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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
  • 241597
  • 47
  • 1254

Posts

To kill Kobold, all you should *need* are all the best souls from the south, northwest, and northeast initial areas. Though it is possible to get to new towns and use the equipment from those as well, for added effectiveness.

The success rate on Escape is pretty abysmal, it's definitely a last resort kinda thing, a last chance to leave the battle alive if there's no other way out.
author=zombero
author=Rainen
It took me 10 minutes before I was lucky enough to win enough fights to level...
<3
I almost restarted the game cause I was almost out of money.

Also, it's freakin evil how quickly the cost of the inn climbs. The only time I had money to buy armor is when I found 150 gold in a chest.

Oh my god confuse is evil.... I didn't even have the chance to run when it all my party members. All but 1 anyway but that one was asleep... Needless to say the one chance I got to run failed (Like usual) Thank god I save every time I go back to heal.

When the hell are we supposed to be able to fight the kobolds?!?! They STILL one hit me... Also, first turn it used spincut and it almost 1hitted my ENTIRE PARTY... I take it I'm supposed to go to the next "town, get equips that don't suck and then come back 10 lvls stronger with 3-4x my current stats?
I feel like a masochist playing this game... And oh my god I hate you for that kobold. he 1 shotted every single member of my party... and whats worse is I wasnt expecting him to charge me so I wasn't even ready for a fight.
author=Rainen
It took me 10 minutes before I was lucky enough to win enough fights to level...

<3
It took me 10 minutes before I was lucky enough to win enough fights to level...
author=argh
how does this fare story-wise? Is there a plot?
I'm not gonna lie to you, the answer is almost "No." There are some plot elements early on in this demo (mostly in the intro), and the full game will have some more of them strewn throughout. But even then, we're talking about plot comprising less than 1% of the game. This game has more in common with a dungeon crawl than a storied RPG. But it's not as linear or dungeon-y as most dungeon crawls.

I would rather read a book and play a game than attempt to combine the two experiences. So this game is almost entirely focused on mechanics and gameplay, it's just a personal preference of mine. I just like enough story to set a mood and background. Any more than that just detracts from the gameplay in my view.
Hm. The gamepage espouses the project's gameplay features, but how does this fare story-wise? Is there a plot?
Hmm... well, I would suggest downloading the latest version from this site and see if that fixes it?
author=zombero
Good work! Now hopefully I can match it by making some good progress... I'm pretty happy about the game's maps being more than halfway done, I'll definitely be happy to have that aspect over with.

Were you able to reproduce the same character getting hit multiple times in one combo thing? I haven't been able to so far.

Yes, Kerberos always attack me four times. I have the version that Lai Strike bug is still in there though... so maybe it isn't the most update one?
Good work! Now hopefully I can match it by making some good progress... I'm pretty happy about the game's maps being more than halfway done, I'll definitely be happy to have that aspect over with.

Were you able to reproduce the same character getting hit multiple times in one combo thing? I haven't been able to so far.
I feel so stupid not knowing that you can't put up more than one barrier at a time :/ Knowing RMXP, I thought it's a problem of not be able to show all the status effect.

Anyway, I finally beat him! That was really really satisfying. This is truly a great game :)

Screenshot of the result of the battle!


I understand your reason though and that thought of 'forcing player to think' did cross my mind as well. I agree that it does work. Now I beat Kobold, then warp back to town and save, so that next time I don't have to deal with him anymore. The walk is a bit more bearable after that. It would be nice to be able to control the encounter rate in the future though. Something like Estoma or Riberama.
One thing that strikes me is you're using the fire and ice barriers on the same turn? You can only have one barrier up at a time, I may have to add an indicator to make this more explicit, though if you look at what status effects your characters have, they only have the last barrier you cast.

Freeing up one of those slots to cast Weak would help reduce the damage you take on the first turn. His 3 hit combo should be forced to hit 3 different targets, if it's hitting the same target (assuming 3 or more targets are available to hit) then I will have to look into why that's happening. Whether or not the bite attack panics is random, but it's also manageable when it happens.

