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In the ancient days, magic was a myth, a story told to frighten children and fleece fools out of their hard earned silver. Not all stories stay myths forever, though, and the world changed when a new moon appeared in the sky, bringing with it a very real power... and a very real cataclysm. From the ruins of the old orders arose new ones, who struggled against one another until a balance was found. Eventually, peace replaced war, and magic found a place in society outside the dark corners of the land.

Moonsong begins alongside great events which will undoubtedly change the world once more. Take control of a band of outcasts as they struggle to understand their role in the conflict and the scope of the perils which face them. From humble beginnings in the back country of a mighty kingdom, they will embark on an adventure that will take them all across the land- and through no shortage of danger- as they attempt to counter the growing darkness.


I started this project many years ago (perhaps a decade?), but it sat on a shelf for a very long time. Last fall I decided it was time to pick it up and dust it off, and in doing so I found the kernel of a promising project. Unfortunately, I'd done less work than I'd thought, but with my shearing scissors in hand a LOT of elbow grease I've gotten it up to a playable state: certainly worthy of a demo release. I've trimmed out the things that I could never finish, culled the story, and reined in my lofty, impossible ambitions to put together a short, atmospheric quest that I hope you'll all enjoy.

Key features include:
- Choose 3 of 6 characters to form your party.
- Each of the 6 can choose to change class later in the game, offering numerous combinations to suit your playstyle.
- 6 unique skilltrees (one for each character) which let you spend ability points earned from monsters however you like, letting you customize your party.
- A linear story with lots of exploration, with ample treasures to reward perceptive players.
- An interconnected world where every step is shown off in high-detail maps.
- A mix of custom, edited and ripped graphics that all work together to form a cohesive aesthetic.

I hope you'll all enjoy this project from yesteryear: it took a lot of work to revive it, but I think, in the end, you'll agree it was worth it.

Latest Blog

Moonsong v1.3 update is here!

The third update is here! And it's a doozy. The end of the game has been completely rebalanced to increase difficulty and the mid game has been changed to be more challenging, as well. A new type of equipment has also been added!

There will be small save inconsistencies with earlier versions, but only because the light armour characters (Siegfried, Amelia and Elle) can no longer equip shields. Saves should load fine, but shields will need to be unequipped to update correctly. Khalid can equip both shields and the new book-type item which replaced shields for magic-focused characters, so he'll be fine either way.

One major thing of note: please uninstall the old Moonsong.fon font after downloading the update and then reinstall the one included in 1.3's folder. The font must be deleted before installing the new version, otherwise it won't update correctly (a restart might fix this, but this is a Windows bug so I have no control over this). The new version of the font fixes certain unicode characters and adds Spanish text support. If this is your first time installing the game, simply right clicking on the Moonsong.fon file found in the main directory of the game and selecting "install" will fix the font in game!

Anyway, please let me know if you have any problems with old save games other than the shield thing!

Change list:

  • Fixed font to show Noëmi's name correctly.

  • Added unicode support for Spanish text.

  • Rebalanced mid- and late-game monsters to have more HP and deal more damage. This change is especially noticeable in the desert and snow areas. (thanks to everyone!)

  • Changed some resistances for late-game monsters to make monster groups harder to eliminate with a single poweful attack.

  • Removed shields from the light armour characters.

  • Added a new off-hand slot item for Amelia, Khalid, Elle and Siegfried: the book. Books act like shields, but offer less defense. Instead, they increase intelligence and give a small attack boost.

  • Added new merchants in all cities in the game to sell the new books.

  • Magic gear (light armour, books and staves) can now be found for sale in all towns at new merchants denoted by a moon icon on their vendor sign (except Ebora, where it is sold by the quartermaster).

  • Updated one of the NPCs in Ebora to give you your first book for free if you find her.

  • Added a small number of extra equipment pieces for balance.

  • Fixed a difficult to trigger but serious pathfinding issue in Karnev. (thanks to grayshadow)

  • Changed the contents of a small number of chests.

  • Changed font to be brighter and more readable.

  • Finally added a custom icon (it's simple, but it's something!).


