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One rainy day in the industrialized port city of Dejanor, a mage named Moshi Cenalus leaves her dingy hotel room to buy something to eat. It was just a normal day for her, until she has a run-in with some local thieves.

Following that dangerous encounter, she befriends the woman who helped her fend off the attackers, and learns of a forest called "Last Sanctuary", where mages live free from the scorn and oppression perpetuated by an influential order of clerics.

While in search of the fabled Last Sanctuary, her story crosses with those of the people she meets along the way. They come from a variety of backgrounds, from the impoverished worker who wishes for a better life, to a disgraced soldier seeking redemption, to a reclusive queen in the snowy north who will risk everything to save her country from the spread of industrialization.

Little did the mage know that her seemingly insignificant actions would, in the end, contribute to major changes in the people and places around her.

But would it be for better or for worse?


- No random encounters; enemies are visible on maps, and they will even scurry out of the way of a high-leveled party.
- Battle enemies whose movesets and tactics vary depending on difficulty level.
- Change battle difficulty at any time if the game feels too hard or too easy.
- Embark on sidequests that further develop the setting and characters.
- Customize characters by equipping them with Devices and Skill Books, as well as upgrading equipment via crafting.
- Custom character art, enemy sprites, and music (in progress).

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(Additional progress updates can also be found on my blog, Invocation.)

Latest Blog

Streamlining

I've been getting a lot of things done lately:

Finished making all of the playable characters' personal skills, including the animations and Symphony notetags. Almost all of their Purge skills are finished too, except for two characters who don't have the full set of 4 purges yet. I'll come back to those later when I have more ideas. Kinda wore myself out there. >_>

As for graphics, I finished another dialogue portrait for Yukita--an armored dress, which can be viewed over here. This outfit makes her look more like royalty, I think. The walking sprites for both outfits are also done.
I'm still working on converting the rest of the menus to Luna Engine, and cobbling little compatibility scripts for pesky little windows from other scripts. (Luna doesn't affect those, afaik)

The script used to count combos has been changed, and it looks a bit more Tales-ish now! The hit counter will keep going up until a party member gets hit, breaking the combo. Here is a quick test shot with some random actors and enemies:

(bottom half removed because the hud's nowhere near done! :o)

Finally, since my dev time has been increasingly inconsistent these days and my plans years ago did not account for how much time I would now spend turking as well as having a job, I decided to cut some stuff in order to streamline development and tighten up the game overall:

- The number of planned sidequests has been reduced, leaving in only the ones that were directly related to a party member or had some interesting backstory or lore that I was still interested in writing about. The nice thing is that it was all still in outline form, so I don't have to hunt down script calls or switches to delete.

- The affection system will likely be removed from future releases. Eventing the system was more of a hassle than it was worth, and it seemed tacked-on to me. It never "felt" right, if that makes any sense. While working on the plot outline and practicing dialogue drabbles, I realized that only two characters really had any chemistry with Moshi anyway, and one of them has bad ending written all over it. (By "chemistry" I mean "the least likely pairings to be completely written badly".) Besides, the character POVs shift often enough that you wouldn't see the "Affection" option in the menu most of the time. However, the existing and future dialogue choices it used will be left in; I think I'll use them as cute little divergences in the cutscenes or something.
  • Production
  • Melkino
  • Happy (Composer)
  • RPG Maker VX Ace
  • RPG
  • 04/14/2011 04:59 PM
  • 02/24/2015 02:49 AM
  • N/A
  • 202305
  • 313
  • 4867

Posts

Sounds good, suppose I'll be your first sub
Despite
When the going gets tough, go fuck yourself.
1298
I like the look of this so far, subbed. :3
Happy
trust m guys I'm an innocent pinata
4337
Oh yes, this looks very smooth. Keep it up.
It will! I'm planning on at least 3 so far.
Maybe more, if I feel inspired and don't burn myself out in the future
frankenportraits are fun!
Ronove
More like Misao Stealing Prince
1699
Ah ha! Your game is here. I found you on tumblr first and I had no idea where else the game was. Whoo, finally found it! :D Subbed definitely!
Ooooh, I knew I recognized your tumblr avatar from somewhere! Thanks! It honestly took a very long time for me to find the courage to post this here, hehe
Ronove
More like Misao Stealing Prince
1699
It took me a while as well to post anything haha. But whoo! A better place to stalk your game on so I can make comments on the screenshots you post (on your tumblr you totally can't do that and I like leaving feedback ;^;.)
Quite pretty. Looking forward to it.
Looks pretty. Sadly the RSD demo freezes in the forest event after both the main character and the soldier head left to pursue the caravans or whatever NPCs where camping... check it out. And re-upload it.
Sorry about that, it's a seemingly random bug where the player's sprite sometimes gets stuck in a wall during the cutscene. I'll do some re-eventing and testing, then upload a new version soon.

edit: found it! the bug is caused by holding the shift key (which quickly advances dialogue) during that scene. a couple of move commands aren't set to wait, and skipping the dialogue apparently makes the game ignore some of the move commands.
I got so excited and then found out it's a demo. Any ETA? This game is absolutely and stunningly BEAUTIFUL and it looks really innovative. I want more (and honestly, I'd even considering paying to play this game. It looks so professional)!
Hi there! I currently don't have a set date for a full version, because I've been fixing bugs, revamping old maps, adding optional content, and making sure the gameplay works well. I hope to have a longer demo out within this month, though!
There is a major problem with the movement part of the event going on in the first scene map of the forest. You need to fix it and re-upload it... people won't be able to fix that on their own unless they have an unencrypted copy. Also, the teleport event from the previous map is on the left side, which should be on the center side... and when you open the game there is a message that says parallax bg "zodiac" is missing.