
Reviewed work by にゅうステーション · View on DLsite
I couldn’t fetch the product page — the WebFetch permission wasn’t granted, so this is written strictly from the description and tags you supplied, with nothing added from outside them.
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TITLE_EN: Art Thou a Succubus? II
A sister who shares her body with a succubus is lured into a walled city and challenged to a seven-day duel by the priestess who rules it, and the whole contest runs on a werewolf-game clock of day and night phases. Art Thou a Succubus? II is a total female-superiority RPG built around breasts and seduction — no penetration, no reversal, not once. If that specific combination sounds like your thing, this is aimed squarely at you; if any single part of it doesn’t, there is nothing else in the package that will change your mind.
What works

The scenario has more structural thought behind it than the genre usually bothers with. Cattleya is praying in her village church when a mysterious woman appears, tells her that “the sinful succubus” is awaited in the city of salvation, Squell, and vanishes. Squell turns out to be a settlement sealed off from the secular world, governed by a priestess named Asmodia — and the invitation turns out to be a trap. Cornered, Cattleya is challenged to a duel, and the escape routes close for seven days. What makes this land is that Asmodia is a genuine mirror rather than a generic obstacle. In her fallen-angel form her halo and wings have gone black, yet her loyalty to her goddess is described as stronger and steadier than anyone’s, because she believes that corruption through pleasure is salvation. Two predators, doing the same thing, one calling it appetite and the other calling it grace. That’s a real premise, and it earns the “forbidden temptation” subtitle instead of just decorating it.
The day/night structure isn’t only flavor, either. Cattleya can only manifest her released succubus form — the one with power enough to have once ruled the royal capital — during the night phase of the duel. So the clock is simultaneously a pacing device and a power gate, which is a tidier bit of design than “night scenes happen at night.” Around that sits the werewolf-style layer: day time, night time, special villagers. The circle is refreshingly honest that this is werewolf-flavored and not an actual social deduction game, which is the right expectation to set. The new addition over the first game is a third faction — the fox camp, in werewolf terms — that can take a victory you thought was already in hand.

The other thing this does well is refuse to put obstacles between you and the reason you bought it. Scenes fire by walking up to a man and talking to him. “Salvation items” exist specifically so you can bypass the gimmicks and keep moving. A recollection room unlocks a little way into the story with every event available from the start, so if you want to skip the RPG entirely and just work through the gallery, that path is built in and blessed. The fetish focus is equally unwavering: Cattleya, her succubus form, Asmodia, her fallen-angel form, and Chaos — the mysterious merchant whose wares carry powerful effects and a price, and whose identity and purpose are left unexplained — all list breast sex as their specialty, and all sit in the same 122–125cm range. There are fake moans, but men are toys from start to finish. Art duties are split between Takimoto Yukari and Kurikara.
What doesn’t

The narrowness is the whole product, and it cuts. Three headline characters within three centimeters of one another, one signature act between them, no penetration and no reversal means the erotic content has no dramatic variable left in it. You know how every encounter is going to resolve before it begins, because the circle has promised you that in the sales copy. Fake moaning is the only real wrinkle in the formula, and it’s a small one. That is a feature if you came for exactly this and a wall if you came for anything adjacent — there’s no route through the game where the tension of a contest ever touches the sex scenes.
The systems also undercut each other more than the feature list admits. Scenes trigger on conversation, items let you skip the gimmicks, and the gallery hands you everything early. Stack those three together and the RPG and werewolf layers become optional in practice, which makes it hard to feel much weight in a seven-day duel you can simply opt out of. The third faction is a real question mark for the same reason: the circle’s own warning is not to let a near-certain win get stolen from you, and in a game this permissive about skipping its own mechanics, a fox-camp upset seems more likely to land as an interruption than as a twist. Worth noting too that the tag listing advertises music but says nothing about voice acting, so go in assuming art and text carry the scenes. And this is a direct sequel that positions itself against the previous game; nothing suggests you can’t start here, but the third faction is framed as a delta from something you may not have played.
Who should buy this

Buy this if paizuri and femdom are the axis your library is organized around, and if you specifically want the version where the man never turns the tables and nothing ever goes in. The werewolf framing and the seven-day duel are a well-built delivery mechanism for that, not a reason to buy on their own. If you want penetration, reversal, or variety in body types, this work will not meet you halfway — it was never trying to.
Verdict

7 / 10. A sharply committed fetish piece with a better antagonist and a smarter day/night hook than it needed, held back by an erotic formula with no variables in it and a mechanical layer the game itself keeps offering to let you skip.
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