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Purpose:
This is an RPG for those who want high levels of customization and difficulty. Be warned that the challenge level of this game is much higher than just about any commercial RPG.

Features:
-About 25 hours of gameplay
-The Soul System, kill enemies and steal their soul, equip it to gain that enemy's strength and learn their abilities.
-Finite grind, the effectiveness of JUST gaining XP is severely limited (though there are many other ways to improve your characters), as a result strategy and wits are required to topple challenging enemies, not just grinding away levels.
-Unique script additions coded by me that you won't see anywhere else. Along with completely altered battle mechanics and formulas.
-Totally revamped graphical interface, compared to the standard RMXP build, the text is a lot easier to read, graphical meters are used for various stats, and multiple windowskins are offered, as well as much better status, shop, and equip interfaces.
-The Impulse System, fill your IP meter to unleash special attacks on enemies.
-The Shard System, shatter enemy souls into shards, equip these shards to gain special effects.
-General Complexity, many more than the stock character stats have been added to this game in order to create more room for strategy and customization.

Latest Blog

ANNOUNCING SOUL SHEPHERD 2.00

This update has been a long time coming, but here it is. I've itemized what can be expected from the new version below:
-New Content! Gameplay hours increased from ~12 to ~25. New maps to explore, enemies to fight, treasure to find, and bosses to defeat!
-Introducing: The Labyrinth of Naraka, a side dungeon that can be accessed throughout the game. Enemies here are harder versions of the ones you can find outside it, along with some new faces, and lots of rewards. Warp Crystals won't let you escape from this area, and its layout and enemies will be certain to bring the pain.
-Introducing: Hyper. After defeating the game's first full boss, enemies will be able to show up in a Hyper state. Enemies in this state are much more powerful than normal, proceed against them with caution.
-Introducing: Formations. Later on in the game you will gain access to Formations, these allow you more control over distributing Threat and AoE damage to your party members. Use this strategically to your advantage to help achieve victory.
-Introducing: Soul Synthing. Accessed later in the game, use souls you find from fallen enemies to forge powerful equipment.
-Introducing: Soul beastiary. You can now see stats and skills on any soul you've had previously. Though you must have learned the skills before for them to show up here.
-Visual upgrade. The early game maps have been brought up from their modest roots to be a bit more aesthetic.
-Increased equipment variety. Generally 3-6 options per slot per upgrade.
-Massive improvements to Impulses. Don't underestimate the power of these skills in tough spots!
-Improvements to Shards. They now have a greater impact on combat and more diverse effects.
-Improvements to Rallies. Their potency and scope have both been increased, making them more valuable tools for survival.
-Lots of rebalancing, so don't be surprised to see some different numbers.
-Randomized random encounters (you heard me!) Enemy formations are now generated according to secret formula magix. The end result is that instead of a dozen or so combinations of enemies per map, you get dozens, hundreds, or even thousands of possible combinations. Between this and hyper, random battles are much more dynamic, and you may run into an encounter as tough as a boss fight when you least expect it! Keep those wits about you.

This version has been through alpha and beta testing... but you can never have too many bugs, right? If you find any, let me know! And I'll get on 'em as quickly as I can. Good luck.

IMPORTANT: If you have a save from the old version, you will have to start the game over. Much of the game has been changed from its previous incarnation, so hopefully it doesn't feel like repeating the same content. Future versions will be compatible with saves created in this version.

v2.05 update (Critical Bug Fix):
-Fixed a bug where Panic-ing non-Vespas would now bug the game. <_<

v2.04 update (Bug Fix):
-Fixed a bug where Panic-ing Vespa could crash the game.

v2.03 update (Balance):
-Starting skill limit on player characters increased by 1.
-Defeating Kerberos no longer increases skill limit by 1.

v2.02 update (Balance):
-Added Rags as starting armor for the homonculi. These give 1 PDef/MDef, but more importantly give them a healing Impulse at the start of the game.
-Confuse ailment re-worked. Confuse now wears off from any form of damage AND any form of healing. Players have a 100% base chance of wearoff from damage/healing, enemies have a 50% base chance. AoE damage/healing have 1/2 the normal wearoff chance.
-Help file updated and made more fancy. Both the one included with the game and the one on this site.

v2.01 update (CRITICAL!!!):
-Fixed a bug related to the new soul beastiary.
  • Production
  • zombero
  • LockeZ (Co-Map Maker)
  • RPG Maker XP
  • RPG
  • 11/01/2010 03:09 PM
  • 04/10/2023 01:40 PM
  • N/A
  • 241027
  • 47
  • 1254

Posts

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you've defeated Harpy and Isonade, you should be good to go for Cerberus. It's just a matter of using the tools that are available to you in the right way. Levelling up will have very little effect.

Pay attention to what the boss says. He telegraphs some of his skills in battle before he uses them.
Hi!!
This is an excellent game!!
I am playing and I am level 20 now,
explored rvery part, defeated harpy snd isonade,
think that now is time for cerberus, but I canĀ“t defeat
him,
Could you send any hint?
I have to level up, or there is something missing?
Thanks!1
I don't know if this can happen with other enemies, but a panicked Cancer attacked nonstop until it naturally resulted in a game over. This happened in 2.04 and the panic effect was caused by Blitz.
author=zombero
Posted an update. v2.04

This fixes a bug that is both minor and major... minor in that you probably won't run into it, but major in that it crashes the game. When Vespas were panic'd they could crash the game by not having a skill to use, I fixed it to default to a normal attack.

