• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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
  • 07/19/2022 02:44 AM
  • 11/12/2004
  • 487538
  • 89
  • 6459

Posts

What the fek is up with those monsters immune to the normal/physical attacks and then having only 1 of 3 heroes with a spell that actually works against them?! Terrible!
author=iLikeRPGmakerGames
What the fek is up with those monsters immune to the normal/physical attacks and then having only 1 of 3 heroes with a spell that actually works against them?! Terrible!


Some enemies have either high defense, take reduced physical damage, or are immune to physical attacks and skills. The latter were introduced in the past year to make magic users and strategy more relevant. The battles in Everlong are not designed as hack and slash.

Early in the game, players don't have many options to deal with these special foes. The idea was to guide players toward thinking and making strategic choices by presenting a single obvious solution, which you figured out. In addition to magic spells, there are also some early weapons that are effective against these enemies (Sterling Knuckle, Silhouette, Werebane)

These enemies, which are generally Spirit or Demon type, are not common. There's usually only one or two per dungeon maximum, often none. The instances you'll encounter early in the game only reduce physical damage, rather than possess immunity. The first foe that takes no physical damage is the Shadow in the Void. By then, both Julia and Sammy have access to Holy spells (Censure, Holy Wrath) that will deal massive damage to this enemy.

If you look up their type in the Tactics section of the Options menu, you'll see these foes have some useful weaknesses (Mana, Absorb, Sleep, Daze) players can learn to exploit later in the game when status effect spells become available, or casters start using AP absorption for replenishment.
author=iLikeRPGmakerGames
What the fek is up with those monsters immune to the normal/physical attacks and then having only 1 of 3 heroes with a spell that actually works against them?! Terrible!

These enemies are not that common. By the time you meet them you already should have a few sufficient ways to deal with them. If you can't... well, that's your problem actually. I'm guessing you are in the Void right now? Get Julia a Censure and Sammy Holy Wrath. Not a problem in the slightest.

Also, I'm sorry, I don't have much free time on my hands right now, so no feedback in nearest time. Simply no time for games... yet.
The walkthrough is being worked on though.
I'm happy to see that you changed reversal spell. That spell gave me the most problems. I'm planning on replaying this game someday (decided to just start over when I do) probably in winter.
I'll be absent for the next few weeks, but will respond to player questions and issues when I return.

If no more bugs are reported in that time I'm going to update the full installer and take the current version out of beta.
A month has passed without any new bugs reported or features requested. I'm going to release an updated full install and patch soon. If players have any immediately relevent feedback, please let me know on here or by email.
author=DJC
A month has passed without any new bugs reported or features requested. I'm going to release an updated full install and patch soon. If players have any immediately relevent feedback, please let me know on here or by email.

Did you release it yet?
author=matski
author=DJC
A month has passed without any new bugs reported or features requested. I'm going to release an updated full install and patch soon. If players have any immediately relevent feedback, please let me know on here or by email.
Did you release it yet?


Not yet, but soon. I just have to find a little time to put the full installation package and an updated patch file together. Hopefully this week.

I thought about buffing shields and armlets to compete with dual wielding, but I'm not sure that would be effective. If possible I'd rather reduce the overall damage from dual wielding by a fixed percentage, but I'm not sure that's possible even with a DynRPG plugin.
I'm going to complete some additional updates for the new version, but it shouldn't take too long.

I've already fixed a couple bugs I discovered. A bottom line has been added to the menu display that shows location, GP, and bonuses rewarded in battle for EXP, GP, and Item Drop percentages based on accessories and Dr. Odine potions. These exact numbers were previously a mystery to players.

Mostly I want to make single wield with a shield relevant again. Dual wielding is simply too powerful. I'm testing an algorithm that lowers hero strength when two weapons are equipped. As heroes gain more levels, this penalty is reduced but never fully negated, except perhaps through a rare accessory. When a shield is equipped, a defense bonus is applied as heroes gain levels after rebirth.

In conjunction, later game equipment will receive new effects, especially shields, to improve usefulness. Unfortunately some effects are difficult or impossible due to engine limitations and the lack of certain DynRPG plugins. I wanted to use the Direct Menu Patch so some of these effects (Ex: HP+50%) would appear naturally and immediately in the menu. Instead the player will have to quit the main menu after changing equipment for these effects to implement.

Any player input on the topic would be appreciated!
Glad to see you are working hard, man. These changes to dual wielding nature looks good, but will probably require extensive testing still. The strength level shouldn't be too low for the penalty, though.

As for me... HALF the walkthrough is done. I was working like crazy the whole summer, so I couldn't find much time to complete it, sorry. Nevertheless, it WILL be done.

Thanks for continuing the work on the walk-through. Many players will appreciate that guide in the future.

I managed some good work this weekend, and had some exciting test results work, but unfortunately was defeated by a plugin bug. I'm still implementing the dual wield penalty and shield+ bonus, and may have to tweak the exact percentages in the future, but I cannot buff weapons and equipment in the manner I hoped.

