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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 are said to live free from scorn and oppression.

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 seeks a better life, to a disgraced soldier who desires redemption, to a reclusive queen in the snowy north who risks losing her homeland to 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! Simply bump into enemies on maps to fight them. Most encounters will respawn as in-game time passes.
- Adjust the game's difficulty at any time.
- Light nonlinearity: as the main storyline progresses, you can embark on sidequests that reward you with unique rewards and extra details about the game's setting and its characters.
- Battle enemies whose movesets and tactics change depending on difficulty level.
- Alter dialogue and major plot events by improving--or ruining--friendships with party members.
- Customize your characters' skillsets by equipping them with "Devices" and "Skill Books".

Latest Blog

Spring Cleaning ~ v0.19 Release Notes

The download has been updated to reflect the Ace revision of the demo for Release Something Weekend! Version 0.19* is a pretty heavy remake of the game with changes such as:

- A revised battle system in which the Chain bars and Purge skills are more important
- The difficulty can be changed at any time now
- Taller character sprites on the map and in battle
- Custom character artwork
- Some skippable cutscenes
- Pixel art enemies (some by me, others are edits of Milano Cat's)
- Rewritten dialogue
- Talkbubbles for NPCs who have something to say
- New graphics for the Affection menu
- Field Effect system removed entirely (it didn't contribute much)

There's also a readme that's intended to help out those who find this game outside of RM sites.

The demo ends in the same place as the last one because I wanted to clear up the discrepancy between the engine tag and the download right now, and I still wanted it to end on a cliffhanger, and probably get cheevos for effort. But anyway, hope you have fun! :)

Let me know if you find bugs/missing file errors/have issues with the balancing or whatever.
Now that that's over and done with, I think I can finally move on! hooray

There are a couple of minor non game-breaking issues. They're in the readme, but I'll paste them here anyway:

KNOWN ISSUES
- Skipping a cutscene while the map is still scrolling or when a character moves may cause random graphical errors such as misplaced overlays.
- An overlay flashes at the end of the demo when selecting to return to the title screen. It will be gone once more content is added to the game and it transitions to the right place.
- Battles may lag momentarily when using a multi-hit skill for the first time in a battle. It should lag less if that same skill is used more than once in the same battle (the graphics are cached).

*arbitrary version numbers, woo
  • Production
  • Melkino
  • Happy (Composer)
  • RPG Maker VX Ace
  • RPG
  • 04/14/2011 04:59 PM
  • 05/10/2013 01:44 PM
  • N/A
  • 106229
  • 210
  • 2115

Posts

Melkino
Startling, aren't I? Some people say striking.
1753
Thanks, I'll fix it for the next release. In the meantime, I think I'll just give most of the NPCs custom move routes (or set them to "fixed") so that they don't get stuck like that!
I'm am truly impressed with your work. The neo steam punk and fantasy urban genres are some of my favorite. You seem to blend and capture these moods and themes very well. I'm currently giving this game a run. I love it! Great work! Great lighting and mood! Great atmosphere! It inspires me to want to do a lovecraftian game.
This is the best looking VX game I've seen, gonna try the demo to check if the gameplay also holds true.

EDIT: tried the small demo, I like the mood you set, the music was well chosen, the title screen is very appealing, the menu has a lot of interesting options (including the options in the options menu :p), a quest log is a neat feature (journal).

My advice/ things you can change:

- Chests open only halfway before the message "item X got" appears, they should open all the way, and only then the message should appear;

- The door jambs next to the floor are above the characters and should be below them;

- The title menu animation should be skippable;

- skills that attack all enemies show a selection arrow for only 1 enemy, they should show an arrow next to all enemies (to reinforce it's an ALL target);

- The story was getting my attention even if it's about a mage living in a steam/cyberpunk world where magic is forbidden, I liked it because you set the correct mood, but I think you should shorten the dialogue, use less words to express the messages;

Good Luck!
Melkino
Startling, aren't I? Some people say striking.
1753
Thanks for your feedback!

- Chests open only halfway before the message "item X got" appears, they should open all the way, and only then the message should appear;

TIL that VX's treasure chest quick event is missing a "turn up" command, so that's why it happens. Welp, time to fix every single chest ._.