Thanks to bigtime for pointing it out.
Thanks, Ive been enjoying playing this again with the new updates.
Posted an update. v2.04

This fixes a bug that is both minor and major... minor in that you probably won't run into it, but major in that it crashes the game. When Vespas were panic'd they could crash the game by not having a skill to use, I fixed it to default to a normal attack.

Thanks to bigtime for pointing it out.
Posted a new, non-critical update. This update increases the starting skill limit by 1 (rather than having you get this skill slot through defeating Kerberos). Skill slots were previously a bit too constrained against the game's first boss, and this extra skill slot will allow new players to experiment with the game's skills a bit more and possibly discover new setups that they like.
Released a new game file, v2.02

This file contains non-critical updates and is geared toward giving the player more tools to handle the difficulty at the very start of the game.

The changes are as follows:
-Added Rags as starting armor for the homonculi. These give 1 PDef/MDef, but more importantly give them a healing Impulse at the start of the game.
-Confuse ailment re-worked. Confuse now wears off from any form of damage AND any form of healing. Players have a 100% base chance of wearoff from damage/healing, enemies have a 50% base chance. AoE damage/healing have 1/2 the normal wearoff chance.
-Help file updated and made more fancy. Both the one included with the game and the one on this site.
author=andreroberto
Thanks!!
I am playing, and everything
seems well!

Great game!!

Thanks! Have fun and good luck.
Thanks!!
I am playing, and everything
seems well!

Great game!!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's working now. I've been recording a Let's Play video as I played, and I'll upload it when I get to a good stopping point and can get it all formatted.
Please download v2.01 and it should fix this issue... unless it's a new one, then please let me know.
Hi!!
I found a bug, in the beginning,
when I try to equip a soul, the game crashes!

Thanks!!
author=hima
I can't wait. Seriously, I'm looking forward to play this more than Shin Megami Tensei 4 :)

Tall praise :D SMT 4 looks like it'll be the best SMT since Nocturne and DDS, too. I will strive to live up. ;)
I can't wait. Seriously, I'm looking forward to play this more than Shin Megami Tensei 4 :)
A little update: I'm planning/hoping to have a new release for Soul Shepherd in about a month or two... This update will more than double the existing content, and help me get some feedback on some new systems and alterations to current systems. Some pretty big changes are planned for rallies, shards, and impulses, to give them a larger role in the game. The early areas will get a total facelift, as they are some of the most low quality maps currently in the game, and give a poor visual first impression. 2 new full-fledged bosses (like Kerberos), and a lot of new mini-bosses (or FOEs). An introduction to the game's "optional dungeon" (working title, as it may well not be optional at all, but it runs parallel to the normal game's progression). A new party formation system will be added. I'm looking to include some beastiary and help menu functionality. A new difficulty setting of sorts, that will make ONLY the very early stages of the game less difficult, to help players get their footing if they choose to use it. A new random enemy generator has already been made that provides many more possible enemy combinations in any given area (typically 3-5x as many combination... and many more new permutations). Wider selection of defensive equipment. And probably other stuff I'm forgetting!

All of the maps for this section of the game are done (actually, many more maps than are needed for just this section are done), along with a lot of theory-crafting, I just have to implement the more mechanical stuff... which is sure to be time consuming. 1-2 months might be a bit ambitious, but it's what I'm striving for!
Rainen, I can assure you that the inn isn't much of a problem later on. It is not easier, but it's harder by giving you a more interesting challenge.

The inn cost is still there to keep pressure on you, but the amount of pressure is lessen and you can focus more on coming up with the strategy to fight the next boss/sub boss.
Ah, you definitely want to save frequently, particularly at the beginning, though I don't think you'd want to reset most situations that you live through, especially not if you get a soul drop. The only exception I could see is if you literally can't afford the inn.

The game does get a bit easier than the beginning. I wouldn't say it gets progressively easier *after* that, but once you get your first set of souls and get some decent skillsets on your characters, the normal battles are definitely less hazardous than the very start. This is, in part, by design though, as there will be a new mechanic post-demo that makes normal battles randomly more difficult (think oversoul from FF:X-2... though I haven't actually played that game myself). The bosses and such stay pretty equally tough. And the demo's only true boss takes it to the next level compared to the wandering bosses.

Kind of a sidenote: I was actually watching my friend replay the early parts of the game and he didn't die in any normal battles. Of course, this is his 4th time playing it and he *did* die in normal battles his first time through. So it seems that game knowledge can go a long way.
Save scumming is when you reset the game whenever an undesirable outcome happens. I.E. fighting and then saving right after then going back into a fight. If a character dies you reset the game and try again,if you win without deaths you save and then repeat the process.

Are you saying, then, that the game gets easier as you progress? Though to be honest, I died about 8-10 times in those first few battles so I don't see how the game can get any harder then that. (They focused my healer to death almost every damn right *_*)
Save scumming?

Generally, over the course of the game money woes are lessened, rather than worsened. Though more uses for money are scheduled post-demo content. It is possible to add fight or flight, yes, but I don't see how that would serve a desirable purpose.
Would it be possible to add a fight or flight mechanic so when you have one party member left alive they're given increased stats and the success rate of escape is higher? Though to be perfectly honest most people will probably end up save scumming for the start of the game... Especially with the inn price going up every level (I'd assume anyway)

I'm still trying to figure out when it'll be that my amount of income won't be enough to balance out the cost of the inn. Though thanks to detox it makes things MUCH easier. The only times I go to the inn now are when party members die since the cost of the inn is cheaper then the revival item. (for now)