If you notice any issues with this new update, feel free to let me know! Any feedback on the updated balancing would be especially helpful.

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Thank you! Leonov is a good all rounder, so he's a good first choice. I have heard many reports that the game gets quite a bit easier later on if you do any grinding at all, so that difficulty might fall off if you're a thorough explorer and spend all your AP wisely, fair warning!

DynRPG controls the battle speed, so you might notice the ATB gauges are somewhat slow to fill at times. Your current AP count also won't display when you visit shrines, as it is tied to DynText to display. You'll have to use the AP Relic item (which I think you start with) to check periodically. Otherwise, everything should work fine. I actually though I used Dyn more, but apparently I ended up omitting it for the most part, so it's overall a good fit for EasyRPG.
When summoning the lunar ram Amelia's magic command changes to geomancy and it's empty, is this a bug or am I missing something?
EDIT.
Dirge is also buggy, it stays on enemies even after cancelling the song.
author=DBAV
When summoning the lunar ram Amelia's magic command changes to geomancy and it's empty, is this a bug or am I missing something?
EDIT.
Dirge is also buggy, it stays on enemies even after cancelling the song.


Hmm, the former is definitely a bug. I'll have to look into it. Lunar Ram was the last summon added, so it makes sense it'd be the one to break. I'm not sure what's causing the Dirge bug. I'm afraid singing in general can be quite janky; often in battles a bug simply doesn't appear for many fights, and then it'll pop up again. I'll try to figure that out and post a bug fix. I have no idea when I'll be able to post such an update, unfortunately.

Thanks for pointing these out, though. Eventuallly, I want to stamp out every bug I can.
author=Kaempfer
author=DBAV
When summoning the lunar ram Amelia's magic command changes to geomancy and it's empty, is this a bug or am I missing something?
EDIT.
Dirge is also buggy, it stays on enemies even after cancelling the song.
Hmm, the former is definitely a bug. I'll have to look into it. Lunar Ram was the last summon added, so it makes sense it'd be the one to break. I'm not sure what's causing the Dirge bug. I'm afraid singing in general can be quite janky; often in battles a bug simply doesn't appear for many fights, and then it'll pop up again. I'll try to figure that out and post a bug fix. I have no idea when I'll be able to post such an update, unfortunately.

Thanks for pointing these out, though. Eventuallly, I want to stamp out every bug I can.

Update: okay so I've discovered the root of both of these issues. The fix for the Dirge song is simple but also going to be extremely time consuming, so it'll be some time before I post that fix. The fix for the Lunar Ram giving Amelia the wrong sorcery is quite simple, though. If you have RM2k3, you can open the game project in the editor and go into the common events. Go to Common Event 00039:Summon Check and you will see a series of Branches. The second, "Branch if Amelia !Ram Condition" improperly returns "Geomancy" (her old skillset) to her. If you change this from "Change Battle Commands: Amelia Geomancy Add" to Change Battle Commands: Amelia Sorcery Add" that should fix the error. If you don't have the editor or are not comfortable editing the game files, I will be fixing both this and the Dirge issue in my next bugfix/update.

edit: I thought I hit "edit" on my previous post but I hit "quote". I am very sleepy. Sorry.
author=Kaempfer
author=Kaempfer
author=DBAV
When summoning the lunar ram Amelia's magic command changes to geomancy and it's empty, is this a bug or am I missing something?
EDIT.
Dirge is also buggy, it stays on enemies even after cancelling the song.
Hmm, the former is definitely a bug. I'll have to look into it. Lunar Ram was the last summon added, so it makes sense it'd be the one to break. I'm not sure what's causing the Dirge bug. I'm afraid singing in general can be quite janky; often in battles a bug simply doesn't appear for many fights, and then it'll pop up again. I'll try to figure that out and post a bug fix. I have no idea when I'll be able to post such an update, unfortunately.

