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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
  • 10/26/2022 12:30 PM
  • 11/12/2004
  • 496851
  • 90
  • 6572

Posts

author=Game_Breaker
Discovered some bugs.
1) If you choose default for Sammy at Master Miyagi, he will have single handed weapon.
2) Libra skill doesn't do anything at all.
3) You can't kill Undine in Boss rush at the arena.


Thank you for the bug report! I have addressed these issues in a quick patch available here: CLICK FOR DOWNLOAD

This patch also includes a couple little extras from my DynRPG tinkering, though players who inspect the database may see far more than is actually implemented. I'm hoping none of these additions currently written into my DynTag plugin will cause issues, but players please let me know if I've overlooked bugs.

Here's a list for the curious of DynRPG functions I've created but not yet integrated into the game:

*Steal, pilfer, mug skills; steal common or rare items, money; success rate increases with steal failure to avoid excessive attempts; variable success rate; affected by Duplicator; repeated steals possible
*Steal accessories: Thief Cuffs increase steal success; Bandit Crest allows stealing rare items first; Gamble randomizes steal chance
*Vampiric and Zealous weapons, equipment, skills that allow actions to absorb HP or AP based on damage dealt
*Some enemies now die instantly when their AP is entirely depleted
*Step counter and effects
*Quick skill allows multiple turns in a row
*Delay Buster skill reduces target ATB, delaying its next turn
*Quick Strike skill reduces user’s time before next turn
*Minus Strike skill deals damage equal to user’s MaxHP minus CurrentHP
*Provoke skill and Curse condition that draw enemy attacks
*Aftercast penalty on powerful skills delaying next turn
*Nova condition, death after action other than Defend, damages allies
*Kamikaze skill, deals damage to target foe, but kills caster
*Wound condition, lowers Max HP temporarily and defense
*Hex condition, damage received spreads to allies
*Virus condition, Max HP decreases with HP damage
*Bubble condition, doubles Max HP temporarily
*Bubble Belt accessory automatically enchants wearer with Bubble
*Scrooge Ring accessory lowers shop buy prices, increases sell amounts; cumulative effect if multiple rings worn
*Economizer accessory refunds AP cost of skills minus 1
*Mystery Egg accessory grants random free item uses in battle
*Calcinator accessory increases item potency
*Offering accessory enables 4x attack
*Ninja Scroll accessory increases throwing item damage
*Items may now boost skill damage for particular elements
*Items may now force skills that inflict conditions to always succeed unless target immune
Hey DJC, how's it going. I have another summer, another couple of months of very little work ahead, so why not give everlong another run.

Do you have a release date for next update ? or any upcoming big update to the game ?
Any other ongoing projects worth downloading or giving a try ?

author=Pechin
Hey DJC, how's it going. I have another summer, another couple of months of very little work ahead, so why not give everlong another run.

Do you have a release date for next update ? or any upcoming big update to the game ?
Any other ongoing projects worth downloading or giving a try ?



Hey Pechin,

I haven't worked on the project for a few months now, and most of it was proof of concept that would take an enormous amount of work to integrate into the game. For example, implementing a steal skill would require compiling and entering information for 500 enemies. Or to add the shield blocking mechanic, I'd have to review all equipment, enemy skills, and create dozens of new animations.

Therefore, you can rest assured a new release is not imminent or likely, and you might as well play the current version and have fun!
Hi just wanna ask , I've found several lock door eg basement in Niveus . How can I enter it ? I've seen people said Keen can unlock door but how or when? Right now I'm straying apart on Triangle Island quest .

p/s: can i adjust the audio in this game ? i want to listen to songs while playing the game but the sound is too loud but i also want to enjoy the game audio ? lol
If the game settings don't allow to adjust volume, there's still another method (at least when using Windows as operating system). Do you see a loudspeaker symbol in the lower right corner of your screen? By clicking on it and selecting the mixer, you should be able to adjust the volume of all applications that are currently running. That's how I do it, since I mute the sound in (nearly) every game I play.
author=hsmane
Hi just wanna ask , I've found several lock door eg basement in Niveus . How can I enter it ? I've seen people said Keen can unlock door but how or when? Right now I'm straying apart on Triangle Island quest .

p/s: can i adjust the audio in this game ? i want to listen to songs while playing the game but the sound is too loud but i also want to enjoy the game audio ? lol


The doors below Niveus you will unlock from the other side later in the game after a plot quest. Unfortunately, the locked doors that Keen can pick are inconsistent. His lock pick ability was something I wanted to refine and expand upon, but was cut, along with other hero specific abilities.

