, lifting immersion for a text-heavy experience
  • Relaxing medieval atmosphere described as 'like reading a book,' distinguishing it from action-heavy genre peers
  • 22 achievements and 99 ways to die create structured replay incentives across multiple short runs
  • Perceived as a significant content and ambition step up from the first game by the majority of returning players

Gameplay Friction

  • Deaths feel arbitrary and unpredictable — no logical way to anticipate which choice kills you, pushing players toward save-scumming rather than strategic play (16 mentions, highest-voted negative signal)
  • Late-game replays reveal that most choices funnel into predetermined outcomes, with marriage partner cited as the single decisive variable — illusion of agency collapses on second run
  • Skill and inventory systems are present but functionally inert — they do not meaningfully alter choice outcomes, making the RPG-lite mechanics feel decorative
  • Humor tone is inconsistent with the medieval fairytale setting — crude and toilet humor divides players who expected something more thematically cohesive
  • Some card imagery depicting body parts described as disturbing and out of place with the otherwise whimsical aesthetic

Audience Profile

Ideal Player

A casual narrative fan who enjoys reading branching adventure stories, doesn't mind trial-and-error exploration, and will replay 2–3 times to chase endings and achievements.

Casual Friendliness

medium

Player Archetypes

Story ExplorerAchievement HunterCasual RPG FanChoose-Your-Own-Adventure Reader

Not For

Players who demand logical, strategy-driven consequences for their choicesThose sensitive to crude or toilet humor in a fairytale settingPlayers who expect RPG systems (skills, inventory) to meaningfully drive outcomes

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

Card-based choose-your-own-adventure games live or die on the perceived weight of player decisions — the genre norm is that consequence clarity and replayability are table stakes. At $2.69 with 2–4 hour runs, this game undercuts most genre peers on price but also underdelivers on the mechanical depth (skill systems, meaningful branching) that players familiar with the genre will expect.

Promise Gap

'Hundreds of different cards' and 'over a thousand events' confirmed — players describe the branching tree as 'extremely complex'
VALIDATED
'Non-linear storyline where each choice has unique consequences' — confirmed for first-time players who universally praise the branching narrative
VALIDATED
'99 ways to die' confirmed and prominently experienced — frequent unexpected deaths are the most-discussed player experience
VALIDATED
'Colorful 2D graphics' confirmed — hand-drawn illustrations praised consistently as a visual strength
VALIDATED
'Each choice has unique consequences' — on repeat playthroughs, most outcomes converge; the promise of meaningful agency breaks down after the first run
UNDERDELIVERED
RPG framing (genre tags include RPG, Simulation) implies functional systems — skill and inventory mechanics are present but reviewers confirm they have no real impact on outcomes
UNDERDELIVERED
Serpentine the cat's storyline is a standout emotional hook that drives dedicated replays — never mentioned on the store page
HIDDEN STRENGTH
Relaxing, book-like meditative quality praised as a stress-relief experience — the store page sells 'danger' and 'survival' but the actual tone skews calm and cozy for most players
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets players who want strategic rulership and survival tension ('weigh every decision not to die'), but the audience who actually enjoys the game most are casual narrative readers who accept trial-and-error exploration — the survival framing over-promises strategic agency to the wrong crowd.

Player Wishlist

  • Contextual hints or consequence previews to allow some strategic anticipation before committing to a choice
  • Deeper mechanical integration of skill and inventory systems so they genuinely influence story branches
  • More total content volume — players want longer or additional story arcs beyond the current 2–4 hour run length

Churn Triggers

  • Within the first run (~1 hour), players who die repeatedly from choices that feel completely random disengage before the story hooks them
  • On second or third playthrough, players who discover that most choices converge on the same outcomes feel deceived and stop replaying
  • Early in the game, non-native English speakers or those sensitive to translation quality bounce when they encounter frequent grammatical errors in a text-driven game

Developer Priorities

#1

Fix translation errors across English and French text — prioritize a full localization audit with native speakers or professional translation service

Cited in the majority of negative reviews and explicitly described as 'underwhelming' for a text-only game; bad translation actively breaks immersion in the core product loop

Freq: 6 mentions, present in ~86% of negative reviewsEffort: medium
#2

Redesign choice consequence signaling to give players at least partial strategic context before committing — e.g. visible stat checks, character knowledge hints, or mild foreshadowing in card text

Arbitrary deaths are the single most-mentioned friction (16 mentions, highest helpful-vote signal among negatives); they convert what should be tension into frustration and force save-scumming

Freq: 16 mentions across negative reviewsEffort: high
#3

Audit branching structure to ensure late-game outcomes genuinely diverge beyond the marriage variable, or clearly communicate the structural design to set expectations

Second-run players discover the illusion of agency (14 helpful votes on that review); this is the primary churn trigger for the replay-motivated segment the game is explicitly sold to

Freq: 4 mentions, disproportionately high helpful votes (avg 19)Effort: high
#4

Either meaningfully wire skill and inventory systems into choice outcomes or remove them from the UI to reduce misleading player expectations

Players invest attention into systems that do nothing, compounding the feeling that they lack real agency; decorative mechanics actively damage trust

Freq: 2 direct mentions, corroborated by broader agency complaintsEffort: medium
#5

Review and optionally gate disturbing body-part card imagery behind a content warning or art style audit

While low-frequency (1 mention), it conflicts sharply with the 'fairytale' positioning on the store page and could deter the casual audience the game targets

Freq: 1 mentionEffort: low

Competitive Context

Choice of Life: Middle Ages (first game)mixed

Sequel praised as bigger and more ambitious, but some players prefer the first game's tighter balance and simplicity; one reviewer notes the sequel is narratively disconnected from the original beyond name and basic format

The Witcherneutral

Cited as a tonal reference for narrative structure and political intrigue, not a direct mechanical comparison

LLTQneutral

Reviewer places both in the same choice-driven text adventure format space, noting this game leans more narrative than card-mechanical

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 75 post-launch reviews
?
0h
50%8 rev
<2h
63%8 rev
2-10h
100%49 rev
10-50h
100%10 rev

Competitive Benchmark

Compared to 92 similar games in the RPG genre released in 2022.

Sentiment vs. similar gamesTop 33%
Popularity vs. similar gamesTop 9%

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Analysis based on 74 reviews (Sep 2022 – Feb 2026)