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‚ÄčThe world of Psema is a vast and dangerous one. When an entity known as "Mother" reveals to you that Psema's worshipped gods might not be what they seem, you set out on a journey to discover the "Truth", with no real idea of what that entrails, set on a path of betrayal, murder and all too real cruelty. Beware, ignorance is a bliss.

Highlights
-A really, really big world to explore.

-4 different classes to choose from with vastly different gameplays. Your class choice will also affect a multitude of npc interactions, access to various areas and the special, class routes in its visual novel departments.
-A highly detailed world, with tons of collectibles.
-Music carefully selected based on a variety of factors to fit each situation and area of the game. Definitely keep your speakers on.
-The world is not just Lovecraft-inspired. It IS Mythos based.

-Hard, demanding battles. The game is by no means a breeze, but it won't cheat you out of a victory either.
-Gameplay inspired from a combination of Witcher (1), Dark Souls, Eye: Divine Cybermancy, Planescape Torment, and World of Warcraft, with a tiny bit of Pokemon and Dating Sims thrown in.

-Complex, deep character interactions. Debate, bribe, blackmail and flirt your way out of situations... Or just start cutting throats, though there are consequences to everything.

-A multitude of open-ended quests, with even more being added on every patch. Your decisions can have consequences even tens of hours after making them.
-The hardest of bosses are intelligent creatures. You might try offering them a better deal instead of fighting...?

To get direct information about tha various updates of Broken Reality, join my facebook group: https://www.facebook.com/HasturtheCreator/

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  • Lord_Rutsah
  • RPG Maker VX Ace
  • RPG
  • 03/07/2018 04:48 PM
  • 01/23/2019 04:22 AM
  • 03/07/2018
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Posts

Cooking

So far the only cooking recipe bug I noticed was that I could not unlock Cooked Cow Meat but managed to get every other cooked meat up to Exotic so far.

Floor bugs

So far the only bugs I've noticed floor wise besides recipes.

1. At Floor 7, the 2nd npc outside of city. If I interact with that npc, it does not talk but gave me the ability to watch afterimages of moving on the map. At first i did not understand how that happened until i backtracked... good thing I made multiple saves.

2. At Floor 8, I already killed the Spirit before going to Demon General. Now the problem is the entire screen is blacked out upon reaching the Oracle Village after an npc is burnt to death. The sounds are still going, I can access menu still.

A workaround I've did was quick save -> open menu -> use teleport crystal -> "Map back to normal while teleporting for 5s" -> snapshot that -> load quick save and repeat to adventure around the maps near Oracle Village. It was annoying but I enjoyed the game so I did that anyway. I did not like missing stuff.

I could of just held the Up Key. Hit Enter to see my talk with demon general saying "Oh ho I don't sense presence no more..." and then open menu -> Floor 8 Crystal my way back and talk to the King. End the Floor Story there and Continue to Floor 9.

By the way if I try to go back to Oracle Village again the burnt Npc will Loop.
Another workaround is to hug the right side and don't trigger npc.

So yeah, the game is very well done. I don't know how to find the data folder but after reading thread I understand it will be a wait. I hope the comments helps.
author=Alci
CookingSo far the only cooking recipe bug I noticed was that I could not unlock Cooked Cow Meat but managed to get every other cooked meat up to Exotic so far.

Floor bugs

So far the only bugs I've noticed floor wise besides recipes.

1. At Floor 7, the 2nd npc outside of city. If I interact with that npc, it does not talk but gave me the ability to watch afterimages of moving on the map. At first i did not understand how that happened until i backtracked... good thing I made multiple saves.

2. At Floor 8, I already killed the Spirit before going to Demon General. Now the problem is the entire screen is blacked out upon reaching the Oracle Village after an npc is burnt to death. The sounds are still going, I can access menu still.

A workaround I've did was quick save -> open menu -> use teleport crystal -> "Map back to normal while teleporting for 5s" -> snapshot that -> load quick save and repeat to adventure around the maps near Oracle Village. It was annoying but I enjoyed the game so I did that anyway. I did not like missing stuff.

