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Available June 2nd, 2016!
Steam | Humble | Itch.io*

"Long, long ago, the elven sorcerers cast a spell to save the floating world of Ara Fell from destruction. Instead, they doomed it to fall from the sky. By chance, the fate of the world has been placed in the hands of a young woman. Join her as she and her friends endeavor against all odds to save their homeland, all while the clock ticks ever nearer the final hour..."

Ara Fell combines the best parts of Japanese-style roleplaying games with the best parts of western RPGs, as well as including elements of visual novels and adventure games to create a truly unique experience. Atmosphere, emotion and surprise lie at the forefront of Ara Fell's story, driven by deep and accessible characters, each with his or her own past, their own desires and their own motivations for joining Lita's quest. Relive the golden age of the RPG with a game that both pays homage to the past greats, as well as blazing its own trail.

  • EXPLORATION - Ara Fell is a world meant to be explored! Jump, crawl, swim and even fly through the air to solve puzzles and discover new locations filled with hidden treasure, secrets and adventure! Every corner of Ara Fell is designed with exploration in mind.
  • OPEN WORLD - Most of the world can be explored from the moment you leave Aloria Village, the heroine's home town... provided, of course, you're strong enough. A clever explorer may be able unlock secrets and discover powerful equipment early in the game if he or she commits to taking advantage of the open nature of the game world.
  • TACTICAL COMBAT - Ara Fell may be a story-heavy game, but the world is still fraught with danger. Choose specialized equipment and statistics, customizing each character to best suit your play style, and to best thwart each boss battle's unique mechanics.
  • CHARACTER DRIVEN - When you join Ara Fell's unwitting heroine on her quest to save her homeland, you'll discover a world filled with vibrant characters who laugh, cry, crack jokes, lose their tempers, and even their will to go on as the size and scope of the curse that plagues Ara Fell becomes apparent. Friends and villains alike are not who they seem as the stakes grow ever higher...

*Purchase Ara fell on Itch.io and have 90% of your purchase go to Stegosoft Games, it's the best way to show your support for our games!

Latest Blog

Just Kidding! Ara Fell epilogue is available now on Steam. Also DPad support!

We were going to release it after some testing at the end of the month, but testing went smoothly and we decided to just go for it. Enjoy!


By popular request, I've added an epilogue to the end of Ara Fell as a free update. This brief addition will hopefully make for a much more satisfying ending, and give closure to those who felt the original ending was lacking in that area.

There are two ways you can access it.

1) You can defeat the final boss, view the original ending, and then stick around for the epilogue. A save game right before the fight with story mode enabled is provided below. If you're coming back just to view the epilogue, I recommend viewing the original ending again along with it!


Just drop this into your Ara Fell Folder and rename it to Save0X.lsd, where X is a number. This is the default path, but yours may vary. C:\Program Files\Steam (x86)\SteamApps\Common\Ara Fell

2) or you can jump right into the epilogue by pressing the ESC or gamepad B key several times (about 5 or 6) on the title menu. This will bring up an option asking if you'd like to view the epilogue.

NOTE: If you're deciding to give this another playthrough, be advised that the transition from the end of the game to starting a new game hasn't been fully tested yet... the code is without error and should work, but the engine is finnicky sometimes, and I'm worried it might skip over parts of it...


D-pad support should now be enabled for most gamepads. You may need to make sure the gamepad is powered on prior to starting the game in order for it to work.

For volume control, you can adjust this by selecting "Settings" on the title screen, by using the "UTILITY: Options" item in your inventory or by pressing the F5 key on your keyboard. This will bring up the usual video options, with a new button on the right to adjust volume.


A variety of small tweaks and fixes have been applied to the game; too many to list here, but nothing major. Thanks to everyone who took the time to point out some of these issues!

We've also included a colorblind mode in this update, which addresses a few issues colorblind people may run into, including updated an keyboard guide which can be accessed via the UTILITIES: Information item, as well as altering the color puzzle in the Ruins of Arei.


It seems RPG_RT.exe may bring up false positives for some overzealous anti-virus software. We've tested this thoroughly and are confident that there are no issues, but as always, we can't be 100% sure... Please let us know if you get any anti-virus hits and we'll continue looking into this. Thanks!

Lastly, please leave a review if you're so inclined! I've said this many times before, but it's worth repeating... we worked really hard on this game, but it's often difficult to get taken seriously on a big market like Steam. Every review makes us seem more legitimate, and even brief reviews are helpful! And besides that, we love reading them.

Okay, thanks everyone! As always, let us know if you run into any issues. Have fun!


Yep. it will be, and they've been fixed, actually. I updated the itch.io, but forgot about this one. I'll do that now.

At any rate, you were at the end of the prologue anyway when that error came up.
Alrighty! I just finished out trying the teaser demo out just now in anticipation for the real deal coming soon, and I found myself a couple of interesting “doohickies” along the way:

First off, passability error. (But that’s not so much of a big deal.)

- This is, though:

(- Doh!)

Luckily for me, though, I went inside the picture folder and managed to copy one of the other credit files that were and just called it “Cred4” - and I was on my way!

All right, the good stuff about the demo:

First off, the different types of character animations, both in battle and field, are GREATLY improved from the original Ara Fell. Not only are the battle animations very smooth and are wonderful to look at, but it’s also nice to see that the characters have more poses to them under certain types of different situations, like Lita falling down a hole and grabbing onto the edge for dear life, and having Adrian kneel down on his knee with his ax beside him after twisting his ankle after making a bad jump. The original game had some of this in regards to different character poses before, but here they are greatly enhanced and plentiful.

