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"Have I ever told you about where we came from? It was a place where the stars sprouted from the ground, grew as fruit from the trees, fell from the sky..."

A magi travels to a small town in the hills, silvered sword tucked away in their robes, searching for something they already know much of but refuse to divulge. Their path will take them many places - across vast deserts, through smouldering woods, and maybe even beyond the stars themselves...

Features:

- March across the battlefield! A hero's attacks will move them forward or backwards, letting your manipulate your lineup on the fly! Those in front will deal more physical damage, but also be targeted more frequently. Be careful, though - enemy attacks will also knock your characters back, potentially wrecking your carefully-laid plans.
- Take advantage of a new status system! Statuses now almost always have a timer on themselves, counting down each time the afflicted character takes a turn. Certain enemies may also come into battle with a status, good or ill - so make sure you're not blindsided by them.
- Pick your poison! Choose the order to tackle each of the four main areas of the game, with the power of the enemies and the complexity of its areas growing the later you leave them. Depending on the order you visit them, some events may even end differently, or new areas may be visited - but you will be rewarded with new characters and ever-more-powerful equipment and items to compensate.
- Customize your skills! Use accumulated skillstones to change the way a character's skills work. Change what it targets, make it stronger, add a status effect - each skill has a unique set of customizations available to it, so make sure to make the most of each.
- Explore the world of False Skies long before any of the catastrophes that befell it transpired.

Latest Blog

The party members of aDttH

Unlike my prior big project, a Door to the Heavens takes the usual approach and has a set of defined characters. Here they are:

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Maz:
A magi from a village far to the north. Is seeking out the titualar door and the place it truly leads to, though the reason why is something they're keeping to themselves.
As a Magi, they have access to four elements from the start, along with a few other skills of various persuasions.


Soot:
The sharp end of the Red Team mercenary group. He's pretty punctual and no-nonsense, which is reflected in having skills that reward building up for a bit before swinging that axe at the enemy.


Parhel:
The healer of the Red Team mercenary group. She doesn't like working outside the trio she's gathered, and feels healers that rely on multi-target spells just aren't trying hard enough.


Gengen:
The support of the Red Team mercenary group. They provide both buffs and debuffs, albeit pretty minor ones, and enjoys being the force multiplier of the group.


Cygna:
A guard from a sleepy coastal town, and a perennial short stick-drawer. She tries to get in front of problems, and inevitably gets stressed when the letter of the law and its spirit conflict. Maybe she'll sort that out someday.


Tara:
The judge from a royal palace on the far side of the desert. Has no qualms in taking advantage of people's weak points and flipping their arguments against them, which in reflected in her abilities focusing on taking advantage of buffs and debuffs placed on her or others (and maybe dealing excessive amounts of damage in the process).


Batis:
A researcher from the recently-swamped University of the South Plains. Is perhaps overeager in looking into whatever he's interested in, but as the only consistent source of light and dark damage amongst these guys maybe that's best entertained.


Memnon:
A dean at the University of the South Plains. Recent events haven't helped her high-strung nature out. She does get the ability to bolster or dampen incoming and outgoing elemental damage, but maybe her Swordbreaker and Wandbreaker will more immediately deal with the things stressing her out...


Fairweather:
A shaman from a village in the badlands. She wants to see the world, but duties keep her close afield.


Cirrus:
A former adventurer, and the once-absent grandfather of Fairweather. They've slowed down in their advancing age, and have had to change their attack style to one that rewards going second.


Solir:
An archer for a khanate just to the south of the northerly mountains. They're the only physical damage dealer that can deal damage unaffected by positioning - which, as someone allergic to the limelight, they're more than happy with.


Zhen:
The prodigal son of the khan, a title he's not happy with. Was taught in the ways of foreign swordsmanship, and so takes to what's best called a more technical style to battles.

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And that's that for now! I'll try and be a bit more judicious in making posts here than I was with False Skies, but we'll see how that pans out.
  • Production
  • Commercial
  • Fee_Nicks
  • OHRRPGCE
  • RPG
  • 01/12/2024 03:19 PM
  • 02/08/2024 02:32 PM
  • N/A
  • 2057
  • 6
  • 4

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Posts

Pages: 1
I love the design and sprite work of these! I can't wait to see them in full action!
Yes, I'm happy that you're starting another game. I like the path choice aspect.
Pages: 1