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- Introduction -

It has been five years since the release of Karma Flow - The Prototype. Quite a long time, uh?

Since then lots of things happened. I mean sure, in general, but especially concerning Karma Flow. I've started developing the second game, Steel Skin, in 2017, some time after the release of the English version of The Prototype.

As development progressed, there were stuff that bothered me regarding the screenwriting and the cutscenes of the game. Some major fixing was needed.

In January 2020 I came up with the spin-off Tears of a Ghost for the Seasons Event III of RMN. The spin-off itself couldn't be completed in time but I've managed to release an alpha demo for everyone to test the new gameplay engine I have been working on since development on Steel Skin first began.

ToG was an immense improvement over Steel Skin, story-wise. My maturation and the experience I've gained with PSYCHE Locke helped plenty. After some very careful consideration, and given the importance of ToG's story in the KF universe, I've decided to promote Tears of a Ghost as a main entry in the series and also to carry over the stuff that worked about Steel Skin into this game.

So yeah, this is now Karma Flow's official sequel.
This is Karma Flow 2 - Tears of a Ghost.

- Synopsis -

Rolsara, capital of Hardnam.

It has been more than a year since the strange phenomenon called "Karma" began to spread around the country.

To this day, no one still has a clue about what this mysterious force is and how it operates.
The only thing that's certain is that it's real. Since its appearance, criminals began to face all sort of consequences for their actions. Meat Hunters in particular.

Those who kill would instantly die the same way as their victims.
Eye for an eye.

The whole city is living in terror both because of this strange situation and also because of the appearance of the Karma Patrol unit, led by Duke Eathan. These masked criminals can kill without the Karma retaliating against them and they dispose of anyone who tries to defy the law of the Karma.

That's because there are people who managed to find ways to trick this Karma, through unconventional killing methods. People who try their best to challenge fate.

One of them is Florien Kealborn, the most skillful Meat Hunter in all of Rolsara. She decided to defy the Karma in order to earn enough money that could help her secure a future for her family.

And she's ready to do whatever it takes for them.
Even confronting her own torments.

- Gameplay -

Tears of a Ghost's gameplay is an improved version of the first Karma Flow's gameplay system.

Tears of a Ghost is a Stealth action game which gives a certain degree of freedom to the player.

You must carry out your mission objectives without getting caught by the enemies. If you do, you'll have to find a way to either flee from them or completing the mission even if the whole area is alerted to your presence.

You play as Florien Kealborn, a Meat Hunter, an assassin, and during the course of the game you'll receive missions that either involve assassinating someone or carrying out different kind of tasks.

Each mission can be completed in multiple ways, you have total control over the flow of action. Equipped with your binoculars, your weapons and your watch, you, the player, must figure out a way to dispose of your victims.

Decide when, how and where. Your target moves around according to the time of day. Plan an ambush, charge head on... your decision!

The game features a sort of "Karma System". Every time you hit someone directly you lose one Hit Point. When your Hit Points are equal to 0 you die and it's Game Over, mission failed. Of course you're free to defy the Karma this way and hit your target at the cost of one Hit Point but there are much more clever ways.

If you kill your target indirectly, by ricocheting bullets or by setting up traps, the Karma will not be able to tell who killed who and will leave you alone. So think outside of the box and kill your target indirectly if you want to avoid getting hit by the Karma!

Tears of a Ghost features a ranking system. After a mission has been completed, your performance will be evaluated based on how stealthy you were, on how many times you managed to trick the Karma successfully, etcetera etcetera.

Among the improvements made since Karma Flow - The Prototype we have enemies being able to hear sounds, chasing you without getting stuck as much as before, and the ability for the player to move around the map more freely than before. For example, you can now jump whenever you want in order to reach high grounds and take much more unconventional roads!

- Media -
Gameplay Features

Dev Update #2

Dev Update #1

Showreel Update #1

Latest Blog

Progress Report #3: Dyhalto's on board! / Gameplay and story progress!

- Progress Report #3: Dyhalto's on board! / Gameplay and story progress! -

Hey, everyone!

How are things going for y'all?

Coming to you with some announcements and some progress report.
I've just recently promoted Tears of a Ghost to official sequel of the saga, but there's one more little surprise.

You may have noticed how cool Karma Flow's charas are looking lately.
Well, there's one person to thank for that!

The one and only, DYHALTO!

Round of applause!

Dyhalto joined in as pixel artist, and as you can see he really boosted the overall quality quite a bit! :)

Thanks, Dy!

As for me, I've worked on both the gameplay of the game and the early sections of the game's story. Here's a very little preview of the intro scene (STORY SPOILERS FROM THE FIRST GAME AHEAD):

And I've implemented some new neat gameplay mechanics into the game and fixed tons of other ones.
(You may have also noticed I changed Tears of a Ghost's gamepage a lil' bit).

First of all, keys are now completely rebindable and there're lots of customization options on that front. Whether you play with an Xbox360 controller or a keyboard, you can rebind keys however you see fit!
You can also activate a minimap or some sort of "awareness arrows" that will help you spot nearby enemies that are off-screen and can't be seen if not with your binoculars.
I've fixed the jumping mechanics and now Flo can really jump wherever she wants!
Also, I've worked on alternative killing methods. You can, for instance, activate the engine of a car and make it crash against the enemy.
There's a lock-on mechanic that will allow you to lock-on targets like enemies or objects so that you can shoot at them and hit them without having to stand on the "same line" (as long as there are no obstacles around).
Some new gadgets and items have been implemented. You can now throw rocks in order to distract the enemies, for instance.
Last but not least, the game now features footsteps sound and 8-directional movements. Footsteps can be heard with your binoculars too, as your Ultrasight binoculars are made to hear sounds from afar.

There would be tons of other things to say but I'll leave it at that and throw some videos at you showcasing some of the gameplay features I just mentioned:

And that's all there is to it for now!
Me and Dy are going to carry on with this.
If you're interested follow the game and let us know what you think!

Thank you! :)

- Pat

  • Production
  • OldPat
  • RPG Maker VX Ace
  • Action Tactics Shooter
  • 01/21/2020 09:56 PM
  • 08/07/2020 03:26 AM
  • 07/07/2020
  • 7533
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You better mak this gam or I will hire Flo to make an accident happen.
OrudoPatto, kisama!
You better mak this gam or I will hire Flo to make an accident happen.


I will then!
Beta testers!? No, this game needs a goddamn exorcist!
an accident involving bullets and an extremely suspiciously placed mirror found roughly 8 meters away from where you stand to wait for your morning coffee.
OrudoPatto, kisama!
an accident involving bullets and an extremely suspiciously placed mirror found roughly 8 meters away from where you stand to wait for your morning coffee.

Sounds like your everyday life in Rolsara. XD
Pages: 1