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Everlong is a FREE amateur fantasy game designed to capture the charm and cliche of the classic SNES JRPG. You are a Blackguard, a knight sworn to serve the Cirigoth Empire and trained in the dark arts, yet hunted by your imperial masters after turning renegade. Only through enlisting the aid of friends and allies can you escape pursuit and defeat the oppressive Cirigoth regime. Journey across the world's continents to forge a confederacy and fight for freedom in global war. Yet a more insidious plot looms in the shadows. A fallen god seeks to exploit civilization's folly and reclaim the dreams and nightmares of humanity.

The linear story of Everlong is accompanied by numerous side-quests. It also focuses heavily on puzzles, dialog, and battle strategy.

Feature List:
  • 80+ hours of gameplay
  • Nearly 1500 maps to explore; each full of puzzles, monsters, and treasures
  • Story Mode option allows players to experience the game without spending time fighting random monster encounters; also includes ability to skip mandatory boss fights and automatically adjust hero levels so that the player can toggle Story Mode at any time
  • Skill Shard system allows player to unlock and choose hero skills with unlimited reconfiguration
  • Over 150 skills to learn with custom animations, including secret skill scrolls to obtain; skills increase in power and gain new effects with custom magic and strength dependent algorithms
  • Choose between three difficulty levels, customize monster attributes, or allow the game to automatically balance enemies
  • Hero rebirth mechanism allows gaining additional levels beyond maximum; once reborn, switch heroes between single and dual weapon wield, which also alters available equipment
  • DynRPG plugins: vastly improved battle speed; enemy HP, AP, and turn bars; game clock; AP and statistics changes visible in battle; switch between window and gauge battle layout; extended damage cap limit
  • Quick hero info: single button press displays portraits, name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, EXP to next level, STR, DEF, MAG, SPD, weapons, equipment, and accessory; portraits and text altered when hero afflicted with condition, low HP, or zero AP
  • Journal logs primary quest progress and discovered side quests
  • Puzzle Bonus system where players can choose to skip difficult puzzles
    or instead earn a reward for completion
  • Help Totems that aid the player in solving puzzles with hints or instructions
  • Realm of Purgatory where fallen heroes are resurrected after perishing in battle; allows the player to restart exactly where they left off with all experience, money, and items earned instead of having to reload their last save
  • Worldmap mini-map with trackers for hero and vehicle positions
  • Detailed navigation map with three modes: continent listing, waypoint
    listing, and continent zoom; shows next area to visit to forward the plot as well as location names; locations uncovered as you progress through the game
  • Finder Display pop-up reveals type and availability of secrets in player's current location
  • Forge System with 49 powerful and rare weapons, equipment, and items to create
  • Collector System where monster drops and boss tokens can be traded for various types and quantities of items at special merchants
  • Battle Arena with 38 challenges consisting of four consecutive battles each, 22 handicaps inflicted between battles to survive, and many rare prizes to earn
  • Boss Rush tests your endurance in consecutive battles against the game's boss monsters for treasure
  • Hunting mini-game with dynamic spawns, action based use of projectile and melee weapons for each hero, 10 hunting grounds, multiple random weather types, and 64 different prey and predators that both flee and attack; mini-map displays targets and items; item spawns adjust to player need
  • 6 optional bonus dungeons (one utilizing a double party system)
  • 14 recruitable NPCs that will offer useful services
  • NewGame+ and Continue+ option upon completing the game
  • Custom menu system for quick and easy access to both default commands and special game systems
  • Party Members chosen and player determined romance influence game dialogue, events, and ending scenes
  • Custom character battle sprites, animations, and weapon graphics for all 12 heroes and 187 weapons
  • Over 500 monsters to fight arranged in over 1400 battle formations
  • Over 800 items, medicine, weapons, armor, and accessories to acquire
  • Vehicle mini-Games that can be completed for special treasures and then replayed at the Battle Arena for prizes
  • Book mini-quest to reveal game secrets; 48 books in all to find and read
  • 7 Dragon Trials with puzzles and battles
  • 13 magical stones and summons to acquire
  • Blackjack and Single Draw card mini-games
  • Banking System to store your money and convert currency; earn interest on stored funds
  • Clue based Pirate Treasure Hunting mini-game
  • Jukebox with all music tracks for listening pleasure
  • 62 menu graphics to unlock and choose from
  • Statistics tracking and viewing system
  • GUI based party formation system
  • Memory Beacon Hunting that allows access to rare shops
  • 4 vehicles; two act as moving bases; one with upgradeable shops
  • Ship and Airship docking at port towns and to access remote locations
  • Custom glyphs detail weapon, equipment, item, and skill types
  • Battle encounter rates and experience rewards adjust to your team's average level; menu toggle to disable
  • Encounter rate indicator; colors communicate frequency of monster battles in current area
  • Hint arrows and dungeon maps as guides in certain confusing areas
  • GUI-based Options menu to set game preferences
  • Erect statues of your heroes and key story characters throughout the world
  • Utilization of the David/Goliath Patch allows for super enemies that break the normal engine limits
  • Scripted boss attacks that push the RM2k3 engine to new limits
  • Counter attack script where monsters retaliate against specific actions, amounts of damage received, or elemental type; rate manually adjustable and scales with difficulty level
  • Automatic experience adjustment keeps all characters at a similar level of combat ability
  • Autosave function preserves progress and protects against rare crash bugs
  • Detailed victory report including level up stat changes
  • Scan skill and Bestiary that reveals data for encountered monsters
  • Pop-up battle messages that telegraph enemy attacks, allowing players to anticipate and prepare
  • Overkill mechanic awarding extra experience when defeating an enemy with a powerful blow
  • OpenGL renderer for compatibility with modern systems, allowing higher resolutions and video filters
  • Siren item calls specific enemy battles based on location
  • Rare drops from certain monsters when encountered solo

