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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
  • 03/28/2024 09:54 PM
  • 11/12/2004
  • 565222
  • 93
  • 7367

Posts

Bugfragged,i know DJC will answer but if i maybe can help so i had trouble with Kraken too and changed somethin to Monster scale auto and it had much less Hp.If i don`t rember wrong.
I already beat the Kraken though, as shown by the explosion in the screenshot. The problem was that the displayed HP bar didn't match the boss's actual remaining HP.
author=Bugfragged
I already beat the Kraken though, as shown by the explosion in the screenshot. The problem was that the displayed HP bar didn't match the boss's actual remaining HP.
I think DJC said it had something to do with battle algorithm adding an "extra" HP pool to bosses that the HP display doesn't account for properly, because it's fixed pool of HP that triggers the boss's defeat at different thresholds of the HP pool depending on difficulty. But don't worry, the hp bar becomes much more accurate for bosses later in the game.

...I got confused too when I got to the kraken :P
kalledemos is correct. The HP bar plugin doesn't display correctly for bosses, but will become more accurate as you progress and these monsters have more HP. Every boss has an extra 20K HP to ensure the death animation triggers before the monster actually dies. That threshold is based on the maximum damage the player can deal in a single turn. Unfortunately, there's no way to disable or adjust the plugin for bosses.

I'm considering a small update that will allow players to break the current damage limit and deal up to 99,999 HP per attack. This would require giving every boss 200K extra HP, making the bars even less accurate. There's also a question of whether the necessary hack works reliably, as I haven't extensively tested it. Balance will also be a potential issue, as this change will allow normal enemy attacks to also exceed the current damage limit. I agree with players, however, that powering up their heroes with the rebirth mechanic feels constrained as you reach maximum damage capability quickly.

The Kraken and many other bosses and monsters have increased HP in the updated version. There was a Hard Mode bug where early bosses in particular had far too much HP, but the latest version should fix that. You can always use default difficulty, which I tested in a complete playthrough, or adjust monster stats using the custom option.

Thanks for the note about the story mode adjust level bug. I'll look into that.
removing the damage cap would be much appreciated! It'd make auto difficulty WAY more enticing to play.
Saw it's been featured. Noted that the TVTropes page apparently hasn't been mentioned, at least not in these comments... Perhaps it has in some old blog comments...

Anyway, according to the edit history, you can thank Bugfragged for the page the recent edits to the page:

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Everlong
I didn't make the page. I only made some recent edits.
To both bugfragged and the original TV tropes author, that's some awesome work and particularly entertaining from my perspective. I wish I didn't make the job harder with updates that might contradict tropes from previous versions. I'm happy just to know players enjoyed the game, let alone were inspired to create something like this.
Pretty nice game, played it several times in different iterations. It really has good classical feel. Also not sure if it was intended, but this game really gives this feeling of gray versus black morality - all those reactions, several dialogues, and even some actions of almost every character! You know, when the party was going to go to the witch's tower I was facepalming like no end and by the end of it I actually understood so much negativity in Meredith dialogue variants. Really made me feel for characters, even if it was ridicule, disgust and even fear, Actually had to re-evaluate all actions in game and made some interesting conclusions. Thanks. )
In the arena, I'm missing the region between Tyr-Anon depths and the West Tower. Is this a new dungeon or is it the optional Meridion Caverns?
Glad you're enjoying the new version. The original game characters were unflappable heroes versus evil villains lacking complex motivations. Not much writing effort or character development was put into the initial release. I've tried to remedy that failure over the years, which is rather difficult when you already have an established plot. There was so much more planned too. It's good to know the changes made the characters more interesting and compelling. I will admit the game has purposely become progressively darker and cynical with every iteration.

author=Rjak
Pretty nice game, played it several times in different iterations. It really has good classical feel. Also not sure if it was intended, but this game really gives this feeling of gray versus black morality - all those reactions, several dialogues, and even some actions of almost every character! You know, when the party was going to go to the witch's tower I was facepalming like no end and by the end of it I actually understood so much negativity in Meredith dialogue variants. Really made me feel for characters, even if it was ridicule, disgust and even fear, Actually had to re-evaluate all actions in game and made some interesting conclusions. Thanks. )
author=Bugfragged
In the arena, I'm missing the region between Tyr-Anon depths and the West Tower. Is this a new dungeon or is it the optional Meridion Caverns?


I think this is the bonus dungeon, Tomb of Khaer Magnus. Last region on the first page at the bottom of its own row, correct? This region cannot be unlocked until you've completed the game, and finished the jade mosaic that unlocks the tomb door in the aforementioned dungeon.

I would have put this dungeon at the end of the region selection, but this was a quick addition in the latest version. I had to make room for ToKM and the Dreaming Forest dungeon. They took up the old Prior Page and Next Page slots as a matter of convenience to save time.
Thanks, now I can rest at ease knowing I covered all the dungeons I possibly could at this point.

