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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
  • 565278
  • 93
  • 7369

Posts

umm i hate to bug people but does anyone know a place to find the answer to the gold dragon puzzle? I suck at that kind of puzzle :)
ps: Soma for the win.
author=ryan7251
umm i hate to bug people but does anyone know a place to find the answer to the gold dragon puzzle? I suck at that kind of puzzle :)
ps: Soma for the win.

Solution to gold dragon puzzle 2:
http://nealien.com/Everlong/Maps/GT_02.gif

Solution to gold dragon puzzle 3:
http://nealien.com/Everlong/Maps/GT_03.gif
Thanks for helping ryan7251, kalledemos!

By the way, if you've finished the latest version of the game, would it be possible to write a review on rpgmaker? Same request for any users who have played a significant amount of the current release. There are no reviews that describe the recent changes to the game.

The last beta patch seems to have eliminated most bugs and outstanding issues since I've stopped receiving reports from players. Soon I'll update the main installer to incorporate the damage limit break and all the fixes.

I did talk to PepsiOtaku about an autosave feature. It is possible with some effort on my part, but he never got back to me about possibly making such a DynRPG plugin.
Has anyone ever had a problem where first, the game music stops player, then when you try to save, you get an error message dealing with memory; places you into the title screen, and deletes your save game file? It just happened to me while I was level grinding so that I can battle the final boss. I'm quite annoyed I spend all this time on the game and the game just deletes my game file.

Does anyone have a game file they can send me that can give me new game +?
author=matski
Has anyone ever had a problem where first, the game music stops player, then when you try to save, you get an error message dealing with memory; places you into the title screen, and deletes your save game file? It just happened to me while I was level grinding so that I can battle the final boss. I'm quite annoyed I spend all this time on the game and the game just deletes my game file.

Does anyone have a game file they can send me that can give me new game +?


Actually had another player recently experience this exact same problem. I have no idea what is causing this bug, but suspect a DynRPG plugin memory leak. I thought about adding an auto save feature, so players never lost too much progress. My apologies that I don't have a save file for you to restart from, maybe another player could offer that, but I am going to message PepsiOtaku again and ask if he has the time to create a plugin that auto saves.
I lost my save a while ago also.After I fought shinryuu the music went blank and I made a mistake and saved after the fight
I got some saves I think. I'll update this post in a few minutes.


Here it is:
https://rpgmaker.net/media/content/users/14072/locker/Everlong_Saves.zip

author=DJC
author=matski
Has anyone ever had a problem where first, the game music stops player, then when you try to save, you get an error message dealing with memory; places you into the title screen, and deletes your save game file? It just happened to me while I was level grinding so that I can battle the final boss. I'm quite annoyed I spend all this time on the game and the game just deletes my game file.

Does anyone have a game file they can send me that can give me new game +?
Actually had another player recently experience this exact same problem. I have no idea what is causing this bug, but suspect a DynRPG plugin memory leak. I thought about adding an auto save feature, so players never lost too much progress. My apologies that I don't have a save file for you to restart from, maybe another player could offer that, but I am going to message PepsiOtaku again and ask if he has the time to create a plugin that auto saves.


Ask this person if he was level grinding. I was level grinding (3 of my characters where btw lv 205 - 219) when this happened hoping I can beat the final boss (I think) using these players.

Also while I was fighting the final boss (I think), when group 3 died, they respawned. This happened a few times before I finally got game over.

If you are successful at finding a save state where we can access new game +, I did miss a couple of quests I think as I has two spots in my journal that were --------. Can't remember the exact location.


My computer has 16GB, and a graphics card so I don't think my pc caused the crash.
It's definitely not your computer, the game engine or plugins are causing the crash. I have had another player experience the save crash when level grinding.

The infinite respawn during the last battle is a bug, but I found the cause. It should be fixed in the last beta patch. I don't believe I'm sitting on any unreleased updates.
author=DJC
It's definitely not your computer, the game engine or plugins are causing the crash. I have had another player experience the save crash when level grinding.