Latest Blog

New Version 3.35

The downloads section has been updated with a new full version and patch. Mostly bug fixes, but the controller support is sweet for those of us using Xbox controllers with Windows (thanks to PepsiOtaku for that plugin). Here's the update notes:

Everlong v3.35 (2022.01.16):

Added controller / gamepad support with a DynRPG plugin
Shinryu skill Atomic Breath no longer scales with physical attack power; resulted in extreme damage when auto balance mode toggled ON
Restored conditions removal effect for certain healing skills on their final tier: Succor, Celerity, Chakra
Added message when recruiting Miyagi to explain EXP and Encounter scaling turns off
The first Altair battle no longer results in an instant victory if monster scaling is active; an HP reference was missing for this monster in the scaling code
Attempted to address boss battles being unintentionally skipped outside Story Mode if the control switch was somehow otherwise toggled
Attempted to restore possibly corrupted database value for Virtuoso items that prevented the player from equipping them
Corrected MAG+ value for Mystic Pendant accessory
Siren activated battle in Cerulean Silex and Ignis Castrum against Naga Archer no longer crashes due to null event page references
Keen Skill Scroll Blink now shows correct skill reference when queried with SHIFT
  • Completed
  • DJC
  • RPG Tsukuru 2003
  • Action Puzzle RPG
  • 11/10/2011 07:48 PM
  • 01/16/2022 09:41 PM
  • 11/12/2004
  • 465307
  • 89
  • 6250

Posts

I think the Skull Knight issue was brought to my attention previously and I forgot to address it. Thanks for reminding me.

That's also a good catch on the Khaer Magnus behavior. I'll make an exception for Shell triggering a counter attack. I was careful to consider the possibility of spamming a skill to control a monster's attacks, but there might be enemies with similar AI exploits I missed.

author=Bugfragged
Now I found a really OP bug. Skull Knight can increase a base stat by 50% for the entire party at the cost of 3 Crimson Beherits, but for some reason, he's not removing any of them from my inventory (though he will remove them properly when buying Ultimate Equipment). This means players can pretty much power up continuously with no effort, as long as they have at least 3 Crimson Beherits.

