Shadow of the Curse-Eater WIP (Sep '26 update)

After a hiatus, the demo for Shadow of the Curse-Eater has been re-opened, now up to Chapter 8! It’s available at COGDemos here:

Shadow of the Curse-Eater

Curse-eaters are drawn to dark magic like sphinxes to secrets—but the moment you arrive on Ushinega Island, something tells you that you may have bitten off more than you can chew. Once a verdant island paradise, you find the island wilting and rotten, its people suffocating in the grip of a poignant and pervasive malediction the likes of which you’ve never before encountered.

Will you unravel the island’s secrets and break the curse? Risk your life in an attempt to consume the curse whole? Or find a way to escape the quarantined island and save yourself?

  • Play as a male, female, or nonbinary curse-eater
  • Explore a magical and mysterious island full of strange creatures and dark secrets
  • Use your unique powers as a curse-eater for healing or destruction
  • Get to know a diverse cast of human and nonhuman characters, seven of which are romanceable—including a fairy, faun, fox spirit, and more
  • Discover the source of the curse and determine the fate of Ushinega and its people

This game was originally designed, planned out and mostly written by Kim Berkley. With her authorization, I’ve been continuing the last leg of the story and maintaining/updating the earlier chapters. Kim Berkley previously released the Hosted Game titled The Harbinger’s Head. I previously helped Holly McMasters finish Star Crystal Warriors Go! and published my own CoG game, In the Service of Mrs Claus.

The game is currently up to about 200K in the demo, but I estimate it will be around 300K when finished. This demo will stop at Ch. 8, with the remaining chapters saved for the public beta.

The reason I’m putting this out now is that I’ve gone back to the earlier chapters and added a stats test mode and gender choices for ROs, and I’d love to get help seeing if those work and make sense. Other things I’d love to hear about:
-Typos
-Plot discontinuities
-Times where the character you’re playing as has no good choices
-Times where a choice had an outcome you didn’t expect or felt unfair
-Passages that you feel take away player agency
-Things that you like that you’d want more of
-Romance-related passages that feel rushed
-Text that feels stilted or boring
etc.

While my main focus is finishing the remaining chapters, I’m also spending a lot of time making sure to add extra choice options and dialogue to the earlier chapters as well.

I’ve really enjoyed reading Kim Berkley’s work and exploring her world. My greatest hope is that you, the readers, will also enjoy this magical setting. Thanks for the help!

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Ahhhh wonderful - my beloved quicksave button xD - this may call for a re-read soon

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Your feedback already has been wonderful!

I originally planned on only releasing one or two chapters at a time and reworking them before adding more (it would have been more fun). But! I’d like to say that I’m comfortable at this point making changes throughout the whole game if they’re helpful. There’s still enough time that if someone reading this has a really good idea that it could make changes throughout the game (like if they want many more dating scenes with a character or if they want passive options for every romance). There’s plenty of time for readers to leave impactful feedback if they want to!

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Sorry for ghosting you. :sweat_smile: I’m still reading! Just at a glacial pace.

Chapter 3 — Cursed Tree

High-level feedback

At the scene where I had to destroy the cursed tree, I code-peeked and there wasn’t any option that allowed me to succeed. I’m not sure whether this was intentional.

Low-level feedback / typo

03-discovertree.txt, line 460

words en’t enough

Should be:

words aren’t enough

2 Likes

Oh, getting any feedback is great, thanks!

Just so I can mark it to get fixed, is this the choice you’re referring to?

Summary

*choice

#I will destroy the tree and its roots with dark magic. I'll have to endure the pressure so as not to harm the environment around me. @{(statsshown) [Mettle] |}

	You announce your intentions, warning the others to stay back. "Be careful," Tokara murmurs before retreating with the rest. You're not sure if ${lea_they}${lea_re} concerned for you or the safety of the others.
	
	You take a deep breath and lean forward, pressing both palms against the trunk of the tree, bracing for the wave of dark magic before it pours over you. Once the wave crests, you exhale, pouring your corruption into the tree with focused force.
	
	*set corruption %-20
	*set treedestroyed 2

	*if mettle >= 60
	
		The magic rushes through you, out of you, flooding the tree down to its roots. It's not often you find yourself with both the will and opportunity to unleash such an assault, but you've spent your life honing your control over yourself and your powers—you're able to keep the attack focused and contained.
		
		*gosub treepurge
		
		*set ushinegasympathy %+20
		*set islandvitality %+20
		*goto treegone
		
	*elseif mettle >= 40
	
		It is hard at first, wrangling the magic. Letting this much out at once is almost painful. A curse of destruction wiggles out of your control, lashing into the ground and leaving deep cuts. But you exert your control over the other stored-up curses, bending them to your will.
		