I could of just held the Up Key. Hit Enter to see my talk with demon general saying "Oh ho I don't sense presence no more..." and then open menu -> Floor 8 Crystal my way back and talk to the King. End the Floor Story there and Continue to Floor 9.

By the way if I try to go back to Oracle Village again the burnt Npc will Loop.
Another workaround is to hug the right side and don't trigger npc.

So yeah, the game is very well done. I don't know how to find the data folder but after reading thread I understand it will be a wait. I hope the comments helps.

Taking the ones you've mentioned in order:
-Yeah, I messed up with the boost potion recipes, will be fixed in the next version.
-Yep, the slime tuning was also a f@ckup, will also be fixed.
-Sword artists have the ability to keep the TP they had from the previous battles. Characters also gain TP when they're attacked, and since Bloodfang has the biggest aggro, he will also be attacked more often.
-No idea why Hana can't equip crossbow.
-The bugs you mentioned in Floors 7&8 have already been fixed, will be uploaded in the next version (actually the whole of Floor 7 is being revised as we speak, everything from quests to visuals will drastically change).

Now regarding the recipe system crashing... This one is tricky. Idk how to explain it, but... If you were to make a new character, it would work fine, the problem starts when you try to use an old character that you copy-pasted from a previous version, where the recipe didn't exist. I know it sucks, I've been trying to find ways to deal with it for a while now.

I honestly don't know when the new update will be ready, hoping by the end of the week. It will include a crapload of new stuff, + will make the game way more brutal.

Edit:
I've been thinking for a while how to make cooking more relevant. With alcochol adding the "intoxicated" state in the new version (a lot of states like stun, poison etc have been changed), perhaps things will be improved.
I see. My Sword Artist was my first game save on the June 29th download. So was not aware TP situation was class feature but thanks that cleared it up.

I just started new class as Assassin, so I will check if adv potion recipe works or not again.

The enhan crossbow is shown on equip menu for Hana but after selected -> both weapon slots become unequiped status. ie. looks as if you have no weapons equipped

Eh for the food thing:

Alchemy already taken care of most Status Buffs and larger HP heals. Sorta hoping there would be Elemental potion tossing bomb recipes heh.

Smithing has armor for fighter covered, shield for shield users and a couple accessories/thrown items. Wish there were more craftable equips for other metal user classes.

Cooking could go for TP regen boost from food or MP recovery from drinks.

Edit: By the way, on Assassin playthru eh the adv pot recipe same thing ;<
Bugs so far:

There was a chest I pick locked for Gold "Blank" forgotten where sorry. Could be Floor 6 or 7.

May contain spoilers

Talking to the Npc, says nothing, nearest the entrance of Clothing Shop in desert town instead spawns Knight npc saying congrats.

The delightful butchers weapon says light strike, but shows fire strike animation and doesn't do neither fire nor light element dmg

Exotic herb at the nearest house after holiday cutscene, after looting it, became stuck on square.

Shaman Cave -> triggering event but error missing bgm boss_you_around
Workaround: I copied Dramatic damage loop and renamed it ^ that name. I'm amazed how well it fits.

Jungle Rest -> resting is fine. I spammed rest so I could see what the encounter was. the encounter was a black screen ;<

Control Event -> error cant find $Hachi2 file
Workaround: I copied J_monster and rename pasted. Also reverts Player sprite t default "was using questionable sprite"

2 Maps Upward on Floor 10 -> error missing $Monster_Naga ... followed by battler_front_legacy1_wyrm_ancient


1 Map Down on Floor 10 -> South Eastern most corner with Mirror -> Script 'Item Popup' line 109:ZeroDivisionError

1 Map Right -> Attempted 1 Map Up on Floor 10 -> Missing BGM/Forbidden_Zone

Warp to Floor 11 -> missing $ayumi2, $LEONA, Boy, Maid2


Well I will just wait for now. Oh and during combat, my chars with Hit 1 equipment. After killing the target with 1st hit, sometimes their 2nd hit makes failed, evaded or counter attacked(yes dead person counteratk'd me)

could we get an release date for the update.
Relax and take your time dev. The game setting and music tie in pretty well per floor and event. Having the main player consider whom to trust or suspect is well written story-wise. Good job.
author=Alci
Relax and take your time dev. The game setting and music tie in pretty well per floor and event. Having the main player consider whom to trust or suspect is well written story-wise. Good job.

