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Almari is a black comedy surreal horror JRPG inspired by Yume Nikki, OFF, Mother/EarthBound, Undertale, the Legend of Zelda series, and the Shin Megami Tensei series. It's been in development since 2013.

The game follows Almari, a hollow objecthead who lacks any emotions. He wakes up after a crash landing in an unknown location and is told by a being known as Hama that he must travel through nine worlds created by various human emotions known as the Emotion Worlds and defeat the Emotion Holders of the worlds to gain their emotions for himself. The game focuses on dungeon crawling, puzzle solving, and turn based combat. Experience comfortable yet unsettling surreal visuals and meet strange or completely normal characters.

Almari is equipped with a writing utensil and various kinds of stationery to write words that will be used as his attacks. However, Almari does not learn these attacks by leveling up, and instead must find them throughout the Emotion Worlds.


  • Over 100 unique enemies.

  • An acceptable amount of boss battles.

  • Touch encounters!

  • Plenty of places to explore, discover, and die.

  • Unhelpful NPCs that are sometimes helpful.

  • Helpful NPCs?

  • TV Channels

  • A free experience you can’t waste money on!

  • Stan


Dev Blog



Music/Other Game Videos

Latest Blog

Looking back on 2021

Hello all, I figured it was about time for another update post. It was a pretty big year for the game! I got a lot of plot revision finalized as well as a ton of planning. I also got some new gameplay mechanics conceptualized that are slowly being integrated (hopefully they'll be ready to go in the next build!) Also Almari being featured in the 2021 Mother Direct was pretty nuts! We worked really hard to get that trailer done and I'm still really happy with it. I put together an outline for it, wrote the poem at the start, and wrote all the voiced lines, but it was really PostElvis' cinematic eye and musical direction that really brought it together. A huge shoutout to him and all the voice actors that agreed to work with us! You guys really made it special.

That trailer taught me a lot so I'm glad I had that experience. It really was a moment of the game going from a funny little concept in my unwell head to something much more concrete and completable.

On top of that we also ended up appearing on the RPG Maker podcast, RPG Maker Cola! It was a really pleasant surprise! In a weird way, I feel like I've been a part of a little bit of RPG Maker history by being on the show, which is weird to think about because I've been messing with this program since I was about 10! (I'm 25) There's so much passion and love that RPG Maker has brought about as a community and I'm just really glad to be a part of it.

Speaking of love, I've seen a lot of fanart this past year and oh my god I love each and every piece. Thank you so much to everyone who's decided they adore my little TV lad. ;-; I save all of them and hold them dear! Also thank you to everyone who has decided to livestream the demo or just share it with friends! It's still amazing and a tad overwhelming to see it really pick up traction this past year, and I hope when the final game is complete it'll be to your liking!

My goal is to get another build out this year, I don't know how big it'll be (I'd like it to be big) or when it'll come out, but I want it to happen. Development had to slow down during the fall since I'm also attending college (though thankfully I was able to do most of my planning and revision during that time) and it'll probably slow down again once I get into the spring semester, but I'm always chipping away at this game on an almost daily basis, it's my hobby after all!

Thank you for sticking with the game and I hope you look forward to future updates!

As a last little more personal update, I've finally decided to make a ko-fi, so if you wanted to support the game (and future games) or just me and my little creative hobbies you can! Almari's always gonna be a free game but I know some people do want a way to show their support, so if you feel like leaving me a tip, feel free!

And if you like the soundtrack, please consider buying one of PostElvis' albums or checking him out on YouTube! Guy's a wizard and Almari just wouldn't be what it is today without him and his sound.

Schilling aside ahaha, I hope you all have a wonderful new year filled with things that you enjoy. Let's make 2022 a good year.

Thank you!!
  • Production
  • DemonClaus
  • RPG Maker 2003
  • Puzzle RPG
  • 05/19/2018 08:18 PM
  • 05/07/2022 09:22 PM
  • N/A
  • 55601
  • 30
  • 111


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I played a little bit and I like it so far!! Stylish and strange!
Love the style! Seeing that SMT influence really gets me hype. I'll be sure to check out the demo when I get the chance!
I think i played some 2 hours or so of the game. Played through most part of the "bed realm" (i hope) and i'll share some opinions of what i thought.

First, kind of a minor thing, but i noticed the random encounters sound a bit off. Sometimes i give two steps and i'm already into another fight. After some time i started to run of some battles due to that. Another thing that relates to that is that i think facing four enemies at the beginning is kind of slow and takes time (although just the scribbles are fine, stan and "frog" and another two randoms take quite some time to beat). Putting more enemies to battle would work better if Almari had another member in his party and i don't know if you want to do that so soon. Also, i don't know if you want the player to grind,if it is the intention, it's fine as it is.

Almari seems to be a silent protagonist. If that's the case, putting a partner that interacts with him is a good choice. The npcs doesn't really have interesting dialogues in this beginning and a talkative character would both be good for comedy and for the player to grasp better the changes in Almari in comparison to him.

In the other bed part where there's a lot of bed with dialogues, i decided to check each one of them and, instead of a interesting dialogue about the world of the game or anything that would get me interested, i got a death as a punishment instead of a reward for exploring. I had climbed the stairs first instead of going to the left and i thought i would get a heal. When i got the game over after i have explored most of the cavern and i haven't came back to the old man to save in quite some time, i closed the game and just came back to play today. Be cautious of punishing the player for exploring when exploration is a key in the game.

To sum up, the fights are a bit slow when we face 3 or more enemies and sometimes the random encounters happen a lot. The npcs have kind of vague dialogues and is not too interesting in general. As you said you take inspiration in OFF i would recommend you think the following: In OFF, the batter speaks, but not that much, most the purification thing (that's what i remember, at least). So, to compensate that, the world has a really interesting development, the elements and stuff. In Almari, you have a silent protagonist and didn't develop the world besides that there's thoughtforms and emotion holders.

I know it may seem i didn't liked the game, but that's not the case. The beginning of the game is really important since that's the part where you have to make the player keep at your game. After that, you have to keep consistent and interesting. So, in my opinion, you should put some more efforts at the beginning so the game doesn't seem too plain. I know that almari doesn't have any feelings at the beginning and because of that he isn't that useful of a protagonist right now, but i'm pretty sure you can think of something to make that first part better.

When i get to play more of it i may give you more opinions. For now, i think that's all i can think of.


My apologies for the misleading description on exploration being a key factor. I've updated the description to try to be more accurate of the game. I wasn't sure on the best way to describe it but I hope this change will be helpful for future players. Sorry the beds killed you. :(

Thank you for the criticism. I only really took visual aesthetic and some puzzle inspiration from OFF but I see your point about the interesting world building that OFF had.
notorious rpgmaker 2k3 shill
Oh man, how'd I ever miss this??? I loved seeing this on Starmen, I adore how you accomplished the art style
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