- The door jambs next to the floor are above the characters and should be below them;

I had never noticed that until today! haha

- skills that attack all enemies show a selection arrow for only 1 enemy, they should show an arrow next to all enemies (to reinforce it's an ALL target);

This happens even in the Melody script demo; I'm not sure if I can make the arrows do that without screwing up AoE and random targeting, but I might try it next time. At least the enemies that you're targeting are highlighted.
author=Melkino
This happens even in the Melody script demo; I'm not sure if I can make the arrows do that without screwing up AoE and random targeting, but I might try it next time. At least the enemies that you're targeting are highlighted.

Well, this one is not that important, it's just a minor aesthetic detail. Keep up the good work!

EDIT: don't know if it's possible or if already happens, but it would be awesome to incorporate a system in battle where certain skills would change the order the characters act (both enemies and heroes), they could act first or later, you could also use the icons showing the turn order in the upper left corner to reflect this. You'd probably have to change the speed/AGL of the enemies and heroes to make this change but it would make the battle more strategic.
Melkino
Startling, aren't I? Some people say striking.
1753
author=iddalai
author=Melkino
This happens even in the Melody script demo; I'm not sure if I can make the arrows do that without screwing up AoE and random targeting, but I might try it next time. At least the enemies that you're targeting are highlighted.
Well, this one is not that important, it's just a minor aesthetic detail. Keep up the good work!

EDIT: don't know if it's possible or if already happens, but it would be awesome to incorporate a system in battle where certain skills would change the order the characters act (both enemies and heroes), they could act first or later, you could also use the icons showing the turn order in the upper left corner to reflect this. You'd probably have to change the speed/AGL of the enemies and heroes to make this change but it would make the battle more strategic.


Yeah, I have a couple of skills and states here and there that'll alter that!
uh can I play this without the RMVX RTP because it would appear not
edit: Like, I was able to get to the first battle without it crashing (although it did give me lots of missing file errors) but the first battle just crashes right out.
Melkino
Startling, aren't I? Some people say striking.
1753
I reimported the vx rtp files that were used so that it wouldn't be required.

...unless that method didn't work or something ._.

edit: What kinds of missing files?
author=Kaempfer
uh can I play this without the RMVX RTP because it would appear not
edit: Like, I was able to get to the first battle without it crashing (although it did give me lots of missing file errors) but the first battle just crashes right out.

Wow, I surprised.
My main crashing issue was when I pressed the F12 key to restart. And that error is in 80% of all rmvx games :/
It told me it could not find the RTP, so I deleted that line from the Game.ini, and it ran but gave me the following error windows:
Missed file: Graphics/Characters/Vehicles (this at startup, did not crash)
Missed file: Graphics/Faces/People4 (every time I go into the menu, did not crash)
Unable to find file Graphics/System/BattleStart (this crashed the game)
Melkino
Startling, aren't I? Some people say striking.
1753
Oops, looks like I deleted too much stuff! Sorry about that.

I'm going to go upload a fixed version right after this post, then add the changes on the download page when it's finished.

edit: demo updated!
Great! So, the game worked up until the "machine" after the crowds (hopefully there are no spoilers there!) and the clock turns on. I had one or two missed files (one was for an attack I believe; poison needle? I'm not 100% sure). However, when you get to the countdown, a "clock" sound tries to play and can't. Unfortunately, if you click "OK" it attempts to load it instantly, meaning you can't do anything because the missing file message keeps appearing.
Very Beautiful looking game
Melkino
Startling, aren't I? Some people say striking.
1753
- Mini update -
Finishing up this rebalanced version is taking longer than I expected! So here's a temporary sound workaround that I had overlooked earlier:

For those who are missing the "Clock" sound, download the following file: http://rpgmaker.net/media/content/users/10538/locker/Clock.ogg
and place it in the game's Audio/BGS folder.
Looks great going to download it later!
Honestly, when I first took a look at this game it seemed unoriginal. I say this on the basis that many other games have been using the same tiles lately (they're beautiful, yes, but get tedious when overused).
However, upon further gazing, I can see that this is more original than I thought! It has beautiful mapping, amazing battle sequences and simple yet elegant menus.
Sub'd, and can't wait to see more.
Good job here!
I was wondering. Does else anyone think that some of these people register as another person Just so they can post positive comments about their game? Cause I know I would. If I could make one.
author=bigonrice
I was wondering. Does else anyone think that some of these people register as another person Just so they can post positive comments about their game? Cause I know I would. If I could make one.

That's against the site's roles.
Ive played 37 minutes of this game so far, and as of now Its tied for the most enjoyable game on this site for me. tied with star stealing prince.
I can see why this game has so many views. Very impressive, you've done a fantastic job so far. Yep, I think I'm jealous.