He has a reason to complain. I've delayed the update like hell.

Report on what I've done till now:
1)Potential ending to the game added. It's not canon, as it requires you to fight an opponent who's basically meant to be unbeatable. It's accessible only after arriving at Floor 13 (though it takes place in Floor 7). The ending specifically sets the player ending up with Hachi + his class girl in a harem-y ending(in Nao's case the player and Hachi end up acting as her caretakers instead of lovers like with the other class girls.)
2)Exclusive quest for assassins added: Go on a mission with Nao, in Floor 5, based entirely on stealth (guards are too powerful to face more than once or twice). Lockpicking and sneaking fun, using the new mechanics of guards introduced from Hikari's tomb. It is mostly inspired from the Thief series, but it still includes most of Broken Reality's rpg elements, like dialogue choices etc. Probably one of the depressing dialogues in the game added on that (assassins get the darkest content of Broken Reality in general).
3)Exp curves increased. Leveling is now much harder in general, but in exchange every quest I touch/make now gives exp rewards. Even basic decisions in conversations (that don't loop) give exp rewards for reaching certain outcomes.
4)Fire, ice and storm force removed. New states added are: fractured rib, slashed eye and broken foot. These have been added appropriately on attacks and weapons, resulting in small stat losses that can only be removed by using bandages or resting (like poison, but not dealing damage, instead giving -accuracy percentage etc). For example all hammers add +15-25% chance to cause "fractured rib" state upon attacking. It's in the spirit of Fallout, or Call of Cthulhu 2006, and helps make weapons previously not used as much more useful.
5)At the start of the game, the player will be able to ask about his fate from a fortune teller. This allows the player to choose up to two perks that are permanent for the rest of the game... But these are both positive and negative. For example choosing the perk "Hoarder" will permanently double the amount of gold and items you receive from monsters as loot, but will also permanently cut in half the amount of exp they give you. Since this fortuneteller appears at the docks (which are inacessible for players who have gone past them), I have also copy-pasted her once (out of context) in Urbus, for players who have already progressed in the game. Her copy will be deleted in the update after the next one. (These are all basically special permanent states or stat changes. They are reset every time the player is revived and they cannot be removed with any way.)
6)Arena fights completely remade in Floor 7. The dialogues are now much better written, the monsters use sound effects, are tougher and all that. Players who have already beaten the arena before this update is released can speak with a special npc (requires to have beaten Floor 8) in the area to reset their arena rating, so they can see all the special dialogues. Like the fortuneteller, after the next update that NPC will disappear.
7)New quests added in Bergheim, aka the arena town.
8)Temple of stone in Bergheim redesigned to be more neat and have less empty space, new quest added there.
9)Bergheim visually improved. Now the town is much more alive, (there are small gardens around, a restaurant and other stuff) also there is a 50% chance for light rain to start (does not affect anything).
10)New shop added in Bergheim, called "The Needle's Tale". The shop sells various rare armors. It also sells a new set of clothes for Hana (changes her sprite) after the second arena fight (it's more of a side-quest, purchasing the clothes gives +200 gold for every arena fight won afterwards. Grum the gargoyle will tell you about it.)
11)Various areas of Floor 7 completely remade, like the previously awful mountain path that used to be a trashy straight line, or the dungeon-tomb inside it.
12)New sex scene with Hachi for players who have chosen to romance her, in Floor 10(snake castle). Probably the kinkiest thing I have written for Broken Reality so far... Aaand by some miracle made it give actual character development. Partaking in it (optional) will make Hana like you less.
13)Various small improvements in Floor 10. For example the traps are now somewhat visible even before you step on them... But not much (still meant for assassins to use "detect trap"). The traps there have also been updated to act as the newer versions of traps when "detect trap" is used, aka if used once in the room, they are all permanently revealed.
14)Starting from Floor 7, assassin characters will start developing a fear of tuskers.(goes with the theme of assassins being hated by everyone who isn't an assassin... and most of those who are assassins. Builds up to the sex scene with Hachi in floor 10 and also the player's brother-sister relationship with Nao.)
15)New word-wrapping script used. Now the journal pages will properly cut sentences where they're supposed to be cut instead of missing half words.
16)Hana's class reworked. Hana can no longer wear general armor but she can wear both light armor (assassin gear) and magia clothes (blood magus gear). Her damage with normal attacks has been reduced a bit, her health has increased so she's less of a glass cannon and she now has a passive 5% hp regeneration (per round, or per the same number of steps she would take poison damage), related to her being favored by Mother. Players can therefore choose to play her either as a magus or an assassin, or any combination of the two (she's much closer to the Hollow Priest class I'm preparing for the DLC, after the game hits steam, as she is more or less Mother's priestess, Conan-world style.).
17)Katanas removed as a weapon type. All katana weapons in the game have been changed to regular swords, and any move requiring them has changed its requirements to swords.
18)2 inn rest events added, with choices affecting player romances or morally grey questions, where every answer is wrong (stiiill haven't decided what I'll do with that data, though I am keeping it based on player choices.)
19)Various small improvements in Floor 13.
20)Most bugs reported fixed, + various other small changes, like making the sewers of the Town of Beginnings a bit cooler (proper sound effects + dynamic lighting (yeah that thing kicks ass)).
21)Much work done for Floor 14, though that still isn't available to you, the players, so nothing to show for it at the moment.
22)Some useless moves deleted. Removed drown trap from Hana as it was too overpowered (could lock most bosses to death in a meaningess battle). Instead gave her "Black Rose" (aoe hit that costs 40 magia, adds 100% invoked death state to all opponents (all bosses are unaffected by "invoked death"), instantly ending non-boss fights in exchange for some heavy mana cost, and dealing (formula): a.aff * a.agi / 2 - b.aff * 50 dark damage that can crit. Limited to one use per battle.