		*gosub treepurge
		
		*comment we don't adjust stats up or done. a middle success.
		*goto treegone

	*else
	
		The moment you let go, you feel it—a dam somewhere collapsing within you, releasing all that dark magic pent up inside you in a flood. But you're not used to purging this much corruption this quickly. The metaphorical reins rip free from your hands, and the dark magic—as it is wont to do—runs wild.
		
		"Get back!" you cry out, but luckily, it is not the people the magic goes for. The grass around the tree withers and dies. Your corruption spreads like a shadow along the root system, webbing out from the central point—the tree—and sapping the life from any green life in its path. 
		
		With an enormous effort, you manage to bring the corruption back under your control—though not before the orchard has suffered extensive damage, damage that will not be healed anytime soon.
		
		*gosub treepurge
		
		*set ushinegasympathy %-20
		*set islandvitality %-20
		*goto treegone
		
#I will impress the crew and islanders with my strength and determination by cutting the tree down myself. @{(statsshown) [Strength] |}

	There is no reason to waste your dark magic on a matter you can handle by mundane means.
	
	"An axe!" you cry. "Bring me an axe!"

	The governor's eyebrows lift at the order, but ${lea_they} trot${lea_s} away without argument. $!{lea_they} return${lea_s} a few moments later with a felling axe that boasts a generously broad blade, its edge gleaming bright and sharp. 
	
	"Get back!" you shout to the crowd. Waving the others a safe distance away, you position yourself to the side of the tree and swing, aiming for the back of the trunk to ensure the tree will fall away from the crowd.

	*set treedestroyed 2

	*if strength >= 60
	
		Years of hard travel and long hours of strength training pay off—the islanders and crew members alike watch in awe as you pit steel against wood again and again, without hesitation or fear. You carve a savage path through the trunk one stroke at a time until, at last, the tilting tree falls with a disturbingly human groan.
		
		Its thundering collapse is met with stunned silence. Several moments pass before anyone dares to speak.
	
		*set islandertrust %+20
		*set crewtrust %+20
		*goto treegone
	
	*elseif strength >= 40
	
		Your muscles are lean, but the tree is hard. Each bite of the axe sinks deep into the bark, but you find yourself growing tired. 
		
		"Come on!" shouts Tom Caine. "You can do it!"
		
		"I don't think ${pc_they} can," says a silen you don't know.
		
		Irked, you lift the axe again, fighting against exhaustion.
		
		At last, the tree begins to wobble. You have no energy for the final push. 
		
		"You there!" you say, pointing to a strong-looking were-bear in a white tunic. "Give it a shove!"
		
		The were-bear nods and steps forward, heaving a shoulder into the tree. Soon, the whole thing falls.
	
		*goto treegone

	*else
	
		You start strong, but your strength peters out quickly. As it turns out, it takes a great deal of effort to fell a tree. Mal comes to your aid not for the first time today, slipping the axe from your weakening grip without warning and guiding you—with polite but unrelenting force—out of the way before taking it upon himself to finish what you've started.
		
		Both the islanders and the crew look at you with a mixture of pity and contempt. At least Mal seems satisfied with ${mal_their} work; each swing of the axe widens the subtle, brutal smile stretching across ${mal_their} lips. 
		
		At last, the tree tilts and, with a disturbingly human groan, falls. Its thundering collapse is met with stunned silence. Several moments pass before anyone dares to speak.
		
		*set islandertrust %-20
		*set crewtrust %-20
		*goto treegone
		
#I will judge the crowd's emotions and try to persuade them to leave the tree alone for the time being. @{(statsshown) [Emotional Intelligence] |}

	"People of Ushinega! We should not destroy this tree today," you say, focusing on a clump of wilderfolk who appear less than enthusiastic about the tree. You watch their faces carefully for their reactions as you attempt to convince them to follow your lead.
	
	"We do not know," you say, going on, "what will happen if this tree is destroyed. All we do know is that it is a clue as to what is happening to this island. Leave it be for now!"

	*if emointel >= 60

		Luckily, they seem willing to listen to you for now—though for how long that will last is hard to say. Their acquiescence is grudging at best.

		"We should destroy it," Mal mutters in a low voice. But you're wary of attacking blindly, and there is more—much more—to this tree than meets the eye. 

		"Not yet. I need to know more," you explain. "Acting rashly could do more harm than good."

		"What more d'ye need to know?" demands one of the townsfolk, overhearing your exchange. "If it's the tree what's doing this to us, then let's chop it down and be done with it!" A chorus of hurrahs follows.

		"Are you the experts here, or is $!{firstname}?" Governor Tokara demands, hands on ${lea_their} hips. "If {pc_they} @{pc_singular says|say} to wait, we wait. Or would you risk making the situation worse simply for the sake of your impatience?"

