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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
  • 565170
  • 93
  • 7366

Posts

author=Summerwane
Hello! TreasonWall from the Everlong forums here, with the first chunk of extensive free time I've had in quite a while. I just started playing V3.32, and I've got to say that "Hard mode" setting is a really great addition to the game. It feels extremely refreshing to suddenly get torn apart by early bosses like Ull and Belial when I'm so used to walking all over this game with nothing to stop me (I did after all beat Khaer Magnus in two different playthroughs without ever using the new Game+ function in v3.27).

I noticed just about every boss seems to have a way more dangerous moveset than before, too, which makes some fights a lot more interesting than they used to be.
Speaking of that sort of thing, I've read the review section for this game and would like to say that I for one really like all the devious enemy moves such as Reversal, Price of Gold, Backfire, Bloodsong and all the rest and I strongly hope those remain a part of the game forever.

The additional plot points so far are also quite well done, lots of interesting stuff in there.

Anyway, I've reached the Belial fight and noticed two questionable things so far:

- I don't know if this is fixable, but some tiles in Borealis Outpost and in the Underground Tyr-Anox base at Mariner's Landing generate a field terrain during combat. Kind of an immersion breaker.

- A lot of the NPC dialogue in the Herbtown pub has become nonsensical since the map was modified, referencing characters and objects which no longer exist.

Anyway, that's it for now but I'll probably have more remarks to make as I progress through the game.


Hey TreasonWall, welcome back and thanks for the feedback. You could always write a review on this website if you'd like to give players your view on some of the contentious issues, such as the punishing enemy skills used by bosses.

I thought I addressed those battle background terrain issues for those areas, but maybe I missed some. I'll take another look for future patches. Same on the Herbtown pub dialog, since the upper floors have long been deleted.
When I install 3.32 and patch - game won't start and says RPG_RT.exe has stopped working - I've tried everything - no work - and after extracting everything it says game is 3.22 Any help - Thanks
Nevermind - I upgraded RPG_RT.exe to 109a and all works !!
If anybody ever answers - forget the last 2 entries - the game doesn't work - I played it for a long time -using win 7 - then I had to reinstall win 7 and game does not work anymore - I put everything I had before back in - completely updated - what am I missing - I'm stumped and want to continue playing - Thanks for any help !!! (from anyone if not the maker !)
Apparently there is another RPG maker 2003 game that I been playing in which your character can do at least 999,999 damage; which has this game beet with the cap at 99,999 :-P.
author=Dennis
If anybody ever answers - forget the last 2 entries - the game doesn't work - I played it for a long time -using win 7 - then I had to reinstall win 7 and game does not work anymore - I put everything I had before back in - completely updated - what am I missing - I'm stumped and want to continue playing - Thanks for any help !!! (from anyone if not the maker !)


Only thing I can think of is maybe check the Windows Firewall to make sure the game is on the allowed list? Sometimes Maker games can be caught by it for no real reason.
Lots of downtime recently (unemployment! yay! ...kinda) so I am going through this for the first time in a while, but a question for you, DJC.

In the Skill Shard menu, is there a way to see a description of the skills? It's kind of a pain to have to unlock a skill then exit out, go to the main menu, open up the skills menu and look there and decide if I want to keep it.

(this message brought to you by the fact that I forgot Vetu doesn't get hit all elementals for a really long time)
I don't believe that there is. That might be something DJC should add if it's possible to do.

@DJC: I might throw in a review if I get to the end of this version.

By the way, I noticed some people a few pages back wanted to thank the original creator of the TvTropes page for Everlong. That would be yours truly, although I didn't bother to communicate the new at the time because I wasn't at all sure that I knew what I was doing.
@all

I'm on vacation road tripping. Will be back and able to address issues and questions the second week of August. Sorry for the delay!
@Dennis
Make sure you do a fresh reinstall of the game (no patch needed) and only copy and paste your previous save files. I've used both Windows 7 and 10 over the last decade to edit and test the game. Try checking options in the "Compatibility" tab of the "Properties" section for the RPG_RT.exe file, accessed by the right-click menu. If Windows Firewall is an issue, it will normally display a pop-up message asking permission, or at least a warning.

