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“Roughly seven years in the making, and nearly all made by one man, The Pale City brings a world and narrative inspired by works such as Planescape: Torment, Xenogears, and more... If you’re a fan of charmingly odd worlds, worthwhile character studies, or distinct and rewardingly difficult combat systems, then it is without any doubt worth checking out.”—Save or Quit

“The Pale City is an engrossing game that’s dripping in story for anyone who wants to explore it. This is not a traditional RPG, and to be honest, it’s not really a traditional anything, but that’s what makes it so intriguing”Bago Games

A world where children aren’t born—they crawl out of tunnels in the ground. A lone city, beneath the gaze of a silent god, home to strange cults who eat the dead. The Pale City is the story of a mercenary hired to find the last, most powerful artifact of a sorcerer who disappeared lifetimes ago. But the search pits him against powerful people in hidden places, towards a secret buried somewhere in terrible darkness.

An Unconventional, Character-Driven Story:
Written and designed by novelist Kyle Muntz, The Pale City tells the story of one man’s struggle against a merciless world and the emptiness inside himself.

A Handcrafted, Semi-Open World:
Every room has a purpose; every battle has meaning; every step you take tells you more about yourself.

The Price of Survival:
Tense, unforgiving combat that rewards close observation and careful use of skills, while often disregarding the rules of traditional RPGs.

The Brutality of Existence:
In a city without heroes, can you bear to see the consequences of your actions?

The game is now available on Steam and itch.io!

Latest Blog

Walkthrough (and a New Review) Now Available!

Hi everyone!

First things first: especially as many players have mentioned the difficulty of The Pale City's normal mode, I’ve decided to post a guide on the website. The current version includes a list of sidequests and missable items, as well as a (very brief) walkthrough to keep players from getting lost. Eventually, I also plan to add a list of tips, as well as strategies for a few of the game’s more difficult battles.

The walkthrough is available here. It’s been a busy few weeks since I’m also teaching courses for my university online, but I’m hoping to fill in the missing sections by the end of April.

In other news, there’s also been a new review of the game at The Indian Noob. The writer (justifiably) wasn’t totally impressed by the game’s visuals or combat, but seemed to really enjoy the writing as well as the experience as a whole. It’s especially exciting to see the game maybe reach new players in India. And, in particular, the writer did an amazing job picking text-based screenshots that show the game’s writing and themes–so good, in fact, that I think I’m going to steal a few of them for the Steam page!

This was, I’ll admit, definitely me trying to do a Planescape moment. I don’t do them nearly as well as Chris Avellone, but I’ll always love those moments (in both Torment games) when you walk into a random house, and find something that just blows your mind, which is an effect I tried to implement on and off throughout The Pale City.

Or, of course, those moments where The Pale City is written more like a book than a game. I’ll admit I sort of hid paragraphs like this for a long time, as I worried they would scare players away from the game. There have been criticisms that, by focusing on such a text-heavy approach, I’ve sort of forgotten The Pale City is a game rather than a book–which is probably true. However, for a few rare players out there, I hope they enjoy the approach I’ve taken here.

Thanks a lot to anyone who has played the game and cared enough to hunt down this post! As always, I’d be very eager to hear from you with any comments, questions, or suggestions—especially anything you’d like to see covered in the walkthrough.

(Originally posted at ThePaleCity.com)
  • Completed
  • Commercial
  • icovoc
  • kumada
  • RPG Maker VX Ace
  • RPG
  • 07/23/2018 12:52 PM
  • 04/07/2020 06:58 PM
  • 03/20/2020
  • 6646
  • 12
  • 49


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Gotta say, I've never been the biggest fan of the Pioneer Valley resources (in spite of having used them myself) and whatever desaturation filter/screen tone you've got going on is not helping. At a glance, your mapping could also use some work.

There are probably a hundred free games I'd play before I'd think seriously about paying money for this one, and there is no amount of good the demo could be that would change my mind, so I'll skip it for now, no offense, nothing personal. The setting and story here are intriguing to me, but the legion of good free games on this site is a very hard bar for commercial games to overcome, at least for prospective customers as dirt poor as me.

Is Kyle Muntz you? If not, congratulations to you both, him for his publication history, you for having your game written and designed by someone that actually shows up on wikipedia when you google them. If so, congratulations on your publication history, very impressive for 29, speaking as someone who actually knows.

It was the "and designed" that caused me to think that you were referring to yourself in the third person: as a rule, people with promising careers as novelists don't branch out into designing some other guy's RPG Maker game.
Hi StormCrow, thanks for your question. It's only me (Kyle Muntz) writing and designing this game; it had never occurred to me someone might doubt that I had actually made it. I know this site is mainly for free games, but I like RMN a lot so it still seemed worth posting here. You're definitely right about all the good games, though! I actually love RPGmaker games intensely--playing The Way sort of changed my life, and was a big part of what inspired me to work on this.

Anyway, thanks for all the thought you put into that comment! I think I'll also link to my Facebook on this page in case anyone else is wondering similar things.
I'd be happy to proof-read/beta-test. Just let me know.
Hi Kumada, I really appreciate that. Sending a PM your way now!
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