Also, I figured out a way to exploit Khaer Magnus's AI. If you cast Shell, the boss will react by casting Hubris. However, shell doesn't actually count as a buff, so Hubris does nothing. This will force the boss to waste a lot of turns, though the downside is that it might cause him to use skills out of sequence, like if he used Reversal without using a skill that usually precedes it. Plus, even when a boss is angered, they still don't always use their skill right away.
author=DJC
author=BlueOctober
author=DJC
author=BlueOctober
So I just got Vetu and the Cirigoth are ready for battle. When they charge the gate the game stops and I get an error though. Is that fixable?
I've seen this bug before, but not recently. I thought I addressed it in a previous version by removing some arrow picture animations, but I've always suspected the large number of events that start moving simultaneously were also problematic.

Today a new patch is available, and I've included a workaround for the crash. First download and install the update. Within the game, switch to IMPATIENT MODE in OPTIONS from the menu. Proceed with the story, you won't miss anything except the charge. When you regain menu access several scenes later, turn off IMPATIENT MODE unless you prefer it.

Let me know if you have any more problems with this sequence!
I downloaded the patch and overwrote all the files, then loaded my save and set it to impatient mode but I still get the same error at the same part.
Did the scene play exactly as before, or was there less sound effects or a screen fadeout before the crash? I basically cut all the event commands after the last line of dialog when in impatient mode. Does the crash message say anything specific? And to confirm, this is the scene between Justin and Praetor with their armies outside Seraphim, correct?


The error literally just says "Not implemented." Yes, it's the scene with Justin and Praetor. I haven't noticed any differences while playing on impatient mode. It sucks because I'm really enjoying this game. I seem to be the only one getting this error :-/
Okay, so after applying the latest patch impatient mode gave me the option to skip the Justin/Praetor scene. So I skipped it and the screen went black and then the same error popped up. This makes me believe that the problem isn't with the scene but in (what I assume is a pretty badass fight) that comes after that scene. I'm stumped.
Wow, "Not Implemented," that's an error I've never encountered before. There might not be a way to code around this, but if you post your save file I can try advancing it for you, or attempt to replicate the error.

Find both the save .lsd and .dyn file in your main Everlong folder and upload them here, or send via email.

author=BlueOctober
Okay, so after applying the latest patch impatient mode gave me the option to skip the Justin/Praetor scene. So I skipped it and the screen went black and then the same error popped up. This makes me believe that the problem isn't with the scene but in (what I assume is a pretty badass fight) that comes after that scene. I'm stumped.
DJC, may I recommend that you change the sound effect of opening chests that contain Heals, zeals, Renewals, Rebirths, etc? Because just watching Fragbug's play through of Everlong, shows that sound is unpleasant, since it hurts my ears... and it's a common sound too.
Hi i just wanted to say my pc broke like a few months ago and had to get a new one anyway i really like this game i just got to the witch's tower....anyway it's been running fine however it seems you may have ran into the death spell trap so many old rpgs seem to do namely making it next to never work :) i don't know what decide's if it works (Hell maybe it's something you can not change) but most enemies i tried to use it on just missed like all the time.
I think people do this to try and balance the game however what most fail to think about is if you make only weak enemies able to be killed by it it kind of makes the spell not very useful :)
Anyway like i said loving the game did run into a odd bug but it did not break the game :)
author=GuestieWestie
DJC, may I recommend that you change the sound effect of opening chests that contain Heals, zeals, Renewals, Rebirths, etc? Because just watching Fragbug's play through of Everlong, shows that sound is unpleasant, since it hurts my ears... and it's a common sound too.


