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One rainy day in the industrialized port city of Dejanor, a mage named Moshi Cenalus leaves her dingy hotel room to buy something to eat. It was just a normal day for her, until she has a run-in with some local thieves.

Following that dangerous encounter, she befriends the woman who helped her fend off the attackers, and learns of a forest called "Last Sanctuary". It is rumored that the mages there live free from the scorn and oppression perpetuated by an influential order of clerics, who believe that mages are a danger to society.

While in search of the fabled Last Sanctuary, her journey crosses with those of the people she meets along the way. They come from a variety of backgrounds, from the impoverished worker who wishes for a better life, to a disgraced soldier seeking redemption, to a reclusive queen in the snowy north willing to sacrifice everything to save her country from the spread of industrialization.

Little did the mage know that her seemingly insignificant actions would, in the end, contribute to major changes in the people and places around her.

But would it be for better or for worse?


- Battle enemies whose movesets and tactics can change depending on difficulty level.
- No random encounters! Enemies are visible on maps, and they will even scurry out of the way of a very high-leveled party.
- Adjust the battle difficulty at any time if the game feels too hard or too easy.
- Embark on sidequests that further develop the setting and characters.
- Customize characters by equipping them with Devices and Skill Books, as well as upgrading equipment via crafting.
- Includes custom character art, enemy sprites, and music (in progress).

Latest Blog

The Return

My last blog was...almost 3 years ago? Sorry about that :/
I gradually stopped coming by for a while because I had become too anxious to post anything, kind of lost interest in rpg maker after MV, and somehow wound up getting into the ME3 multiplayer and modding scene as some sort of makeshift exposure therapy. (Who knew that shitposting about turians was the key to get myself to talk to people again?) And there's been a user on here who has been ripping off a lot of my work in my absence and not stopping after being reported a long time ago, so that's pissed me off enough to return.

I've been refreshing myself with old notes to figure out where I was going, knocked out a bunch of old to-dos, and cut one scene because it was no longer needed. I'm also planning to reduce the scope further because some sidequests are a pain to test, and the light exploration I had in mind a long time ago no longer makes sense with the characters being forced to go into hiding due to plot reasons.

Looking at this project with fresh eyes, I realized that the status screen totally clashed with the other menus. Before, its description box was on the top and HP/FP was on the bottom, while the description in all other menu screens was on the bottom. But now they match! I also redrew Moshi's portrait to add more belts and make her look a little older.



After that, I drew a couple quick pieces of concept art for one of the oneiroi, an inhabitant of the astral plane/dream world. He already has a name and some dialogue implemented, but had no portrait until now.



I'm currently working on coloring his finalized waist-up ingame portrait which uses elements from the two drafts. Although he's not a party member, he'd be a major contributor to Moshi's storyline, moveset, and the title of the game as well.
  • Production
  • Melkino
  • Happy (Composer)
  • RPG Maker VX Ace
  • RPG
  • 04/14/2011 04:59 PM
  • 11/20/2023 05:19 PM
  • N/A
  • 718115
  • 427
  • 8162

Posts

I just finished the demo, Please finish this in your free time.
You are such an amazing mapper and story maker.
This game looks awesome look forward to playing it when it's released!
Done playing the demo version. Looking forward to play full version game. Keep it up Melkino! Hope it finished as soon as possible. Good job!
I got the following missing file, which seems to happen when enemies use some sort of poison skill.
*Bitmap* :Graphics/Animations/Sword3

Other than that, I have yet to encounter any gamebreaking glitches. Good luck on the full version.
Melkino
solos collectors on purpose
2021
I took a look at a backup of the current download and, strangely, the Sword3 graphic was in there. Well, it doesn't sound major enough for me to update the download; just redoing the events and art assets for Ace is time-consuming enough for me already. :x
I hope you finish this game 'cause it's one of the best RPG maker games I've played so far :D
OMGsh, so good! *drooldrool*

*ahem* Apart from the obvious stuff that's great, the screen tone was nice during the Lorenz nighttime scene. This is the first RM game I've played where the darkness looked decent.

There's tons of little things like that, all over the game, showing the extra layer of polish you've put into this. It could easily be a commercial game.
Melkino
solos collectors on purpose
2021
Oh, I've been using rips and edits from a couple of other games, so I have no plans on going the commercial route. ^^;

(Wow, 200 subs! Thanks guys! <3)
Well, it has that sort of polish and slickness to it. :3
Welp, I am officially a fan after playing through this newest demo. It's difficult without being crushing, the plot is good, and there seem to be a number of pretty slick systems in place that work together well.

I only found a couple bugs: The level up screen displays "MP up" despite it being FP in this game, and there are some people you can talk to who don't have the little "you can talk to this person" icon above their heads.