Things left to do before the update is released:
1)Change the waterfall and beach areas in Floor 7. Specifically planning on adding a goblin debate quest where the old goblin camps were, instead of the old mindless boss fights. The goblins are arguing with each other over moving to the city's where king Ezalor has invited them, or remaining in the wild as bandits. I have no idea what I'll do with the beach, though I imagine the changes there will be minimal, mostly affecting NPC conversations instead of the whole area being redesigned (it's already pretty neat).
2)After the third arena fight, the ticket seller will give the players a quest to attract more goblin merchants (the fat goblins) to the arena, as VIP guests, scattered throughout Floor 7. After completing that, the players will be given VIP tickets, allowing them to join the high-class restaurant/observatory of the arena, during a romantic-ish night. The area will be packed with dialogue choices to make with Psema's high society, aka the worst kind of scumbags, like goblin merchants, one of Floor 14's witches (a new one, though she will be a lesser witch compared to Shriek (the shadowy one from Floor 8's Leona route) and Vixen (the one you meet in the inn of Tolbanna at the start of the game), a Nao (haven't decided yet if I want to foreshadow her route ending there or build on the player's fear of tuskers) or Kaliska dialogue (Onyeka and Azar don't really fit there) and others.
3)After much consideration I have decided that blood magi and assassins can actually romance Bloodfang (I have his friendship meter just sitting there for a three years now, collecting data that is used for f@ck-all.) I think the reason the two physically-strong classes can't romance him is pretty obvious (eew, + it doesn't work in the narrative). Not decided if I will include it in this update, as I already have a lot of work cut out for me, but it is definitely in the plans for the future.Done for now.
4)Since the word-wrapping script finally made the journal not look like a bad joke (it's pretty neat now), I want to add personal journal entries of the MC, upon first visiting big towns like the Town of Beginnings, Asari and Imperia. Hooowever the journal has the same issues as the recipe script of messing up with old saves, so this will only matter for new characters. Old characters will get an option to add the journal entry or not upon entering the cities, so that they can skip it and avoid game crashes. Done.