@matski
I intentionally capped the damage at 99,999 with the following line in DynRPG.ini:
DmgCapper(max)=446E3C,9F860100
This guarantees certain scripts will execute during battle before the fight ends. Otherwise, bosses could be defeated in a single attack, and code that needs to run will be bypassed. You can change the last value to increase the cap, but the game may malfunction.

@rebel1223
There is a way to view skill descriptions before you activate them in the Skill Shard System! Thanks to some DynRPG plugins, just press shift while you have a skill line selected and are viewing a skill's activation cost. This will pop-up a message box with the exact skill description seen in menus once the skill is equipped. The tutorial mentions this briefly, but it's otherwise not obvious.
I wonder what the cap is? The game that I was playing capped damage was 9,999,999. It's too bad that the healing cap is 9999 unless you find your way around it.
author=matski
I wonder what the cap is? The game that I was playing capped damage was 9,999,999. It's too bad that the healing cap is 9999 unless you find your way around it.


9,999 is the base healing cap, but I did circumvent that with an extra enchantment effect on spells that immediately ends before the next turn, healing for a percentage of maximum HP, but it's clunky. To my knowledge there's no hack for the healing cap, it may not be so simple as changing a single memory address depending on the engine implementation, now lost with the source code.

9,999,999 should be the highest cap used given variable and display limitations. I had issues with calculations trying to balance bosses to max HP beyond 2^21, so I know there's a hard limit.
Hey DJC, again thank you for putting such effort to this magnificent old game. I last played it around 2010 so after all these updates I definitely wanted to give it another run. But I encountered a game breaking bug right after I get to Herbtown inside a cart. When I go to talk to this guy at the pub to progress the mission, right after the dialogue finishes, my character goes one step back and gets stuck in the wall and cannot move...

Is there any chance you could give me a solution or provide me a save file of that moment in the storyline ? I run Win 7 with fx-8350 r9 270x just in case...

Here is a pic of where I'm stuck
https://imgur.com/a/1wtZv7t

EDIT: I'm also running the last version of the game 3.33
author=Pechin
Hey DJC, again thank you for putting such effort to this magnificent old game. I last played it around 2010 so after all these updates I definitely wanted to give it another run. But I encountered a game breaking bug right after I get to Herbtown inside a cart. When I go to talk to this guy at the pub to progress the mission, right after the dialogue finishes, my character goes one step back and gets stuck in the wall and cannot move...

Is there any chance you could give me a solution or provide me a save file of that moment in the storyline ? I run Win 7 with fx-8350 r9 270x just in case...

Here is a pic of where I'm stuck
https://imgur.com/a/1wtZv7t

EDIT: I'm also running the last version of the game 3.33


Sorry, this bug is totally my fault. I knew I should have tested the short story sequence in the Herbtown pub after altering the map to catch errors like this.

I've updated the patch file with a fix. Download a fresh copy and install it by overwriting all the old files. The pub map should now have extra space below the table and chairs, preventing the hero from becoming stuck in the wall.

Let me know if you find any others during your play through. It's good to know somebody is trying the new version so I can be confident in the beta patch before updating the main install package.
author=DJC
Sorry, this bug is totally my fault. I knew I should have tested the short story sequence in the Herbtown pub after altering the map to catch errors like this.

I've updated the patch file with a fix. Download a fresh copy and install it by overwriting all the old files. The pub map should now have extra space below the table and chairs, preventing the hero from becoming stuck in the wall.

Let me know if you find any others during your play through. It's good to know somebody is trying the new version so I can be confident in the beta patch before updating the main install package.


No major bug after this one, although sometimes when many or all of the party members become BURN the game sometimes crashes.
Also did you remake the first few segments of the game to make them more interesting ? I've already reached Dragon Drakkalfar (I switched to version 3.32 to fix the Herbtown bug and then continued the rest of the playthrough in 3.33) and dont seem to find new "reworked" areas. Though I do find some dialogues here and there that have been tweeked for the better.
author=Pechin
author=DJC
Sorry, this bug is totally my fault. I knew I should have tested the short story sequence in the Herbtown pub after altering the map to catch errors like this.