It’s also great now that Lita no longer has a limit for her arrow usage and no longer has to change weapons throughout from lance to bow. Now it’s just one weapon for each character, and I much appreciate that. It’s also great that even Adrian can hit flying enemies now with his axe instead of having switch to his secondary weapon or rely on the other characters to hit flying based targets since he couldn’t reach them before with his limited range.

I also like the level-up bonus, too. Having the option to increase a stat – and even reset them again from scratch and start all over again is a nice added bonus. I even like that you can regenerate your health again by just moving around or by waiting over time instead of just relying on using your items to heal yourself.

The new custom music that’s was provided for the game definitely was a bit of an adjustment at first to get used to, because I’m so used to listening and hearing all of those ripped MIDI’s and stuff from before, but it starts to grow on you after a while and it actually suites the game quite well. Nothing really that majorly stands out or anything like that, maybe besides the title theme – but it works, and I like it.

Although the demo was a bit on the short side, it’s just nice and comforting to see ol’ shrimpy again… (Oh, and Adrian too, lol.)

- Now for the bad:

The custom opening sequence is…I’ll admit pretty cool and all, especially with how the background changes from different times during each start-up, but waiting for damn thing to finish loading everything up initially takes a bit too long, and there really isn’t that much going on until the white tint starts to return to normal and you can then see everything. However, I do see that you can just press the action key and just have “New Game” and all that other stuff pop-up immediately so you don’t necessarily have to wait at all, so maybe this isn’t such a big deal…? But still, I’d probably just have it when you press the action key that the white tint immediately disappeared and the logo just happened to show up instead instantly with everything else.

Because this game uses the numeral keys to do things like jumping and crawling through small spaces, I think that having a picture display about what each numeral key is used for on the screen would definitely help a lot while traversing throughout dungeons and the field map. It doesn’t have to be superly-animated or anything like that, but having something like that show up on screen will stop confused goofballs like me from pressing each numeral key every once in a while to figure out what each one of them does again.

The crafting system is a nice idea - and I’m sure it’s going to be awesome when it gets fully implemented and stuff - but I’m wondering if it’s really necessary to have all those other details about all the different types of items and stuff on screen when you still need to meet certain requirements and meet certain people in order to unlock it. It just seems a bit overwhelming at first because you have all these different actions that you can perform but you can only craft one thing at that particular time, so it’s maybe not entirely necessary to have all those other options there until you meet those certain requirements first.

Lol, was there really any need to have a “nuke” type of spell this early on to destroy everything that you come across? I mean, these early enemies aren’t exactly the strongest bunch of monsters in the bottom of the toolshack, but that nuke spell just makes things so easy!!!

Actually, thinking about it, there’s not as much bad here compared to good other than some minor annoyances. The teaser demo does a pretty good job in getting me to want to play more, although it is a bit on the short side… I think if the demo ended off like it did before where everybody turns to stone in that village and Lita then sets off on her adventure is probably where I’d end the demo off. At least you get to explore two dungeons and a village for the price of one.

Still, it felt pretty surreal all the way going like, “OMG, I’m…I’m playing a new installment in Ara Fell! Something that I’ve been wanting for years and it’s finally happened!”

I can’t wait ‘till d-day. :)
"wait you made this a career?"
Thanks Addit! I swore we fixed the passability issue you found but we ended up throwing around different versions of the teaser to fix the rtp loading thing so maybe it got left out in the end! We'll take everything into consideration
Yep, that's exactly what happened. Really tough to merge two versions of Rm2k3 stuff, and we rushed that out for Release Something.

The "Story Mode" nuke is (likely) going to be a part of the game as an option for players that don't care to deal with combat but still want to experience the story. I am very happy you enjoyed the prologue, though! I'm really looking forward to what fans of the original feel about all the changes.
Huh…I see that Ara Fell got itself a little bit of a custom paint job there with its gamepage, it seems…

- I like it!
"wait you made this a career?"
Actually I forgot to finish this. I was distracted by the back of the cereal box.
Not familiar with Steam version of rpgmaker 2003. Do I need to buy the rpgmaker to run the game? Finally got Steam to work.
Not familiar with Steam version of rpgmaker 2003. Do I need to buy the rpgmaker to run the game? Finally got Steam to work.

You don't need any RPG Maker to run any RPG Maker game, even for Steam.
"wait you made this a career?"
Not familiar with Steam version of rpgmaker 2003. Do I need to buy the rpgmaker to run the game? Finally got Steam to work.
The steam version is just the official translation that is the work of Nessy and Cherry and as Eplipswich said no you don't need a copy to play.

Edit: we will additionally have a DRM free version of the game on itch.io if you find steam to be a pain
I did. Now I don't relogged as a new account, wiped the old, disabled SteamGuard (and any and all sharing, which I decided was the usual reason you would need SteamGuard). Now I just log in.

Steam is less a pain when you have it easy to log in, and offline when you don't need it running.
Is it just me, or did Baramon and Doren get a makeover? This is so exciting!
They did! Baramon's got a totally new sprite and face, and Doren has been altered to fit with his new story.
Threatening someone over a 30 day ban.
The video for this has a lot going for it. I wouldn't have guessed this was in 2003.
"wait you made this a career?"
The video for this has a lot going for it. I wouldn't have guessed this was in 2003.

Thank you!!! I'm happy how it came out!
This looks absolutely beautiful, I am a big big fan of the art style. Also like the battle screens a lot, can't wait to play!
Looks interesting. Are you guys okay with people doing Let's Plays of the game when it comes out?
We are. Because this is a very story heavy game, I'd prefer that you wait like... a few weeks after release before you do that, but I'm not formally asking you to do that.
It's good to see that you put it up on Keymailer. More people should be using that site to reach out to youtubers. Good call! >.<)b

I'll nab this when it comes out, for sure.