For the 3.30a beta patch, the boss battles on story mode only prompt for skipping, but not level adjustment like mentioned in the patch notes. The only time it prompts for level adjustment is right before the summon and dragon trial bosses, since those always heal the player first.

Also, thanks to a lucky crit, I managed to deal 30000+ damage to Kali and skip her death animation.
author=Bugfragged
Thanks, now I can rest at ease knowing I covered all the dungeons I possibly could at this point.

For the 3.30a beta patch, the boss battles on story mode only prompt for skipping, but not level adjustment like mentioned in the patch notes. The only time it prompts for level adjustment is right before the summon and dragon trial bosses, since those always heal the player first.

Also, thanks to a lucky crit, I managed to deal 30000+ damage to Kali and skip her death animation.


I'll have to take a closer look at the boss story mode prompt.

The beta patch should allow players to deal 99,999 damage in one hit, and bosses should last until 200k HP, then trigger their death animation. Maybe Khali is a case I missed, but I will do some checking.
When I got 4 characters to level 99 and switch to a non-level capped party, I couldn't gain any experience even after switching EXP off in the Rate Adjust option. After rebirthing the maxed level heroes, experience gain returned to normal.

Also, either Fracture Fist or Dragon (Sammy's weapon) can cause an enemy to gain buffs like reflect and regen.

Edit: How do I restore the Inceptum? I have no clue how to even start this quest, even though I already delivered the tech magazine.

Edit2: There seems to be a tenth ??? minigame at the arena. Do I have to beat all the chocobo minigames again to unlock it?
@DJC

Great game so far! I'm in Occultus Gaza right now, running around picking locks. I'm somewhat of a video game music connoisseur and one track has been haunting me (in a good way) so much that I have to get my hands on it.

The music inside the Thirteen temples is really nice. I went to the Music folder only to find a sped up midi of the track. I understand that Zack Parrish is the author? I've been on his Soundcloud and Bandcamp pages, but to no avail have I been able to find this one track. Do you happen to know the original name of the track, which would really help me hunt it down?
author=Zadok83
@DJC

Great game so far! I'm in Occultus Gaza right now, running around picking locks. I'm somewhat of a video game music connoisseur and one track has been haunting me (in a good way) so much that I have to get my hands on it.

The music inside the Thirteen temples is really nice. I went to the Music folder only to find a sped up midi of the track. I understand that Zack Parrish is the author? I've been on his Soundcloud and Bandcamp pages, but to no avail have I been able to find this one track. Do you happen to know the original name of the track, which would really help me hunt it down?


Here's a link to an old version of the entire soundtrack, but it should have the track you're looking for at regular speed in midi format. Some of the newest tracks might not be included in that archive, though.
author=Bugfragged
When I got 4 characters to level 99 and switch to a non-level capped party, I couldn't gain any experience even after switching EXP off in the Rate Adjust option. After rebirthing the maxed level heroes, experience gain returned to normal.

Also, either Fracture Fist or Dragon (Sammy's weapon) can cause an enemy to gain buffs like reflect and regen.

Edit: How do I restore the Inceptum? I have no clue how to even start this quest, even though I already delivered the tech magazine.

Edit2: There seems to be a tenth ??? minigame at the arena. Do I have to beat all the chocobo minigames again to unlock it?


Thanks for those two bugs, I've added them to the list. Let me know if you encounter any more errors with bosses dying without the animation.

The quest to restore the Inceptum is automatically triggered toward the end of the Ship Graveyard (Sepulcrum Profundus). If you're yet to complete that dungeon, you cannot finish this quest yet, but King Thoth will remember you've already given him the magazine, and the Journal entry will update to remind you to revisit him when appropriate.

The tenth replayable mini-game at the Battle Arena is the Lava Tube slide. It will automatically unlock after you play it for the first time. Access it via the quick exit from Ignis Castrum, the dwarf castle underground later in the game.
author=DJC
author=Zadok83
@DJC

Great game so far! I'm in Occultus Gaza right now, running around picking locks. I'm somewhat of a video game music connoisseur and one track has been haunting me (in a good way) so much that I have to get my hands on it.

The music inside the Thirteen temples is really nice. I went to the Music folder only to find a sped up midi of the track. I understand that Zack Parrish is the author? I've been on his Soundcloud and Bandcamp pages, but to no avail have I been able to find this one track. Do you happen to know the original name of the track, which would really help me hunt it down?
Here's a link to an old version of the entire soundtrack, but it should have the track you're looking for at regular speed in midi format. Some of the newest tracks might not be included in that archive, though.


Thanks a ton! That soundtrack included the track I was looking for, along with many other gems.

I'm still currently enjoying the game. I'm challenging the Invincible Four right now as far as story is concerned. On a side note, I completed the White Dragon Trial (though the Elder said I was too weak) and had a blast fighting him. It required some real strategy to defeat him while being under-leveled.
@DJC

Thanks. I managed to skip the death animation for Baaldread with yet another lucky crit