		The crowd seems disgruntled, but the fight has gone out of them for now. "Don't make us wait too long, curse-eater," you hear one of them mumble as they disperse.

		*set treedestroyed 1
		*set freelora %+20
		*set ushinegasympathy %+20
		*goto refugeeask
	*elseif emointel >= 40
		By the time you're finished speaking, the mob is in turmoil. Some lean towards your side, while others lean towards attacking the tree.
		
		"Stand aside!" shouts a woman, striding forward. "We're cutting it down!" An axe is passed along from the back of the crowd to her.
		
		"No!" you say. "I know you're angry. But we're not doing this. Not today. Mob rule solves nothing. This tree will stand."
		
		The woman is in front of you now, holding the axe. You are both breathing heavily. She turns and looks at the crowd; some faces are on her side, but others glower at her. She drops the axe, which another person picks up and hands back.
		
		"Fine," she says. "For now. But let's see how you act when your friends aren't around." 
		
		Then she turns and walks away.

		*set treedestroyed 1
		*set freelora %+20
		*set islandertrust %-10
		*set crewtrust %-10
		*goto refugeeask
	*else

		By the time you're done speaking, one thing is clear—the mob's patience has finally run out. "We finally got answers, and you wanna wait?" demands the woman leading the mob. "Stand aside!" You can't help but wonder what she intends to do—attack the tree with her bare hands?—until a man at the back of the group comes forward, an axe in hand.

		"No!" you shout, and try to fight against the tide, but there are too many people in the way now. The crowd overwhelms you while the man plants his feet before the tree and draws the axe back for the first swing. "You can't just—"

		But he can, and he does. The axe finds its mark with a heavy, decisive thud, once, twice, again and again. Others join in—nobody else has an axe, but those with sharp blades help slice at the wound while those with blunt weapons get in what hits they can—for themselves perhaps, or maybe to help the tree fall faster. It's a chaotic and messy affair; Mal watches with grim approval, while Tokara stares in blank shock, seeming unable or unwilling to speak up one way or the other.

		It's all morbidly quick, or perhaps time just flows differently in moments like this. Before long, the tree splits with a sickening crack and falls with a great crash of broken branches and crushed leaves.

		*set treedestroyed 3
		*set crewtrust %-20
		*set islandertrust %-20
		*goto refugeeask

Did you mean that there’s a bug in the code that makes success impossible, or that your character had a skill/ability combination that didn’t have a good option here? If it’s the first one, I’ll track down the bug and work on it. If it’s the second, I’d be happy to add 1 or 2 other options that fit the build that you had.

Or if it’s another choice, just let me know!

I changed the “en’t”. I think originally the previous author was writing the character’s voice in dialect, but a couple of people have pointed it out, so I’ll change it just to aid in understanding. This is exactly why I like hearing from players!

3 Likes

The latter. My character didn’t have any skill that could pass successfully.

Oh, I would never tell. :sweat_smile:

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Okay, great, I’ll add some extra choices to that scene. You’ve already proven that it was worth making this WIP thread, thanks so much!

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Romance-related passages that feel rushed

Overall, I don’t feel like there’s enough opportunities to get to know the ROs or build engaging relationships. The options to stay with Red or Lea help, as well as the adventure with Ari and Alba, but Cary, Mal, and Yarrow feel especially rushed.

3 Likes

Thanks! I’m on a trip right now in Colorado mountains and just saw this but will definitely incorporate this when I get back.

Just checking, is this applying throughout the game or primarily the first encounters you have with them? (Ie would it be okay to add new material anywhere in the game or is it specifically the first scenes that need to be slowed down and expanded?)

Appreciate the help!

1 Like

Re: romance content - think it’s simply a case of too many characters across too many locations. I don’t know if it’s possible to cut any romances in this stage, but I’d personally recommended expending on scenes with the main faction leaders (the governor, the captain and Ari) as the people most relevant to the story. The others feel almost superfluous as characters, let alone as romance options.

The core narrative is very strong, and does excellent job making you sympathetic to the different sides without the mc coming across like a psychopath or naive. It’s more the detours that seems shallow, like everything with Cary or the refugees, who are essentially just pit stops. If the story was 3 times the length that it is, perhaps having stops along the way would be fine, but with current length it just slows down the momentum of the plot.

I do have a problem with the balance of purging dark magic - it’s a necessity but sneaking around and poisoning the land or hastening someone’s journey to the afterlife? That’s a little callous, especially doing it behind everyone’s back. If it’s a known factor of curse eaters you should be able to do it openly (at the cost of social relationships, probably). If it’s a secret of the profession then that’s a rather large aspect of your character that should be a bigger internal conflict, especially for a more selfless mc. I suppose technically you can just tough it out the whole game, but that’s obviously not a long term survival strategy. What did the mc do before, do they just leave a trail of corpses/tainted land everywhere they go?

