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Release Date
Eventually... but not in the TOO distant future

I began work on Ob Iter back in the fall of 1999 when i stumbled across RPGmaker 95+. In 2003 i released 'Dark Void' for the 95+ platform. It was at this point that what started as something to toy around with one night began to transform into a much bigger world. Therefore, i moved to the then new RPGMaker 2003 platform to begin work on this current project. Over the years it kept growing and growing to the point of never getting finished. It has now migrated over to VX Ace, which in all should make for a better final product

Principally, i have put in over 5,000 hours of work to this game over the years (including Dark Void). The foundations are finally firmly in place and a polished product i feel comfortable releasing is taking shape. I cannot promise when it will be complete, but i am working on it always. So long as there are people out there to play it and a website such as this lives, you'll find it here for download eventually.

Drake is a war deserter escaping his homeland of Saldonia. He runs south to the enemy nation of Val. He looks for a quiet life with his lifelong friend Garret. This is where the story begins.

This is a story about a world nearing extinction. The focus is on the people in it during their final weeks. Is is about their lives and relationships, but also a journey of discovery. It explores reality as a dream state and a theory that time is not linear. It is also a love story.


Monsters appear on the map.

I work to avoid big heals and one good attack auto spam. A character with 1000hp cannot be healed for 500, but rather in the range of 50-150, but if healing 50 costs 2mp, then healing 150 would cost 10. Enemy strength works similarly. In this way, long battles become a strategy where health rises or falls gradually, creating an epic struggle rather than a repetition fest. All stats are restored after battle, but not between consecutive battles. MP can be charged during battle, or characters may charge an ally.


Are a mix of tile-set and Bryce.

Map sizes are prioritized to the minimum, but some are larger to avoid fade in and out screen fatigue. When larger, i still like to use maps that are minimum size on either the x or y axis.

I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard tileset approach to be too repetitive generally, but not useless. Bryce / DAZ textures provide a more varied design than taking one tile and replicating it across the map. Skyboxes add a sense of dimension or horizon.

By a general rule, i aim for exterior locations to be largely pre-rendered, and interior locations to be tileset, but both, including sprites and monsters are in the prerendered style.

No MIDI tracks. All MP3. It's worth it. I've tapped OC Remix for some favorites. Also included is a selection from the Audio Machine platinum series (you hear these a lot in movie trailers). Finally, there is also an assortment of originals i have composed on Reason.

Chapter Overview
Chapter 1 - The Search
Chapter 2 - The Odyssey
Chapter 3 - Medley
Chapter 4 - The Dark Empire
Chapter 5 - The Sins of our Fathers
Chapter 6 - The Goddess Tower
Chapter 7 - Redemption
Chapter 8 - Paradise Lost
Chapter 9 - Eternum

(Subject to change)
This is a brief overview of the 'episodic' structure. Chapters 7 and 8 may end up becoming an additional chapter or two depending on how things flesh out.


Always interested to anyone who wants to help with the game.

Latest Blog

Foundation Complete

^^Yes, the image is dark. It's night time xD

Anyway, after rebooting into MV, i am finally.... FINALLY ... finished all the foundation work ... Character Designs, Database stuff, Storyboarding, Graphics organisation, Music, etc, etc... to the point where i can actually ... MAKE THE GAME! .. That is if i can put in enough time to actually make it. >,>

In a weird way, even though I've been working on this never ending project in some way or another since 1999, or this 2nd game since 2002, i think it was only a few days ago that the RPG Maker system itself finally matured to the point where i would be satisfied with the game i could make.

I was always dogged by the 320 x 240 limitations of RPG 2003 ... and XP was better but lacked the built in side view battle system and i never really knew enough about scripts at the time... and VX (Ace) seemed like a step backward ... so it was only really with the release of MV and Yanfly's hard work at realizing the full potential of it that i found myself with a platform that would make the game i wanted to make at a level of quality i could be satisfied with.

So here i am so many years later, in a position where all i really have to do is make the game...

I still honestly don't know if it will ever come to be ... it's so complex to make ... Even a 34 x 19 map (1600 x 900 resolution) takes me several hours to design ... since i'm using prerendered floors to get away from tiles, and using the doodads plugin + per pixel movement + region pass-ability + several dozen other plugins and i've got 25 pages of nots to remind me what the plugin commands are for stuff xD ...

And since i've drawn up the whole thing in advance i am certain that i will need to be really creative to keep the game under the systems 1,000 map limit if i ever finish the game, which i'll release in Chapters either way or else it truly will never stand a chance. I guess if i go over the limit there are ways to deal with that so i'll cross that bridge later...

But if it takes me 10 hours per map x 1,000 maps that's 10,000 hours to make this thing reality... and so the quandary.

How will it ever happen?
I still don't know, but... i'll keep plugging away and see.


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This is the weirdest game name I've ever seen.
Kewl, keep up the good work. I like the direction this game is heading; can't wait to see what else you come up with.
When the going gets tough, go fuck yourself.
this game looks really bad.
Unallocated Skill Points
Oddly enough, I doubt any game can be extreme enough to warrant heavy metal as a default battle theme.
(Socrates would certainly not contadict me!)
Looks good (don't let it be yet another good game destroyed by the wonderful feedbacks!).
When the going gets tough, go fuck yourself.
this game looks really bad.

Wow was I a dick.
Wow! Modern military setting! Pistols & rifles... It will be great!
I'm tired of classic fantasy with swords and magic (and not only me).
This game will be very good - i'm sure!
Especially, i like the character sprites and portraits from the battle screenshot - they looks very "One-style" and this is really good. Simplistic, but looking good!
Try to make all the sprites in this style - even enemy sprites.
The one-style custom graphic is the key to high-standart and stand-alone project.
(the default RTP guy with hairband, and red-haired guy from "Langrisser" must be replaced - they doesn't fit the style... but you already know this, i guess)

P.S. The title name is really weird. What it means?
This is the weirdest game name I've ever seen.

P.S. The title name is really weird. What it means?

It's latin is all. "Iter" means way or journey, "ob" means toward/against or in order to/because of. So you can make something like "On to the journey"

I don't mind metal at all .. it just depends on what kind of metal they use. The usual heavy metal stuff is crappy, repetitive and boring imho, would spoil the game a bit. Other sub-genre could very well do the trick.
It does look interesting overall
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