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Passage of the Hollow Moon: Remastered is a RPG Maker MV updated release/overhaul of Kelarly's original classic adventure. First published on January 28th, 2011 through Kelarly's YouTube channel and then released on rpgmaker.net in 2016, Passage of the Hollow Moon was a fantastic hit. Coming off of Kelarly's previous Castle Oblivion, Castle Oblivion 2, and Feral Dreams, PHM was, and still is in my opinion, Kelarly's best work to date. (I have yet to complete his newest releases, so there's always a chance it could get dethroned but I think those chances are slim.)

Originally announced in 2018, the remake was originally designed and started using RPG Maker VX ACE. All aspects of the game were overhauled, from dialog to combat. As the years went on though, the project fell by the wayside as other projects and life events occurred. Picking it up again in Spring 2023, the game was ported up to MV and started anew while still keeping the original Mack Tileset (now resized to MV).


For hundreds of years, the two City-States of Lazzaria and Zuleika have been at each other's throats, each vying for control of the world's resources. Of particular importance are the three Hidden Powers; magical confluences of energy capable of granting immense power. Though their origin remains unknown, those with an affinity for magic can feel their presence, echoing and reverberating throughout the planet's interior.

The stalemate between Lazzaria and Zuleika is broken the day Lord Vulcan Jaharas of Lazzaria unearths the first of the Hidden Powers; the Everrock. Wary of the power contained within, Lord Vulcan instead grants a fragment of the power contained within the Everrock to a company of powerful mercenaries under Lazzarian employ; the Oortas. With the Everrock's power, each member of the Oorta now wields a unique element.

The newly empowered Oortas easily tip the war in Lazzaria's favor. The outlying settlements and provinces fall one after another, until only Zuleika proper stands against the Lazzaria. Besieged, Zuleika nevertheless succeeds in holding off the Lazzarian forces, but is unable to prevent the Oortas and Lazzarian military from occupying and controlling the lands beyond its walls. With Zuleika no longer able to mobilize troops, Vulcan orders the Oortas to find him the second Hidden Power as he consolidates his grip on the realm.


Building off the original Passage of the Hollow Moon; PHM:R completely overhauls multiple systems, including but not limited to combat, skill acquisition, enemies and bosses, maps, story structure, etc. It aims to revamp the original rather than totally reimagine it.
Combat: PHM:R uses the ever popular (for good reason) Octopack Battler combat system, albeit without the Boost/Break systems. Whereas those systems were a fantastic fit for a game where multiple characters had access to elemental and different weapon attacks, PHM:R instead provides strategic gameplay through a Combo/Finisher system. Enemies and Bosses have been totally overhauled, rebalanced, and redesigned.​
Maps: Many maps have been touched up from the original game. Lighting/Shadows are added on top of additional tile asset modifications to bring the world of PHM to life.​
Story: Main story beats will be preserved but updated and expanded upon. Every piece of dialogue is being reworked and rewritten. The story will stay largely the same, but you can expect more immersive cut scenes, a professionally edited script, and a reworked structure, all of which should provide a better paced game.​
Soundtrack: An entirely new soundtrack will be used, using open-source or commissioned pieces to replace the original game's song selection.​


Renee Parvati, Venus of the Oortas: A young woman seeking only to do what's best for her brother, Venus aligns herself with the Oortas to care and provide for him. Her loyalties are tested as her personal beliefs clash with the Oortas goals.


Miken Parvati, Bernharst Dragoon: A young man who cares deeply about justice and defending those who need it most. He has no love for the Oortas, and worries about his sister's fate.

Latest Blog

November 29th Update



Hey everyone! Another week or so has passed so here's some more updates. I'm still very much working with placeholder battle backgrounds, enemies, and icons for now but those will be changed further down the line as it's not a priority at the moment.

I spent a lot of time going back and forth between multiple combat systems; the original idea of having finishers every few turns devolved into a sluggish affair so we went looking for something with more crunch and flow. Funnily enough, I've been playing a lot of Arkham Horror LCG these days with friends and the concept of a turn system where you have 3 actions to spend however you want really resonated with me. It helps that I'm also a big Slay the Spire and Pathfinder 2E fan.



Skills and regular attacks now have an Action Point cost ranging from 0-3 AP. Each turn, the active character gets their full allotment of 3 points to spend as they wish. Combined with a Skill Slot system of ~8-12 skills (amount not finalized), the player will get to customize each party member with their own set of sequences and finishers. Combined with Cooldowns and Instant Cast Yanfly Plugins, combat becomes a lot more interesting as you pick which skills to not only use on a turn by turn basis, but also from battle to battle.

By having the regular attack be worth 2 AP, each character essentially has 1.5 "turns" worth of actions to take each time; whether that's a sequence of 3 smaller, 1 AP skills, a 2 and 1 AP combo, or a big 3 AP finisher.

Battle playtesting is looking promising so far! I'm looking forward to showing more map/story based progress as we move into December!