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Release Date
Eventually... but not in the TOO distant future

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. 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

Thoughts on 8-bit Color depth

Self motivation is always a bit of a constant inner struggle while i plod along with this project. The old phrase 'best game ever' is generally not something to aspire to, if only because the claim itself doesn't work. Still, i expect of myself a certain level of overall quality that i cannot compromise on. Certainly this game would have been finished by now if i wasn't constantly asking the question, 'how can i make this better'?

There is an abundance of content on this site. So much so that it is almost i think, even too much to expect to stand out. No, i think it would be a mistake for me to compare my work to others directly in an apples to oranges kind of way. Rather, i want to ask myself, 'Am i satisfied'?

Well, 8-bit color depth is something that always has irked me a little about my chosen platform. Finding ways of maximizing the colors is one part of the graphical presentation i must do my best with. I always admired the Saga series for its world immersion, and graphically, the point at which i am satisfied is when i feel that my game can be looked at also as an artistic experience.

So long as i hold on to Rm2k3, so far as i know, there are no 24-bit options. But what i do have is a virtually limitless array of content storage. The 256 color limit is per map and per layer.

So i did at first apply this to mixing pre-rendered backgrounds and chipsets. A bryce floor texture is less repetitive and works on its own 256 palette. It also takes some strain off the map chipset since i can effectively erase the floor tiles. Adding a transparent glow through pictures on lights or for any shading purposes is also its own layer. Each picture is its own. To the best of my knowledge, there is no way for the picture to be beneath the chip set graphics and character graphics, and this presents a very real limitation.

Ultimately, i have come to that point once again, where a very time consuming task simply has to be done because i don't want to settle for less. That is simply, to turn the vast majority of my entire chip set graphics into object files. Object files are each on their own 256 color palette, and so in theory, each and every tile in the game could be its own 256 colors. Of course, this isn't entirely necessary, but it does mean that i could display thousands of colors on each and every 20 x 15 map (which the vast majority of my currently 1000+ maps are).

I figured that since objects are events, i would have to leave a few things on the chip set, like tables and chairs. If i want to place a beer bottle object on a table, i cannot have two different events graphics on the same tile unless i move one event on top of the other during map transitions, which ... maybe is just taking it a little to far. But for most anything else, like bookshelves and walls or carpets when they don't have something on them, or lights and shrubs and plants and barrels and just about anything else, they can be object events.

Better yet, any of the objects can be used freely on any map, like having one giant chip set file instead of being restricted to a map specific tile set.

I suppose again, if one wanted to make a custom graphic of the table or the wall with every imaginable combination of objects pre-placed onto it (or use pictures instead of objects), then there would be almost no further need for the chip set whatsoever, except for animation tiles. I have decided not to go quite that far. This simply because for a marginal chip set, 256 colors still goes a long way, and i can change them with every 20 x 15 map.


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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.
RMN's Lord of the Flies
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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