The infinite respawn during the last battle is a bug, but I found the cause. It should be fixed in the last beta patch. I don't believe I'm sitting on any unreleased updates.
Has the following bug been fixed in arena where the lady from triangle island is there and says you can rescue a friend. When you rescue him, he joins your party, but when you speak with the lady again, you can repeat the quest?

In addition, after you reach reborn levels, does the game only allow 4 characters at a time to level or can they all level? My characters were only leveling my 4 active characters.
I've been enjoying this so far, and I'm not one to complain about difficulty in RPGs, but I have to admit that the earth fiend nonstop spamming full party instant death when I only have a single item that resists instant death is a little bit bullshit. I'm on my fifth attempt, when most other bosses have been mildly challenging at worst.

e: Took him out on the fifth try. He used Pentagram 19 times, and Meredith had to be spamming Revive every single turn, with Glen/Justin feeding her tinctures and Vetu frantically casting ice spells. That fight seems comically overtuned and if I hadn't put instant death resist on Meredith it would have been impossible.
I'm pretty sure he only uses Pentagram when you target his elemental weakness. Many of the bosses in this game have their AI set to punish players who use overly obvious strategies. It's like they all took lessons from Barbatos Goetia from the "Tales of" series.
That...what?

He punishes using the game system against him, and incentivizes slowly grinding through his HP when you have a party member whose explicit use is targeting elemental weaknesses??

That is a baffling decision.

e: Yup, I got to the liquid flame and he VERY explicitly counters water attacks for the exact amount of damage he took. What a confusing decision, why else is Vetu there but to hit (fairly rare) elemental weaknesses? It's not like he can use status effects against bosses.
author=matski
Has the following bug been fixed in arena where the lady from triangle island is there and says you can rescue a friend. When you rescue him, he joins your party, but when you speak with the lady again, you can repeat the quest?

In addition, after you reach reborn levels, does the game only allow 4 characters at a time to level or can they all level? My characters were only leveling my 4 active characters.


Yes, the Cirus quest bug with Dianyn was addressed in beta patch D.

Once a hero is reborn they will not continue to gain levels outside of the party as before reaching maximum level. This is due to the mechanics of the rebirth system, to control power creep acceleration, and to encourage switching heroes at end game.
bugfragged is correct that many bosses, and some powerful regular enemies, often have extreme counters when hit with their weakness. Maybe too extreme in some cases, but the problem was elemental damage is way overpowered, especially early game for Glen and Vetu.

The idea is the player can still exploit these weaknesses, but at a high cost, so not likely every turn. Otherwise a number of bosses would be pathetic. I agree this is a poor design decision in some cases trying to cover an earlier design flaw, but unfortunately I've made mistakes that forced compromises over the years as changes radically unbalanced combat. I've considered relaxing the counter behavior some if it seems ridiculously frustrating, such as a percentage chance to counter rather than certainty.

Some of the counters and special skills are designed to promote strategy. Choosing the right time to attack and deal massive damage while poised to survive the backlash can be critical. Heroes will die frequently the more aggressive players are, but healing and revive spells and items are reasonably spammable to enable such tactics.

On another note, PepsiOtaku has graciously released an autosave DynRPG plugin I will start integrating and testing soon. Hopefully, this will save any players that experience crashes from losing much progress.
Thank you for responding, I appreciate the insight into the development process. I disagree that it promotes strategy (why would you bother taking huge counters if you can much more safely, if tediously, win the fight by just using neutral element damage?) but it makes sense that it would be a compromise over years of development and many changes.
author=CCM
Thank you for responding, I appreciate the insight into the development process. I disagree that it promotes strategy (why would you bother taking huge counters if you can much more safely, if tediously, win the fight by just using neutral element damage?) but it makes sense that it would be a compromise over years of development and many changes.