And wow I wrote a lot.

Update: I have included new variables in the game, that affect various interactions: Insanity, Testosterone and Estrogen (the later 2 related to Bloodfang being romancable). Insanity will make new monsters pop up, and will cause horrific visions. (All three are gained based on player choices, +as a starting bonus based on the player's class. For example berserkers start with +2 testosterone, -2 estrogen).
Hey guys. From your downloaded files, can anyone go to:
Graphics->System and find an image called EffectsWindow and upload it here?

I accidentally deleted mine and with the awful internet I have over here it will take forever to download an older version of the game again just to find it



i hope this helps

also during my play through hana got poisoned and won't stop taking damage i've gone to a fixer about 5 times to try and fix it
and i love the game and am proud to say that i've wasted 32 hours on the game keep up the good work
author=zeroholes
i hope this helps

also during my play through hana got poisoned and won't stop taking damage i've gone to a fixer about 5 times to try and fix it
and i love the game and am proud to say that i've wasted 32 hours on the game keep up the good work
Poison is removed just by resting in an inn or taking an antidote.
What has probably happened is that you've equipped a weapon or armor on her that has negative health regeneration.

(Health Regeneration is a total, aka you start at 0% where the character stays the same, and then the various items are added. For example if you have a helmet on that gives you +5% health regeneration, then she will be filling health as time passes, like poison. If at the same time you have boots on that give you -10% health regeneration, then your total health regeneration is +5% -10% = -5%, which makes it seem like poison. Try changing gear.

Are you sure this is the only image with a name like that? There should be about 2 more like it there. The one I need is "EffectsWindow".
Hello bud i downloaded and played your game i found it very cool, but there were some bugs
*There was that bug on Oracle Village where the village entry dialogue and scene
with robed man,demon and Noitoved(general demon) repeated it-self whenever approaching the shore
*In floor 9 on giving the voodoo mask to bamboo hat man game closes saying
not-found "graphics/characters/$Hachi2"
*In floor 10 on exploring 2-screen beyond safe zone it comes not-found "graphics/characters/$Monster_Naga"
author=ArcherAllen
Hello bud i downloaded and played your game i found it very cool, but there were some bugs
*There was that bug on Oracle Village where the village entry dialogue and scene
with robed man,demon and Noitoved(general demon) repeated it-self whenever approaching the shore
*In floor 9 on giving the voodoo mask to bamboo hat man game closes saying
not-found "graphics/characters/$Hachi2"
*In floor 10 on exploring 2-screen beyond safe zone it comes not-found "graphics/characters/$Monster_Naga"

I've fixed all of these, it's just a matter of uploading them (I'm on holidays, and the internet here sucks)
For god's sake someone help the man, I need to have the new update.
When I opened the graphics/system folder; There's only Balloon, BattleStart, GameOver, IconSet, Shadow and Window. The one posted was labelled Window.

I don't see another one here unfortunately.
help!! floor 10 on battle with the big green dragon saying
unable to find
"Graphics/Battlers/Battler_Front_Legacy1_Wrym_Ancient"
The dev's working or fixed it already. We're just waiting.

For now, which I have done myself to rid these graphics & bgm problems.
I just copy a file inside the same folder, and then renamed it into that missing file.
ie. another copy of Dragon -> renamed to Battler_Front_Legacy1_Wrym_Ancient.

Repeated this workaround many different times until I reached floor 13 and
stuck for not being able to move past 2 maps east from portal map.

Also, you may witness 4 sprites centered in 1 square, continuous wavy water background
and alternating moving field mobs around map after the changes.

Hope that helps and remember to not keep any of those changes once new release comes!
author=rpgplayer17
Is the update still releasing today?

Not even close. I still have a lot of work to do. I'm working on the game daily (check the facebook logs) but damn it's a lot of work. I had done a lot of sloppy work with Floor 7, and I'm fixing everything in the next update.
Loved the game so far. Had a few bugs and a few comments though.

