• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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
  • 240916
  • 47
  • 1254

Posts

I'm not sure where to go now.
I've reached the end or the sealed doors of the caves connected to the towns, both forests, the water cave near the house, and the harpy mountain. I've unsealed the angel and demon doors, but I don't know how to open the others. I think I've obtained every kind of soul so far except for Isonade. Am I now supposed to fight Cerberus? I imagine I'll need to use Warmth+Weak+guard to survive his ice attack.

Also, at the location with the 3 treasure chests in the water cave, there was a chest that was already opened when I got there. Is it supposed to be like that? I had opened most (or all?) of the other chests before getting there.

hey zombero, do you mind if I use some of the music in this game in one of my games? (specifically Imperial Sorrow and Muladhara) I'm really big on having perfect music in a game, and these seem to fit my quota...
post=Silently
Trying to use Nightmare with the Preta's Reaper ability seems to cause an error when the user's turn comes up:
http://i51.tinypic.com/b7e5qb.png
Script 'Game_Battler 2' line 431: NoMethodError occured.
undefined method `mp' for #<Game_Actor:0x8cae2d8>

I didn't realize it was Nightmare+Reaper at first because the error occurs before the attack animation. I had to restart quite a few times because my Preta was learning Nightmare near the end of the dungeon each time.


Ah, sorry about that, thanks for the info.
I don't know how you even got that far... no matter what I try I cant beat the first dungeon:)
Trying to use Nightmare with the Preta's Reaper ability seems to cause an error when the user's turn comes up:
http://i51.tinypic.com/b7e5qb.png
Script 'Game_Battler 2' line 431: NoMethodError occured.
undefined method `mp' for #<Game_Actor:0x8cae2d8>
I didn't realize it was Nightmare+Reaper at first because the error occurs before the attack animation. I had to restart quite a few times because my Preta was learning Nightmare near the end of the dungeon each time.
post=Coy13
Before I continue playing this awesome game I have one question: is it finished?


It is not, it's about 10-12 hours of gameplay and ends after the first full-fledged boss. The full version will be pretty long, at least as long as a standard commercial RPG, but I don't really plan to do the whole incremental release thing. So this demo will probably be the only version of the game for quite a while.
Before I continue playing this awesome game I have one question: is it finished?
post=Everguard
I had a bit of feedback, I only got into the labarynth before dying however. The intro was icredibly well done, and the transition into the second world. However, it could be a little clearer about what your supposed to do when you get there. It tells you to speak to the old man, but he doesn't really say much. Then I just wandered off to the south and got myself killed.... three times :) Good start though!


The old man does mention to try the southern path first, but in general it is a largely open-ended and combat mechanics-focused game. And yes, very difficult. :)
post=Craze
Trying this out... eventually. Downloading, at least.


I looked at some of your LP stuff, it was pretty entertaining. It would amuse me greatly if you did an LP of my game. Though doing one for the whole game would be... lengthy.
I had a bit of feedback, I only got into the labarynth before dying however. The intro was icredibly well done, and the transition into the second world. However, it could be a little clearer about what your supposed to do when you get there. It tells you to speak to the old man, but he doesn't really say much. Then I just wandered off to the south and got myself killed.... three times :) Good start though!
Craze
why would i heal when i could equip a morningstar
15170
Trying this out... eventually. Downloading, at least.
It is not an SMT fan game, however it is heavily SMT influenced since my RPG tastes were heavily influenced by that series. It also has a lot of Etrian Odyssey influence. It's probably safe to say that people who like SMT are much more likely to like this game.

Yeah, the inn scaling is to help keep gold useful and to discourage using them more often than necessary. I like my RPGs hard :) feels more rewarding that way. I'm glad you find the idea interesting!
After playing it for 15 min or 20 I have three thoughts. Very interesting idea with soul thing. Very very hard. Why inkeeeper keeps charging me more every goddamn level.
Looks great dude. Gonna play it today after work. Question though, is this a SMT fan game?