That's interesting, I've never had much comment on specific sound effects before, negative or positive. The item acquire sound is actually a standard RPG Maker RTP file, lots of games have used it over the years. I think it actually wouldn't be that difficult to replace the sound for the majority of uses. I'll think about it, and would like to hear if other players have an opinion on the matter.
author=ryan7251
...it seems you may have ran into the death spell trap so many old rpgs seem to do namely making it next to never work :) i don't know what decide's if it works (Hell maybe it's something you can not change) but most enemies i tried to use it on just missed like all the time.
I think people do this to try and balance the game however what most fail to think about is if you make only weak enemies able to be killed by it it kind of makes the spell not very useful :)
Anyway like i said loving the game did run into a odd bug but it did not break the game :)

All monsters have fixed percentage vulnerabilities to conditions, like Poison, Confuse, or Death. This ranges from certain to inflict to immune. For heroes it's either fifty percent or unavoidable. I would have liked a caster's magic to increase the likelihood of condition success, but while maybe technically possible with DynRPG plugins, it's not practical to implement. Without a scan skill (also impractical), condition inflicting is not as useful as it could be.

Death does work on quite a few enemies, but as you say is the case with most games, it's only reliable against certain foes, usually the weak. This is a balance issue. If it takes a melee fighter several turns to defeat an enemy, but a caster can kill it instantly, attacking becomes obsolete. Death inflicting skills are meant to be used situationally, and that's why they aren't costly or difficult to unlock like high damage dealing skills. If I could, however, I'd allow high level casters with high magic advantage over their target to significantly increase the chance of death, excepting only immune targets like bosses. Perhaps your experience also has to do with the part of the game you're at, which is filled with undead monsters and spirits, all immune to death.

By the way, what was the odd bug you uncovered? I'm always looking to fix what I can.
Oh the bug lets see if i can remaber it was after a just got justin and i i had the horses but i wanted to explore the castle in the forest(forget it's name but the one where you get justin) to get some sweet loot i may have missed :) anyway i went to the area you can go to sleep and the you just went to sleep sound effect played right when i entered anyway i went to leave the forest and i got the cutscene were justin talks to the soldiers at the camp like normal however the bug is the fact i had already had that scene anyway nothing else happened so it may have been just a small hicup :)

HOWEVER i have just ran into a error that is getting on my nerves :)
You know in the witch tower how you have that game where you need to dodge the ghost on the 2ed one if i fail and say i do not wish to skip the puzzle it crashes if you want i can tell you what the error says but you may know of this error for all i know :)
To be clear when i said the 2ed one i mean the 2ed area you have to the dodge the witch :)
author=ryan7251
Oh the bug lets see if i can remaber it was after a just got justin and i i had the horses but i wanted to explore the castle in the forest(forget it's name but the one where you get justin) to get some sweet loot i may have missed :) anyway i went to the area you can go to sleep and the you just went to sleep sound effect played right when i entered anyway i went to leave the forest and i got the cutscene were justin talks to the soldiers at the camp like normal however the bug is the fact i had already had that scene anyway nothing else happened so it may have been just a small hicup :)

HOWEVER i have just ran into a error that is getting on my nerves :)
You know in the witch tower how you have that game where you need to dodge the ghost on the 2ed one if i fail and say i do not wish to skip the puzzle it crashes if you want i can tell you what the error says but you may know of this error for all i know :)


Good catch on the Vanguard story sequence bug, I never would have caught that testing. Returning to the guest room automatically triggered an old scene that reset a variable, causing the military camp scene to repeat.

