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God's Disdain is a 2D, world-focused traditional JRPG that began development in October of 2015. It is currently in its final stages of development and is expected to go into beta soon.

~STORY~
The four nations of Hajimari have been struck with a plague that has put the entire island in peril. All plant life has slowly started to die away, causing conflict between the Grizz, Faerials, Komurans, and Haji. Many people have lost their lives not only to the plague, but wars between the nations as well. The islanders tried praying to the gods they worship, but received no answer. Many have given up, and many say the gods are dead.

All seemed hopeless, but sometimes hope can come from the most unsuspecting of spirits.

Tamiko and her brother Kenshin reside in the village of Komura on the southwest side of Hajimari. They've witnessed their family and friends die from the plague and other islanders which has compelled them to find the source of the plague and destroy it. They will meet friends and enemies alike on their journey, including the highly intelligent Locke, the child prodigy thief Avadel, the banished maniac Drago, and the powerful grandma Zeniba.

~FEATURES~
  • Optional voice acting for the main story
  • An experience system that rewards EXP for actions in battle rather than completing battles or killing enemies
  • Hundreds of elemental armor and weapon combinations
  • Open story design: take on any area or boss at any time, but take caution, for the path can be dangerous!
  • Unique and interesting side quests that build the world and setting
  • A completely original soundtrack, sound effects included!
  • Traditionally created paintings for story scenes
  • Original art for all of the characters, enemies, and game icons
  • An under-the-hood karma system that affects the main character's personality
  • Dynamic NPCs that follow their own schedule across four days in a day-night cycle


~CORE DEVELOPMENT TEAM~
Carter Prescott (Director, Developer, Writer, Musician, Designer)
Dakota Nelson (Assistant Director, Writer, Designer)
Brianna Corinne (Writer)
CJ Stanley (Dungeon Designer)
Dallin Gregson (Dungeon Designer)
Hannah Lofgreen (Painter)
Skilar Babcock (Artist)
matana (Artist)
Mike Pixel (Artist)
Tyson Jackson (Sound Designer)

~VOICE ACTORS~
Amy Marchant, Benjamin Hopkins, Brianna Corinne, Carter Prescott, Dakota Nelson, Dallin Gregson, Ethan Van Valkenburg, Joseph R. Murray (NexusPrime), Kemmer Thomason, Kreed Crittenden, Danielle Deering, Ricky Roller, Shelby Robertson, Trevor Rees

~LINKS~
Itch.io page (Previous devlogs)
Soundtrack Bandcamp link
Steam page!

Latest Blog

Reveal Trailer and the Road to Beta




I have completed my first FULL playthrough of God's Disdain. Along with the 27 hours of in-game time came over 200 hours of bug fixing, balance changes, and even overhauls of certain systems. It's still not perfect, but this is a major step for the game and one I am very happy to share with you all. This isn't a 100% playthrough, as I didn't finish/find around 15 quests and didn't enter a couple of dungeons. I also did the playthrough as a good character rather than an evil one, didn't have BGM on, or voice acting, so some bugs with those things might arise that need fixing as well. That's why the game isn't technically in beta just yet.

The next step for me is to get the remaining voice acting done, which entails re-recording all of Kenshin's dialogue and implementing another character's voice lines into the game. There have been some scheduling conflicts with Kenshin's VA as well as unfortunate events like sickness that have prevented us from getting it done for the past couple of months, but I am hopeful that it will get done soon.

In the meantime, I worked on getting this trailer made as well as a Steam page for the game. As soon as I have the game's Steam page available, the game will be made available for everyone who worked on the game to test as an insider build. This is not only to help further bug test the game, but also to figure out exactly how Steam works in terms of updating things for players so that I can hopefully get a better experience for when the beta comes. I've never used Steam as a developer before, so it will take some time to learn how to use it in a way that won't be obtuse for people who are trying to help out.

Once this testing is done, I should have a solid estimate for the release date. Then, I will announce a beta test that people may apply for, which will require a HacknPlan account. This beta will be focused on finding more bugs as well as making sure things are relatively balanced, but I won't be doing anything major to the game's systems or identity at this point. Once I feel that I've polished up as much as I can, and we're starting to see diminishing returns in terms of how many bugs are found versus how long the beta has been active, I'll close it and announce the true release date.

I am so, so excited to be at this stage of development! It's been a long time, nearly nine years since this project started, and being able to play through the game for the first time with all of the content intact was a magical experience for me. My goal was to hit 25-30 hours for a regular playthrough and it seems like I pretty much accomplished that! Of course, I'm the developer and I know this game very well so it'll likely take others a little bit longer to do the same amount of content, but even I was surprised by things in this game sometimes and I think that's the mark of something special.

It won't be much longer now. To all of those who I have talked about this project to for years, including the people who have worked on it, I hope that I can make you proud. To anybody who is learning about this project for the first time, I hope you find something here that will make you excited!
  • Production
  • Redd
  • RPG Maker MV
  • Adventure RPG
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