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Release Date
Chapter 1 & 2 : April 2014

The Olympics pretty much dead halted my production, but the whole trying to wake up at midnight and go to bed at 2pm pretty much as been ... difficult. In any case, i was aiming for mid march, and with the 2 week delay that makes April more the best target date.

I began work on Ob Iter back in the fall of 1999 when i stumbled across RPGmaker 95+. In 2003 i released 'Dark Void' for the 95+ platform. It was by this point though, that what started as something to toy around with one night began to transform into a much bigger world. Therefore, i moved to the then new RPGMaker 2003 platform to begin work on this current project. Over the years it kept growing and growing to the point of never getting finished.

Principally, i have put in over 5,000 hours of work to this game over the years. The last 2 years in particular have seen only a fraction of those hours. Despite that, i estimate the game is within 1,000 hours of completion. I cannot promise when it will be complete, but i am working on it always. So long as there are people out there to play it and a website such as this lives, you'll find it here for download eventually.

The game follows Drake. He is a war deserter escaping his homeland of Saldonia. He escapes south into the enemy nation of Val. He looks for a quiet life with his lifelong friend Garret. This is where the story begins.

This is a story about a world nearing extinction. The focus is on the people in it during the final weeks. Is is about their lives and relationships, but also a journey of discovery. It explores reality as a dream state and a theory that time is not linear. It is also a love story.


Monsters appear on the map and battles begin upon contact. There are no trash mobs in this game. Every battle is meant to be a challenge and will take some time, but there are few battles.

The mathematics are crunched in comparisons to your modern day 'Final Fantasy' type. A character with 1000hp cannot be healed for 500, but rather in the range of 50-150, but if healing 50 costs 2mp, then healing 150 would cost 10. Enemy strength works similarly. In this way, long battles become a strategy where health rises or falls gradually, creating an epic struggle rather than a repetition fest. All stats are restored after battle, but not between consecutive battles. MP can be charged during battle, or characters may charge an ally. In this way, management of MP as a kind of stamina is necessary.


Are a mix of tile-set and bryce.
Map sizes are prioritized to the minimum.
I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard chip-set approach to be too repetitive generally, but not useless. Bryce ground textures provide a more varied design than taking one tile and replicating it across the map. Skyboxes add a sense of dimension or horizon.

On the other hand, a 3-D house interior is a different matter. I have chosen to use the tile-sets for these.

No MIDI tracks. All MP3. It's worth it. I've tapped OC Remix for some favorites. Also included is a selection from the Audio Machine platinum series (you hear these a lot in movie trailers). Finally, there is also an assortment of originals i have composed on Reason 5.

Chapter Overview
Chapter 1 - The Search
Chapter 2 - The Odyssey
Chapter 3 - Medley
Chapter 4 - The Dark Empire
Chapter 5 - The Sins of our Fathers
Chapter 6 - The Goddess Tower
Chapter 7 - Redemption
Chapter 8 - Paradise Lost
Chapter 9 - Eternum

(Subject to change)
This is a brief overview of the 'episodic' structure. Chapters 7 and 8 may end up becoming an additional chapter or two depending on how things flesh out. I am still pondering whether to release this game in parts so that you may try it sooner. The conflict is that because the entire world evolves as it is built, and the story around it, the early chapters will be altered when i am finishing up the later chapters.

More updates to come.
I'll actively respond to any comments.
Always interested to anyone who wants to help with the game.

Latest Blog

Progress Report

It has been one week since my last update, so i thought it time to post another.

I wrote earlier that i thought there was maybe 1,000 hours of work left to do in the game as a whole, but i badly under-estimated that number. It is likely closer to 3,000 hours. In any case, i am committed that the episodic release format is the only way this story will ever be completed. For Chapters 1 and 2 i believe another 200 hours work should do it.

My immediate goal is to have the graphics design largely completed in time for the Olympics. Given that i am now re-modeling the last area of Chapter 2, this should easily be met.

During the Olympics, i will be glued to the TV to watch them constantly as i always do, but fortunately i have 3 monitors. This means that production on the game will continue on one screen while i watch the Olympics on the other. It's a good multi-tasking approach which has always served me well. Currently i am catching up on my favorite radio program while working on the game.

As i am preparing this for a release, i'll need to comb through the database and fix up all the small things that i've been 'leaving till later', so this will easily be accomplished during the Olympics. It's a small task, maybe 20 hours worth and easily suited to the situation.

I've also got a couple areas i want to fix up graphically, but nothing hugely complex. I also need to add a couple cut-scenes, most especially in chapter 2 to glue everything together properly. There's a lot of characters and it't important i keep track of them so that no one is forgotten for extended periods, or their locations at crucial times unexplained. I may want to flesh out relationships a bit too, we'll see. All small things adding up to i'm guessing about 50 hours work.

So there's 70 hours there, and largely i feel i can accomplish this during the Olympics. That way i can go into final testing afterward. I might at some point feel compelled to add a new area or something, but in general, that last leg isn't too complicated. It's still 10 hours of game time though and i'm aiming to play through it 3 times, but maybe 2 will do, it depends. The final test through will be off the game disk i create. A couple weeks should do it, so for now i think Mid-March is pretty realistic.

My body might fight me pretty hard trying to adjust to Russia time though, and if that's the case, i'll be zombie brain and things will slide back to late March. I'll keep you posted.


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This is the weirdest game name I've ever seen.
Kewl, keep up the good work. I like the direction this game is heading; can't wait to see what else you come up with.
When the going gets tough, go fuck yourself.
this game looks really bad.
I've tried being nice.
Oddly enough, I doubt any game can be extreme enough to warrant heavy metal as a default battle theme.
(Socrates would certainly not contadict me!)
Looks good (don't let it be yet another good game destroyed by the wonderful feedbacks!).
When the going gets tough, go fuck yourself.
this game looks really bad.

Wow was I a dick.
Wow! Modern military setting! Pistols & rifles... It will be great!
I'm tired of classic fantasy with swords and magic (and not only me).
This game will be very good - i'm sure!
Especially, i like the character sprites and portraits from the battle screenshot - they looks very "One-style" and this is really good. Simplistic, but looking good!
Try to make all the sprites in this style - even enemy sprites.
The one-style custom graphic is the key to high-standart and stand-alone project.
(the default RTP guy with hairband, and red-haired guy from "Langrisser" must be replaced - they doesn't fit the style... but you already know this, i guess)

P.S. The title name is really weird. What it means?
This is the weirdest game name I've ever seen.

P.S. The title name is really weird. What it means?

It's latin is all. "Iter" means way or journey, "ob" means toward/against or in order to/because of. So you can make something like "On to the journey"

I don't mind metal at all .. it just depends on what kind of metal they use. The usual heavy metal stuff is crappy, repetitive and boring imho, would spoil the game a bit. Other sub-genre could very well do the trick.
It does look interesting overall
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