I've updated the patch file with a fix. Download a fresh copy and install it by overwriting all the old files. The pub map should now have extra space below the table and chairs, preventing the hero from becoming stuck in the wall.

Let me know if you find any others during your play through. It's good to know somebody is trying the new version so I can be confident in the beta patch before updating the main install package.
No major bug after this one, although sometimes when many or all of the party members become BURN the game sometimes crashes.
Also did you remake the first few segments of the game to make them more interesting ? I've already reached Dragon Drakkalfar (I switched to version 3.32 to fix the Herbtown bug and then continued the rest of the playthrough in 3.33) and dont seem to find new "reworked" areas. Though I do find some dialogues here and there that have been tweeked for the better.


I've never experienced crashing due to the same condition on multiple or all allies, but there are some new plugins specific to the current version that could inadvertently be responsible. Only the "Burn" condition has caused this behavior?

If you haven't played Everlong in many years, you'll find dialog and story changes throughout the plot, but the largest revisions take place from the start until reaching Eridwell's Refuge, which you are now well beyond Many more changes and additions were intended, but I ran out of time and motivation to continue making alterations.
author=DJC
I've never experienced crashing due to the same condition on multiple or all allies, but there are some new plugins specific to the current version that could inadvertently be responsible. Only the "Burn" condition has caused this behavior?

If you haven't played Everlong in many years, you'll find dialog and story changes throughout the plot, but the largest revisions take place from the start until reaching Eridwell's Refuge, which you are now well beyond Many more changes and additions were intended, but I ran out of time and motivation to continue making alterations.


Well that happened to me a few times during the first part of the game, after meeting Meredith, Logan etc it stopped.
Have you ever considered adding better portraits for the main characters ? They are waaay to pixelated. I loved how the witch in that tower deep in the forest had various face expressions while talking (and also the voice lines during her attacks). Or was it to much work to put a different portrait each time another line of text appeared? IMO the best portraits/faces are from Keen and Brad/Altair
author=Pechin
Well that happened to me a few times during the first part of the game, after meeting Meredith, Logan etc it stopped.
Have you ever considered adding better portraits for the main characters ? They are waaay to pixelated. I loved how the witch in that tower deep in the forest had various face expressions while talking (and also the voice lines during her attacks). Or was it to much work to put a different portrait each time another line of text appeared? IMO the best portraits/faces are from Keen and Brad/Altair


I can't think of a reasonable explanation for those crashes since it was only for a specific condition and isn't happening consistently. There's not much I can do to address it, but you're no longer experiencing issues and hopefully will continue playing to the end without incident.

The portraits along with most graphical assets are horribly pixelated because of the internal resolution of graphics files, which I can do nothing to change. Some battle backgrounds, like Tyr-Anon Castle interior, look particularly horrific. If you shrink the game display down to the original resolution then everything looks fine, but on a modern display the window will only be a tiny square.

There used to be more facial animation portraits until I switched to the current graphics over a decade ago. Too much dialog exists to add them now, but I agree the emotions add character to the conversations.

The boss in the Void at the Temple of Aurora also has some voiced taunts like the witch Veneficus. Several mini-bosses have custom roars at the beginning of battle, but again too much time would be required to source sound effects and get voice actors for all 500 monsters.
When the game crashed (and still crashes sometimes lol, sorry) it says something like Plugin DynBattle(lots of numbers) stopped working or something like that. It always happens during battle though, maybe certain combination of spells+status triggers the crash. Autosave is a huge lifesaver.

Is 3.33 the final update for Everlong or are you planning to put something else ? (besides bugfixes) Or maybe even let someone else do some work on the game for you.

Also, if you are making any other games atm please let me know.
I have to say that for such a small download size, this game is huge. I've put off other games because I want to play-through this and give it a review...but that's a daunting task in itself.