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Osteoblasts is a dungeon crawler RPG about skeletons, by skeletons and for skeletons.
If you are not undead it is highly recommended that you avoid this game.

In the game, you play as a spooky scary skeleton raised from the dead by a mysterious Cat Witch.
You get to chose a class and go on frightening adventures battling your nemesis - the Doggos - who unburied you from the depths below.

You'll accept quests, meet friendly skeletons, travel to spine-tingling dungeons and fight monsters to get stronger. The dungeons have several randomized elements that will change as you visit them again.

But beware - as a sinister skeleton wandering about, not everyone will behave welcoming to you. The dead aren't as welcome as they should and it's not even halloween yet.


  • Bone-rattling Timed Input-based Combat

  • Randomized loot affixes which change your skills when equipped

  • Spooky Scary Playable Skeletons

  • Replay value in the form of starting Class changing the story

  • Horrifying Gameboy Color inspired world graphics with full custom assets

  • A strategic take on party mechanics to better control who'll take damage in battle


As you fight the most hideous creatures, your timing is very important.
In combat you may cast Bone Magic which costs health (Bones) or perform Actions which are always counter-attacked when hit.
These Actions require Timed Inputs to be executed and it's possible to defend certain enemy attacks the same way.

To avoid being killed again in combat, players must activelly utilize their Armor bar, filled by skill usage, instead of passive damage reductions.

Refine your timing, mix and match abilities, exploit elemental weaknesses and switch party-member order on demand to decide who'll take damage on which turn, as only the first party member in the row will be targeted by enemies.


Beyond the layers of dust and spider webs around these horrendous dungeons, you'll find a large assortment of items with randomized properties. Whichever Action skills you have available in combat are defined by the items you have equipped at the time. The loot hunting never ends even after death.


Once you reveal your past to the everpresent narrator, you'll have the choice to play as one of seven different classes, each with its own unique Story progression.
Classes have their own pasts and reasons for having died in the first place, as well as end goals which will shape how progress is made throughout the world. Classes may be changed at a certain cost but their initial objectives shall forever remain the same.


The world has been consumed by Dust. There are no humans to be found anywhere, except for Dogs, Cats and some eerie strange beings. Many of the structures of the old world remain but their purposes were changed. It is up to this ragtag group of skeletons to figure out what happened and how to revert this, if that is to your chosing.


Osteoblasts is aimed to have complex character-building mechanics in a lighthearted adventure through a torn-apart world. As a project, it draws inspirations from several games such as Shin Megami Tensei series, Diablo series (and it's clones), Pokemon series while also borrowing mechanics from another project I work on, Virgo vs The Zodiac as well as the Roguelike and DRPG genres.

The most important aspects the game is being built to are:
  • Highly significant effects and skills, so turns never feel wasted and battles happen quickly, requiring thought to finish combat efficiently

  • More interactivity in combat by the means of Timed Inputs than most RPGs

  • A nice world to explore, with lots of rewards for doing so

  • Fun characters, being interacted with by the eyes of an often baseline RPG enemy unit (Skeletons!)

  • Some moments of rage-inducing difficulty

  • Lots of puns

Latest Blog

Unlike the characters, the game is not dead

...I just really keep postponing updates to include more stuff.
But, well, work has been mostly base map definition, events and database focused, which doesn't warrant pretty screenshots so I'll post random places.

I wanted a progression system which could evolve on its own, so I took a while to both figure out and implement both a level and exploration-based scalling to enemies and items.
Using DreamX's random affixes was key to this, allowing me to create empty tier-specific weapons and armor and have them drop on a party level based common event. Prefixes control random attributes of the item while Suffixes are the base items themselves, giving specific skills from a tier defined pool.

These tiers can also be unlocked prematurely by completing the first four main Dungeons, in any particular order, which will make generic chests drop stronger equipment.

The stat system has also been adapted, as skills will calculate their damage based on a combination of stats, so characters should be built with a consideration to that.

Maps are mostly set in place for the majority of the game, with a focus on interconnection by themselves over a World Map with separated locations.
As such, there will be a large amount of obstacles cleared by items and equipment.
Fragile Pickaxes will break an unsubtle boulder once, but stealing the Miraculous Drill from the Spooky Mole Rabbits will grant eternal boulder-breaking ability.
The Scientist may be able to harvest ingredients for the Dissolving Acid, which serves a similar purpose.

With the mechanics set, maps connected and all that, the next milestone should be to add in assets for every dungeon to keep them apart from each other, as well as the final Time Tower, which draws skeletons from all over the underworld in order to reach the top, but none has dared enter it yet.

Most story sections are sketched and making a bit of sense, which will point characters to different corners of the world for their personal quest, depending on the class chosen at first.

A lot remains though, but I'll think of a release date sometime soon. Don't know if I said it anywhere but the game will be free when it's done, so please look forward to it! :3
  • Production
  • anglerman
  • Nana707 (Graphical help)
  • RPG Maker MV
  • RPG
  • 10/23/2017 12:07 PM
  • 11/09/2019 01:20 AM
  • N/A
  • 22775
  • 61
  • 0


Pages: 1


Thank you! Hope you enjoy when it's released!

Lol Osteoblasts is a medical term

This is exactly why I named it this way. I was looking at the skeleton page on wikipedia and came across to this term which made everything come together.
The title drew me in because I have a bone spell with the same name. Now I´m staying because of how good this bone game looks. Subbed.
The title drew me in because I have a bone spell with the same name. Now I´m staying because of how good this bone game looks. Subbed.

Oh man that's awesome! What does the spell do?
And thanks!

This looks dope

Thank you! :D
It´s just a simple damage move that costs HP instead of MP. If you ever play the game, pick the carbon element at the start.

Any idea when this will be done?
Is this good or is this good?!
It´s just a simple damage move that costs HP instead of MP. If you ever play the game, pick the carbon element at the start.

I'll check it out! Seems fun from what I've seen :D
Any idea when this will be done?

My goal would be to release it by next Halloween if I get the time, but no promises~

Is this good or is this good?!

Thank you! I might say it's a
Pages: 1