It's too bad, I had some awesome effects working yesterday. Equipping the Pharaoh Scepter made all enemies 100% susceptible to Death, unless immune (bosses). Mermaid's Tear absorbed Water, nullified Fire, but caused weakness to Bolt. Snowflake boosted all Ice elemental damage by 150%. Genji Shield boosted STR by 10% for the wearer. Unfortunately I needed a certain plugin to work, and it has multiple faults. The author hasn't posted in years, and I don't know if anybody is still around working on DynRPG, eliminating any hope for a fix.

At some point I have to stop trying to include more features in the game. On the bright side, the new version will be released very soon with some useful updates and bug fixes.
New version is out, with all relevant download links gathered in this blog post.

As always, I'll be watching the forums and the game email inbox for any bug reports. It wouldn't surprise me if the new features were not perfectly implemented since they required extensive coding but were minimally tested.
Found a bug in version 3.31. Whenever I try to open this chest in Cascade Caverns, there's a "monster chest" sound effect and the screen goes black.

http://tinypic.com/r/2ro2nb6/9
author=Beldarius
Found a bug in version 3.31. Whenever I try to open this chest in Cascade Caverns, there's a "monster chest" sound effect and the screen goes black.

http://tinypic.com/r/2ro2nb6/9


Thanks for reporting that error, the wrong common event is being called. The Siren item special effects are running instead of the treasure chest. It appears the other chests in various areas containing Sirens are fine, so I'm not sure how I goofed only once. The first on my new list of bugs for a future update.
I think I may have found a bug. When I try opening this treasure chest in this picture, the game sounds like I am entering a battle but I get a black screen and nothing loads. Has anyone else had this problem?

author=matski
I think I may have found a bug. When I try opening this treasure chest in this picture, the game sounds like I am entering a battle but I get a black screen and nothing loads. Has anyone else had this problem?



Yep, two posts up, another player reported this with a screenshot. I assumed a slew of more bugs would be reported with the release, which is why I didn't update immediately. It's been quiet, however, so maybe I ought to stop waiting. It's a single minor bug, but I can see almost every player encountering it.
author=DJC
author=matski
I think I may have found a bug. When I try opening this treasure chest in this picture, the game sounds like I am entering a battle but I get a black screen and nothing loads. Has anyone else had this problem?

Yep, two posts up, another player reported this with a screenshot. I assumed a slew of more bugs would be reported with the release, which is why I didn't update immediately. It's been quiet, however, so maybe I ought to stop waiting. It's a single minor bug, but I can see almost every player encountering it.


Ah, I will admit I didn't read the posts. I started playing again while I was stuck on another game. I hope I will be able to this time beat the game w/o losing everything like last time while level grinding :-).

Another thought, is it better to hold off opening treasure chests in areas that I will revisit later in the game or should I open them now (like in Final Fantasy 6)?
author=matski
author=DJC
author=matski
I think I may have found a bug. When I try opening this treasure chest in this picture, the game sounds like I am entering a battle but I get a black screen and nothing loads. Has anyone else had this problem?

Yep, two posts up, another player reported this with a screenshot. I assumed a slew of more bugs would be reported with the release, which is why I didn't update immediately. It's been quiet, however, so maybe I ought to stop waiting. It's a single minor bug, but I can see almost every player encountering it.
Ah, I will admit I didn't read the posts. I started playing again while I was stuck on another game. I hope I will be able to this time beat the game w/o losing everything like last time while level grinding :-).

Another thought, is it better to hold off opening treasure chests in areas that I will revisit later in the game or should I open them now (like in Final Fantasy 6)?


You might as well open chests as you find them. Loot improves or scales in minor ways, but not where you'd find different unique treasures.

The autosave feature is active by default. If you do experience a crash, just reload either save 14 or 15, whichever is the most recent. Auto save occurs every map change, after battle, opening chests, or when events conclude. It's almost impossible you'll ever lose progress again.

Let me know if you find any more bugs!
I found a few minor bugs.

In Mt. Periculum in the last cave area before you exit on the right, when I walked in it was bright. It should be dark. When I lit a torch, it went to normal.

In the town left of Mt. Periculum I was able to walk on a door of the house in the bottom-left area.

This one I am not sure what you would classify this bug but when Vetu came into my party, his level was around lv 61 while my character was in the 30's!!!!! My settings for Rate adjustment EXP is off (I already played through the game once) while the Encounter and Info is on.

In MT. Asper, you can cause the flames to stop and eventually disappear simply by pulling up the menu (hitting escape).

Update: I found a moderate bug that affects amount of exp needed when you "rebirth" some characters but not the ones that didn't rebirth. The characters that didn't rebirth, the amount exp needed to gain next level changed. See screenshots for more info:

Before:

After:



Should I post the minor bugs if I encounter more while I am playing through the game?
I was just wondering if there was a complete walkthrough for this anywhere? I'm having loads of fun and have about 24 hours in but I feel like I'm missing out on a lot of sidequests even though I explore thoroughly.