Eagerly awaiting further developments!
Melkino
solos collectors on purpose
2021
I'm glad you liked the game, and thanks for the bug reports! I've updated the download to fix those things.
I just finished the RSW demo. This is an amazing game so far and I am definitely looking forward to more. Everything meshes well. Art and mapping is appealing. The battle system is enjoyable. Musical selections fit the mood well. All in all an excellent play.
Just finished playing the RSW Demo, and overall it was very well done. I have a few things to comment on though. The first two are graphical things:


This is a small passability error I noticed on the edge of the waterway. Seems like those weapons should be above the character.



This is a weird one. If the bridge at the top right gets to be only one tile on the screen, walking left and right makes glitchy tiles waver around it. I have no idea what's going on here, and it's hard to capture with a picture. You can see two of the glitched blocks up there though.


I noticed that even when a character can't use a skill, it appears in their list on the menu, but not in battle. This is probably my fault for not reading closely enough about the skill books, but I was under the impression that you were given the skill when you equipped the book, but only kept it if you learned it. This just screwed me up a couple times, so it's not a huge deal, and like I said, it's definitely my fault. I think it would probably be better if there was some in menu distinction between what you could and couldn't use.

My only other complaint was that I found the first boss unreasonably hard. I don't know, I'm not the best at playing RPGs, but I was on Normal and fought just about every enemy I came across, yet still got creamed in the fight. I always feel that when there's touch encounters fighting most of them should put you at a somewhat reasonable level for the boss. I ended up just lowering the difficulty to easy since I don't want to end up grinding in an RM game.

Overall it was extremely well done though, and I look forward to playing more whenever the next release shows up.
Melkino
solos collectors on purpose
2021
author=Pizza
Just finished playing the RSW Demo, and overall it was very well done. I have a few things to comment on though. The first two are graphical things:


This is a small passability error I noticed on the edge of the waterway. Seems like those weapons should be above the character.



This is a weird one. If the bridge at the top right gets to be only one tile on the screen, walking left and right makes glitchy tiles waver around it. I have no idea what's going on here, and it's hard to capture with a picture. You can see two of the glitched blocks up there though.



Oh, whoops, I forgot to set passability for the crates of fish in the first image, haha. As for the second one, I'm not sure what's causing it either. I ran into a similar jittering bug with one map in Dejanor where the entire top row of tiles shifts left and right as the player moves in those directions. It happened at random and I'm not sure if it's caused by an error on my part, a possible bug in Yanfly's parallax lock script, or something completely different. o_O

I noticed that even when a character can't use a skill, it appears in their list on the menu, but not in battle. This is probably my fault for not reading closely enough about the skill books, but I was under the impression that you were given the skill when you equipped the book, but only kept it if you learned it. This just screwed me up a couple times, so it's not a huge deal, and like I said, it's definitely my fault. I think it would probably be better if there was some in menu distinction between what you could and couldn't use.


Each character has a submenu where you can equip the skills. Did you do that?
I might go back and add a few lines about that in the tutorial message, because I probably forgot to. >_>
(Also, if a book is unequipped from a character and they haven't completed learning the skills in it, those skills should disappear from the equippable list)

My only other complaint was that I found the first boss unreasonably hard. I don't know, I'm not the best at playing RPGs, but I was on Normal and fought just about every enemy I came across, yet still got creamed in the fight. I always feel that when there's touch encounters fighting most of them should put you at a somewhat reasonable level for the boss. I ended up just lowering the difficulty to easy since I don't want to end up grinding in an RM game.


I understand; grinding turns me off of RM games too! I'll try lowering their stats a tad for the next release.

Thanks for playing :)
Dang, I'm not sure how I managed to miss the equip skills option. Honestly I think my entire issue came from the fact that I recently played FF9, and just assumed that equipping skills worked the same way. I apologize for that.
I actually thought the first boss was a fine difficulty. Definitely harrowing, but if you found the spellbook in the church basement and took the time to use the camera to find out the boss's weakness, definitely doable. The game gives you tools tailored especially to destroy that boss (the spellbook and the insecticide bullets) if you explored enough, so I think the difficulty was just fine.
I will admit that the difficulty was increased for me since I failed really hard at setting up the skill book, yeah. I was aware that light spells were effective against it, but even then Moshi would drop in about two turns, and the second one character goes down the other is totally pooched, since the three enemies will focus her right away. I was level 7 at the time that I got there, and like I said, I fought most of the monsters on the way, so if that's way too low of a level then there's something going on with the EXP distribution.
hi I downloaded your demo and was awsome so far.I rly look ahead to the complet game cant w8...

in my opinion boss need more hp was prety easy to kill(lvl 10 also I reed the docs.jurnal for its weaknes) dint even use items.
an ultimate finish skill would be awsome too cus it seem ur doin awsome job so far with skills etc. keep the good work really love the game.
This new demo can both Moshi and Leiko can use skills. A doubt can not use the same skill twice in a row.
The new changes in the game was excelent but rather the character Leiko the previous demo. It would not be possible to gain healing items and FP after the end of each battle.
How many characters available in the game?