Thanks for pointing these out, though. Eventuallly, I want to stamp out every bug I can.
Update: okay so I've discovered the root of both of these issues. The fix for the Dirge song is simple but also going to be extremely time consuming, so it'll be some time before I post that fix. The fix for the Lunar Ram giving Amelia the wrong sorcery is quite simple, though. If you have RM2k3, you can open the game project in the editor and go into the common events. Go to Common Event 00039:Summon Check and you will see a series of Branches. The second, "Branch if Amelia !Ram Condition" improperly returns "Geomancy" (her old skillset) to her. If you change this from "Change Battle Commands: Amelia Geomancy Add" to Change Battle Commands: Amelia Sorcery Add" that should fix the error. If you don't have the editor or are not comfortable editing the game files, I will be fixing both this and the Dirge issue in my next bugfix/update.

edit: I thought I hit "edit" on my previous post but I hit "quote". I am very sleepy. Sorry.

Thanks for your answer and take your time to fix these bugs, I don't have the editor so I'll wait patiently I started another game with the necromancer.
I was thinking about this game today and it's download count.
Cause when it came out in 2020 originally, it had about 300 downloads.
Which was the "new normal" for some rpgmaker games.

From 2021, to the time it got featured game status, to now, it's jumped to about 1500 downloads.
That's pretty great ❤️. And it kind of shows peeps are still interested in playing classic rpgmaker games.

Congrats Kaempfer!

Looking forward to more with this.

<https://discord.com/channels/164370142552260609/643214089723576330/1134896322961477775>


Just passing on the cool vibes here, cause this game's been mentioned more than once in the following years.
Might want to think about putting together a recommendation list or something.

❤️
author=LordBlueRouge
Just passing on the cool vibes here, cause this game's been mentioned more than once in the following years.


Thank you for sharing this! It's good to know people still think fondly of my project from time to time! I will likely released a 1.4 update in the next couple of months to fix up some sneaky bugs. Hopefully it'll help a new crop of people enjoy the game!
Second Verse when?
Evoker when?
author=Dyhalto
Second Verse when?

I have no idea!
author=Dyhalto
Evoker when?

Definitely at some point. It's a mystery to everyone, but definitely... one day.
After years not even thinking abut rpgm games i had a itch for some again. Donwloanded a bunch to try out and the first i picked was this one (Moon song saga).
I liked it so much had to make an account to post a comment.
A great game. The tiles and sprites were well used. the map design, while a little linear, endend being pretty good, with a lot of little diversions and nooks with secrets.

I started with Amelia as the main character and latter got Elle and Leonov as party members. Battles were a little hard at the very start, even with the help of the npc the 4 bandits in the bridge managed to wipe me 2 times, but as soon as i got the full party i grasped the habilities and the flow of battle a lot better.
Latter on i made Amelia a ranger, Elle a wanderer and Leonov a cleric. Even on the cleric path Leonov was a beast in battle, maybe the 4 ranks in suntouch and access to heavy weapons and armor are the culprit, but i liked that the main healer as also being my best basic attacker and tank. Elle elemental magic was also realy good and agains enemies that were strong against them i used the song "cadence IV" to improve Amelia and Leonov habilities to kickass. Amelia endend being kinda of the odd one, the wolf summon was cool, but i felt the other ranger skills were kinda uniteresting (they could either have a little boost on damage or less damage and more effects for control i dummo), also a little bummed that it takes a long time to find the first bow.

On the bug side did finda some bugged terrain, mostly rock walls that had no colision, but nothing that broke or gets in the way. I managed to get stuck by a sailor in Marahas, one that is going back and forth by 2 barrels, but i do belive only i was so stupid ehough to make it happen, and had to reset to a previous save. Also latter on whem i got Elle's "Gust" spell it cost 0 mana to cast, no matter the level, no idea why.

I only realy have 3 gripes:
1- I kinda wish there were more lore/worldbuilding scatered around, like a little here and there or if you interact with bookshelfs you could get a paragraph of lore about something, i was enjoying the setting and chacters so i wanted to learn more.
2- The Dirk dagger, you can get it at the very start whem asking the quartermaster for a weapon for Elle and it stays as one of the best melle weapons for any of my party until pretty much the desert, atacking twice realy makes the diference.
3- I felt all two-handed weapons were too weak to justify not using a shield/book, they could get a minor boost or some extra utility (were bows supossed to be 1 handed? If not theres another bug).