The distance of to the boss was created intentionally, so people really think on what they can improve after each defeat, rather than just trying to zerg the boss down. It could be a little extreme of a walk, though...
Not sure if my strategy is good or not. I still can't kill the boss, but I survived to his last phase.

Party: Harpy, Kappa, Isonade, Rock

1st Turn
Harpy : Shield
Kappa : Aura
Isonade : Heat shield
Roc : Cold Shield

2nd Turn
Harpy : Weak
Kappa : Aura
Isonade : Novice Guard
Roc : Aura

Starting from 2nd turn, he'll announce what elemental breath he'll use to attack you. Harpy is always act first, so you should prepare the other two elements on the first turn, and let Harpy cast the last elemental shield during the second or third turn.

Other than that it's a matter of heal and guard. Kappa always act last so I raise his will and let him use Aura so at the end of the turn, everybody will have enough HP to survive the next turn.

My complain with this battle is, it seems a bit too random. Especially with the Attack, Attack, Wild Fang, Attack. I dont' feel like I survived because of strategy, but more from luck. If the attack is less random, I think it would be more interesting. Currently, the first turn you have to pray nobody got attack twice, or they'll either die or too low in HP, and they'll die later on because you don't have much chance to heal them.

Also, there really should be a save spot that is closer to the boss point more than it currently is. I have to walk three screens everytime I want to challenge him, and some time Kobold respawn and I have to waste more time on it. I don't think this add anything to the game's difficulty, considering your state when you can fight Ceberus. It feels like fake difficulty to me and only waste player's time.

Still love this game though. I wonder if level 23 is too low to fight him? :/
Sorry for delayed response, if you have the 3 elemental shields you should be able to survive those breaths, correct? So what exactly is killing you?
how do you kill kerberus ? i have the three that cut damage for lighting fire and ice and still can beat it use slow shield weak have 3 aura for healing and use something with shield that gives 4 pd defence and magick defence
I COULD KILL HIM IF ONLY HE DIDN.T USE MAGIC AT LEVEL 24 I USE WEAK SHIELD SLOW AND HAVE AURA IN 2 MEMBERS I MUST HAVE MISS A ITEM THAT HAVE MORE MAGIC DEFENCE DAMN DO AT LEVEL UP STATS GO UP EXCEPT HP AND SP
this is not the full vercion i wanna play the full vercion got almost anywhere excepet the door with invisible force and the door that sealed and the cerberus my freeze move deals 2500 which i have in 2 parties and i can deal with his attack but then use magick icebreath and kill me 2 members other with little iam at 23 level having harpia rock kappa isonade can wait for full vercion i like the difficult of the game the game keep me enterteiment
With Hima's help, I found the bug and fixed it. The issue came with using Panic on enemies who didn't otherwise perform basic actions (like attack). I've updated the download link with this fix.
Ok, it happens again. This time it's when my second homonculus got his with Sting and he got poisoned. His shards are still the same, which are Venemous and Simply Stunning. Seems like it happens when you got a bad status effect from enemy's attack.

EDITED : Hmm, now my main got attacked with Sting, he was not poison but the same error occur. Anyway, here's my main's shards
- Reaper, Clarity
author=zombero
Hmm, was it with a Nekomata and using Wild Fang each time? Were any of your party members dead? Was it against the same party member? Any extra info would help :) I'll try to reproduce it myself. My immediate suspicion is something shard related, since those are the newest addition to the game and have been tested the least. But Nekomata's shard should only activate when he dodges attacks, so I'm wondering what other shards might be on the target of Nekomata's attack?

If I remember correctly, my party was using these shards.
Player
- Reaper
- Hot Blooded
Patsy A
- Venomous
- Simply Stunning
Patsy B
- Warden
- Clarity
Patsy C
- Tail Wind
- Craven

I think it happened when Nekomata hit Player or Patsy A. And nobody in the party is dead.
Anyway, I just tried again and it doesn't happen anymore. Weird. I have different shards setup now as well. If it happens again, I'll report you :)