3 Likes

Thanks, that helps a lot. I have some ideas on how I can improve things with some of the others. Cutting relationships likely won’t happen at this stage, but I’d be happy to bump up more interactions with the others and, more importantly, make them play a greater role in the main story (because you’re right, right now they are more like side quests). I like alba and fem!Mal a lot so I’d love to bring them in further!

Your post also fills me with good hopes for the future! Some of the things you mention as working well now were mentioned as being weaker in previous iterations, so I can see the story getting stronger due to the quality reader feedback. You all are so helpful!

I never considered ethical purging, I’ll add options to look for volunteers to take on some of the curse. In my view you are usually on the main land and just curse random plots of dirt in your travels (and also this is one of the largest concentrations of curse you’ve experienced, so you usually don’t have to deal with that much).

3 Likes

I see, the way the narration mentioned purging the dark magic made it seemed like something standard enough that mc would have a protocol to deal with it, but it’s true the narration also mentions how unusual it is the whole area is saturated with the curse. It’s a little funny to think that in the mainland, you could be out for a walk and fall into a cursed bush! But maybe that’s just normal life to people there.

I’m glad to hear the story is improving with feedback, I think it really has great potential. I don’t usually like mystery narratives so it’s commendable I got drawn in to this one, especially because I normally dislike it when there’s more than one correct answer. In this case it feels fitting to the general theme of curses being ambiguous rather than straightforward cause and effect, and it makes it much more nuanced in how to approach them too. I hope in future chapters, when we get to discuss what we found with the mayor and the captain, they have their own views on them too (the way we got to hear Ari’s perspective).

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This is the part I’m finishing up this week (Ch. 9 is mostly a big meeting where you reveal all the mysteries you solved and hear everyone’s suggestions for how to deal with it). I made Red and Lea have different opinions based on their personalities, history, and personal story arcs, but after your comment I’m going to go through and make sure that their opinions are clearly differentiated and consistent in the scene. Thanks again!

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I’m mainly working on the new chapters, but I hope to post an update soon on the earlier stuff.

Romances feeling rushed can be complicated. Part of it is that we literally need more time, but I think another issue is things feeling rushed due to jumping right in with flirting with no reason.

In the version I’ll be uploading this week or next, I’m giving the character more motivation. Instead of being dragged on these sidequests, I’m giving the character more agency and intuition on tracking down information leads and possible suspects, including the quartermaster and the harbormaster who have valuable information. I’m also leaning into early flirting as an interrogation tactic, which may or may not be ethical (while keeping sincere flirting as an option). That way, even if the game feels shorter at around 300K when finished, there’s more justification for the whirlwind flings.

I’d also like to add more content. Thinking it over, here’s the structure:
Ch. 1: arrival on the island
Chs 2-3: Meeting people in town, discovering big leads. 5/7 ROs are met in first 3 chapters.
Chs 4-7. These all take place away from town, and are generally much shorter than the first 3 chapters. They introduce Alba and Yarrow.
Ch 8-9 Everyone can be present in these chapters. Very large chapters comparatively.
Ch. 10 Mostly solo (+ari as an option)
Ch. 11 Endings (tons of possibilities here)

To add more time with Mal or Cary, we’d either have to stuff it into ch. 2 or 3 (which already have scenes with them and are among the biggest chapters), or somehow get it into later chapters.

My current idea is to add them to Ch. 5. That chapter’s in an odd spot; it wasn’t even in the outline, it just got spun out of Ch. 4 when it got too long. Ch. 5 is hanging out at the refugee camp, with an option to leave early or have an interview with Yarrow and Alba. I could add alternatives to that interview by having messengers come from the governor and the captain, and the chance to talk to them (with the first being Cary, and the second being Mal. If you’re romancing them, you’d know exactly who the messengers are from afar to help you make your decision).

If anyone has thoughts on this, I’d love to hear them (for instance, if the main problems are all with the start of the romances and not the amount of total content, I could drop the idea of adding more scenes and focus on building out/restructuring the early scenes).

If no one has strong opinions, I’ll just go with the plan outlined above.

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For me personally, I was actually missing more of the middle than early flirting. Basically, I thought it’s fine to go straight to flirting, because you’re technically there on a grave errand, so flirting has to be intentional to make the people you’re working with realize that you want to take time away from work for personal stuff. I liked the scenes when sleeping over at someone or having dinner together, they were appropriate as a first date scenario. But then we jump forward to basically established relationship, as it were. I would’ve liked another one of those scenes, nothing major, just spending time together after talking to the characters for plot reasons. It makes sense especially for those characters with past romantic trouble, that they’d need another bridge before committing.

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Great, I can work on that! I’ll wait to update the demo until I have something in place there.