As to the witch chase puzzle, I know what you're referring to, but in testing I never encountered a crash error despite failing multiple times, and I see no problem with the event code. I'll still take steps to address the issue in the next beta patch. Let me know if you absolutely cannot proceed past this room.
No worries i got past the witch chase puzzle with the power of saving :)
Hi i did want to bring up one thing that i don't really understand and that is is it normal for skills to not scale with your weapon damage?
I mean damaging magic seems fine for the most part but things like gash and namely the first few starting single hit skills for justin and Glen seem to kind of be pointless since a normal attack that takes no AP does the same if not more damage and the chance of a status element never really seems worth it.
Anyway just wanting to know if that is normal truth be told it would be fine if the AP did not scale but since it does i thought maybe the skills are still supposed to deal a ok amount more damage then normal attacks.
Sorry if i seem rude i still like the game :)
author=ryan7251
Hi i did want to bring up one thing that i don't really understand and that is is it normal for skills to not scale with your weapon damage?
I mean damaging magic seems fine for the most part but things like gash and namely the first few starting single hit skills for justin and Glen seem to kind of be pointless since a normal attack that takes no AP does the same if not more damage and the chance of a status element never really seems worth it.
Anyway just wanting to know if that is normal truth be told it would be fine if the AP did not scale but since it does i thought maybe the skills are still supposed to deal a ok amount more damage then normal attacks.
Sorry if i seem rude i still like the game :)


I agree with you, it'd be ideal if physical skills scaled with your weapon damage, but unfortunately that's not how the algorithm s work in RM2K3. Instead, there's a system that equips more powerful versions of skills as your Attack or Magic attributes increase. In this way your weapon does influence skill damage indirectly.

Skills tend to cut through defenses better than normal attacks. Combined with the conditions inflicted, that's the justification for AP costs. Many skills are situational, however, and without a Scan ability it takes an investment to figure out enemy vulnerabilities. I would say the skills themselves are one of the weakest game design aspects, but that's largely due to engine limitations.
author=DJC
I agree with you, it'd be ideal if physical skills scaled with your weapon damage, but unfortunately that's not how the algorithm s work in RM2K3.

I would say the skills themselves are one of the weakest game design aspects, but that's largely due to engine limitations.


Is there not some plugin or something to change those algorithms or something? Or am I misremembering something?
author=Malandy
author=DJC
I agree with you, it'd be ideal if physical skills scaled with your weapon damage, but unfortunately that's not how the algorithm s work in RM2K3.

I would say the skills themselves are one of the weakest game design aspects, but that's largely due to engine limitations.
Is there not some plugin or something to change those algorithms or something? Or am I misremembering something?


The divisors for skill damage can be changed, but not just for heroes. That means all monster attacks and skills would no longer be balanced. Seeing as there's 1500+ skills and 500 monsters, I can't justify the massive time investment that would require.
Hi i just got the ship and the wrold just really opened up and with that i wanted to ask are there big missables in this game i mean i don't care if i miss some things like 1 time use items or Equipment as long as it is not the best Equipment in the game. But i don't want to miss out on NPCs for my ship or summons do i need to worry?
author=ryan7251
Hi i just got the ship and the wrold just really opened up and with that i wanted to ask are there big missables in this game i mean i don't care if i miss some things like 1 time use items or Equipment as long as it is not the best Equipment in the game. But i don't want to miss out on NPCs for my ship or summons do i need to worry?


The only significant thing you can miss is one particular quest, but you can obtain the same reward at the Arena. Or, you can do a new game+ to redo the quest get 100% completion percentage. There are a few chests during the War of the Eclipse that could be missed, but contain nothing special. Important things like NPCs, summons, and the best weapons and equipment are entirely available at the end of the game regardless of past actions. Just play, explore, and have fun without worrying!
author=DJC
author=ryan7251
Hi i just got the ship and the wrold just really opened up and with that i wanted to ask are there big missables in this game i mean i don't care if i miss some things like 1 time use items or Equipment as long as it is not the best Equipment in the game. But i don't want to miss out on NPCs for my ship or summons do i need to worry?
The only significant thing you can miss is one particular quest, but you can obtain the same reward at the Arena. Or, you can do a new game+ to redo the quest get 100% completion percentage. There are a few chests during the War of the Eclipse that could be missed, but contain nothing special. Important things like NPCs, summons, and the best weapons and equipment are entirely available at the end of the game regardless of past actions. Just play, explore, and have fun without worrying!

oh ok thanks :)