For the future i also think it would be rad if Amelia had arrows as an alternative for off hand equipment, instead of books and shields, but i guess it would be a pain in the ass to program them to only equip if she already had a bow in hand.

All in all, a great little game, realy fun, great use of music and tiles/sprites with interesting and fun systens and combat.

Sorry for the long post and wonky grammar, not my first language etc etc.
author=Siklaws
After years not even thinking abut rpgm games i had a itch for some again. Donwloanded a bunch to try out and the first i picked was this one (Moon song saga).
I liked it so much had to make an account to post a comment.
A great game. The tiles and sprites were well used. the map design, while a little linear, endend being pretty good, with a lot of little diversions and nooks with secrets.

This makes me very happy to hear! Thank you for your kind words.

I started with Amelia as the main character and latter got Elle and Leonov as party members.

Amelia is a tough start, as is Siegfried, since they both rely on skills more than the other characters do.

Amelia endend being kinda of the odd one, the wolf summon was cool, but i felt the other ranger skills were kinda uniteresting (they could either have a little boost on damage or less damage and more effects for control i dummo), also a little bummed that it takes a long time to find the first bow.

I have to say that I agree that Amelia's ranger tree is a little boring compared to her other class. Honestly, it was the last class I made and so underwent the least amount of testing. I'll make it more impactful. You're also right about the bow; I'll definitely add one earlier in the game in the next patch. Because it's a weapon class so closely tied to ranger, it also got the least love. I'll try to make sure both these issues are fixed.

On the bug side did finda some bugged terrain, mostly rock walls that had no colision, but nothing that broke or gets in the way. I managed to get stuck by a sailor in Marahas, one that is going back and forth by 2 barrels, but i do belive only i was so stupid ehough to make it happen, and had to reset to a previous save. Also latter on whem i got Elle's "Gust" spell it cost 0 mana to cast, no matter the level, no idea why.

Gust is supposed to cost 5mp like her other spells at that level, but somehow I forgot to set the amount, so it's free until the next patch. Whoops. I found that pesky sailor and fixed it so he can't trap anyone else in the future! If you remember any specific places where the collision had problems, let me know and I'll make sure to fix them all.

I only realy have 3 gripes:
1- I kinda wish there were more lore/worldbuilding scatered around, like a little here and there or if you interact with bookshelfs you could get a paragraph of lore about something, i was enjoying the setting and chacters so i wanted to learn more.

Moonsong was originally going to be a lot longer, but I had to cut it down because of time restrictions. Lots of the world building didn't make it in, as a result. I'd like to readd more if I ever revisit this project beyond bug fixes, though.

2- The Dirk dagger, you can get it at the very start whem asking the quartermaster for a weapon for Elle and it stays as one of the best melle weapons for any of my party until pretty much the desert, atacking twice realy makes the diference.

I'll have to take a look at the dirk and rebalance it! I was always worried it was too powerful, heh.

3- I felt all two-handed weapons were too weak to justify not using a shield/book, they could get a minor boost or some extra utility

Most 2-handed weapons deal about 50% more damage than their 1-handed counterparts, but I can take a look at this and potentially bump it up a bit more.

(were bows supossed to be 1 handed? If not theres another bug).
Bows are supposed to be 2-handed. That's a bug, whoops!

For the future i also think it would be rad if Amelia had arrows as an alternative for off hand equipment, instead of books and shields, but i guess it would be a pain in the ass to program them to only equip if she already had a bow in hand.

This is why the previous bug exists, actually. I was going to add arrows, which is why bows are one-handed. Then I tried (and failed) to program them to work correctly with bows, so I removed them but forgot to change bows to work with 2 hands.

All in all, a great little game, realy fun, great use of music and tiles/sprites with interesting and fun systens and combat.

I'm very glad you enjoyed it, and thanks for the feedback! I'll try to address everything you said when I release the next update! I really appreciate hearing from you about this sort of thing, it helps me fix up this game and it helps me hone my craft for my other project as well. Thanks again!
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