Not so much early in the game, but allowing later boss fights to lengthen by playing defensively/safely can prove unwise. Certain special attacks deal higher damage as the number of actions taken during battle increases (Warrior's Bane), or more damage is received (Agony). Longer fights means you'll see the monster's full pattern several times, having to survive powerful attacks. As HP decreases, monsters also tend to use powerful attacks more frequently, or the same attack may hit multiple times. This is especially true when bosses are near death. Aggressive, risky tactics mitigate these threats, whereas playing it safe exposes the party to them.

Successfully exploiting weaknesses also has to do with timing. For example, against the earth fiend Woekantol, I would do exactly as you did giving Meredith protection against Fatal attacks to ensure the healer survives. Then, wait until a soft part of the boss attack pattern, get HP high, and remove all ailments. Then on a single turn risk casting a high power Ice spell with Vetu and Ice Slash with Glen for extreme damage. I'd pay for it when the boss counters, but I'm in a good position to survive and recover, and managed to score some big hits.

When you advance in the story and have access to 8-12 heroes, you'll have more freedom to play aggressively or safely by choosing your party members. For example you can have two White Wizards for plenty of healing and reviving. Or you can rely on potions, or heroes with supplemental healing (Sammy) or self-healing (Drakeor) while focusing on offense.

That was the idea anyway, and it's definitely different than the classic approach to counters and exploiting weaknesses in RPGs. I would have liked more control, such as where you could break an enemy's resistance temporarily and then they wouldn't counter for a period of time. There's a few bosses only vulnerable to their weakness for X turns, but they won't counter during that time. Using weaknesses should be worthwhile, but require more strategy than spamming one skill.
That's really interesting, thanks for the in-depth explanation and I totally get where you're coming from re: wanting more interesting interaction with mechanics in the game. If those are indeed mechanics implemented in the game, I would have really liked some sort of indicator that they were happening, because a lot of them just seemed like powerful attacks that came out at random. I'll have a more exhaustive list when I finish the game and draft out my review, but even just something like naming it "Counter Pentagram," or having the boss call out the first time you use ice and make fun of you for using an obvious strategy; some kind of signposting.

(The fiend of wind was extremely tedious when I fought her, as Draekor had a two handed weapon at the time and I ended up having to restart and do the fight over with a spear because it was just implausible to do it without the single dispel the party has access to.)
author=DJC
It's definitely not your computer, the game engine or plugins are causing the crash. I have had another player experience the save crash when level grinding.

The infinite respawn during the last battle is a bug, but I found the cause. It should be fixed in the last beta patch. I don't believe I'm sitting on any unreleased updates.


What is the current version? My title says 3.30.

Also, when will the level grinding/game crashing issue be addressed (adding auto save)?
author=CCM
That's really interesting, thanks for the in-depth explanation and I totally get where you're coming from re: wanting more interesting interaction with mechanics in the game. If those are indeed mechanics implemented in the game, I would have really liked some sort of indicator that they were happening, because a lot of them just seemed like powerful attacks that came out at random. I'll have a more exhaustive list when I finish the game and draft out my review, but even just something like naming it "Counter Pentagram," or having the boss call out the first time you use ice and make fun of you for using an obvious strategy; some kind of signposting.

(The fiend of wind was extremely tedious when I fought her, as Draekor had a two handed weapon at the time and I ended up having to restart and do the fight over with a spear because it was just implausible to do it without the single dispel the party has access to.)


There is an animation that plays every time a counter is triggered. The first time a counter is ever triggered, your current heroes give a brief explanation of the mechanics during battle. The animation can be toggled in the Options menu. Perhaps you have it set to OFF. I'm unsure if it is ON by default. I do like the idea of the skill message being more explicit about a counter move, but there isn't an easy way to change that unfortunately.

That's a good point about the wind fiend battle. I should make some other heroes have early skills wit Dispel, maybe Keen. I really wanted to be able to call the equip menu in battle, but that's just not happening in rm2k3. Annoyingly this makes the player have to reload and change equipment, rather than adapt during battle on the fly.