Some bugs were mentioned before, so won't mention again. However: sometimes when using a teleport thing or using a recipe, the text description remains onscreen permanently after use until I completely shut down and restart the game. Also, I can buy the recipe for advanced potions fine, but if I use it and open the crafting menu, the game crashes immediately. Also, not sure if this is my computer or a bug, but if the game runs for a while, it slows down tremendously, which is immediately fixed by saving, closing and re-opening it again. Maybe it eats up memory whilst open? Probably no quick fix to that though.

With regard to the comments: there's a balance issue with money, at least from the second floor onwards. You can buy unlimited ingredients, which means infinite money very quickly by simply being a potion factory and churning out then selling 33 strong potions at a time. Maybe you could prevent this by having a fixed number of ingredients available to sell (but still letting people buy as many of the pre-synthesised potions as they want). After al, those guys outside the city at the very start talk about smuggling in ingredients/only being able to bring a limited quantity.

With regard to encounters, I like the visible encounters and think they're pretty atmospheric, especially in the misty forest level/dragon's tomb dungeon, but the rate for invisible encounters is often ridiculously high, to the point that I've sometimes had them every three steps.It sort of renders the mix of visible and invisible encounters pointless, since you lose the whole stealth aspect of visible encounters. Going around an encounter will get you several more encounters. And the distinction between the two types is often quite pointless too, because the escape rate is quite low, especially in the first level. Also means you quickly over-level, making the bosses pretty easy. I think it would be nice if the encounter rate for invisible encounters could be severely toned down, or at least if there were a consumable or piece of equipment that could massively reduce the rate.
author=hiotrcl
Loved the game so far. Had a few bugs and a few comments though.

Some bugs were mentioned before, so won't mention again. However: sometimes when using a teleport thing or using a recipe, the text description remains onscreen permanently after use until I completely shut down and restart the game. Also, I can buy the recipe for advanced potions fine, but if I use it and open the crafting menu, the game crashes immediately. Also, not sure if this is my computer or a bug, but if the game runs for a while, it slows down tremendously, which is immediately fixed by saving, closing and re-opening it again. Maybe it eats up memory whilst open? Probably no quick fix to that though.

With regard to the comments: there's a balance issue with money, at least from the second floor onwards. You can buy unlimited ingredients, which means infinite money very quickly by simply being a potion factory and churning out then selling 33 strong potions at a time. Maybe you could prevent this by having a fixed number of ingredients available to sell (but still letting people buy as many of the pre-synthesised potions as they want). After al, those guys outside the city at the very start talk about smuggling in ingredients/only being able to bring a limited quantity.

With regard to encounters, I like the visible encounters and think they're pretty atmospheric, especially in the misty forest level/dragon's tomb dungeon, but the rate for invisible encounters is often ridiculously high, to the point that I've sometimes had them every three steps.It sort of renders the mix of visible and invisible encounters pointless, since you lose the whole stealth aspect of visible encounters. Going around an encounter will get you several more encounters. And the distinction between the two types is often quite pointless too, because the escape rate is quite low, especially in the first level. Also means you quickly over-level, making the bosses pretty easy. I think it would be nice if the encounter rate for invisible encounters could be severely toned down, or at least if there were a consumable or piece of equipment that could massively reduce the rate.


Taking them in turns:
-Yeah, the stack text sucks. I will look into it in the future, but for now I'm focusing on finally releasing the damned update (people here will tell you that it has been delayed for nearly 2 months).
-That happens with all the new recipes I add to the game, when people transfer their old savefiles :(. Somehow I don't think this will be fixed anytime soon.
-I think the slowing down is your computer. I haven't heard anyone else mention it, nor have I experienced it. Do you not have enough ROM?

-Has already been fixed. The price of ingredients has gone up, so that it can't be abused.
-In areas with visible encounters, the invisible ones are rigged to be really rare. If you're referring to Floor 6 and 10 (zombies and snake castle) yeah,that sucked. I have fixed it. (PS: You can just "escape" from invisible monsters)