There's no way to control the game's audio channels internally for RPG Maker 2003, but KyleLascar's method is a good alternative. I would've liked to allow players to mute music but keep sound effects so they could listen to their own tunes while playing.
UPRC
Exciting, but ultimately pointless.
7380
Just saw some images on the front page for this game and thought it looked interesting. Imagine my surprise when I noticed it's completed! I might have to add this to my list of RPG Maker games to do an LP of.
Everlong was completed over a decade and a half ago, but like a zombie dinosaur that should be long dead, I keep releasing updates and giving the game another desperate breath of life.

To the above posts concerning music volume, I tried with the recent patch v3.34B to give players control over this, but the DynRPG implementations I attempted just didn't work. Even the nuclear option of turning off music and sound effects every frame failed and caused massive lag. Unless I'm missing something obvious that another programmer familiar with DynRPG can point out, volume controls aren't happening.
There's something very wrong with the Expirius battle in Atlantis.
Every time I reduce him to 0 HP, he instantly revives with 1HP.

It doesn't seem to matter how fast or how slow I beat him. I tried refraining from using Keen's throwing weapons (which seem to mess with death scripts); tried setting the scaling so I kill him on the first attack; tried with different party members; tried not buffing myself or debuffing him; tried allowing myself to lose; tried sitting there defending for 15 minutes; tried going back to see if the legendary equipment was ready in case it was somehow needed.

Absolutely nothing worked - he just keeps instantly reviving with 1HP.

Any ideas?

author=Varn
There's something very wrong with the Expirius battle in Atlantis.
Every time I reduce him to 0 HP, he instantly revives with 1HP.

It doesn't seem to matter how fast or how slow I beat him. I tried refraining from using Keen's throwing weapons (which seem to mess with death scripts); tried setting the scaling so I kill him on the first attack; tried with different party members; tried not buffing myself or debuffing him; tried allowing myself to lose; tried sitting there defending for 15 minutes; tried going back to see if the legendary equipment was ready in case it was somehow needed.

Absolutely nothing worked - he just keeps instantly reviving with 1HP.

Any ideas?



Thanks for finding and reporting this bug! There was a missing event call in the Atlantis Expirius battle. What's supposed to happen for all bosses with a special death animation is they automatically revive with 1 HP to prevent the battle from immediately ending, then trigger the defeat sequence. This partly an oversight on my part, but I think it's also the result of removing a plugin that automatically triggered the necessary switch after every battle turn, but stopped working for unknown reasons.

To remedy the situation for you, I've placed an updated patch on the downloads page. All players can get it here.

Thanks again so much for letting me know about this issue, and I apologize for the frustration at a climactic battle in the story. I'm glad there's still players checking the current version out and helping to eliminate bad errors like this.

I had not touched the Everlong project for awhile until today, despite some previous plans and substantial tinkering with plugins, but now I'm feeling a little motivated if there's still player interest.
Oh, thanks for fixing it, it worked!

I've played your game partway through twice in the past. Um ... the first time there was still Osama, and I stopped a little after getting the airship. The second was maybe two years ago; I think I made it almost to Atlantis, but my hard drive broke and took my save game with it. But with the COVID, and some non-COVID health issues, I've been going back and playing a lot of these; and this was one of the few that was better than I remembered it. Keep it up!


EDIT: For what it's worth, I think a puzzle in the Tomb of Khaer Magus may be broken? The one where you're supposed to assemble 5 white blocks to make a bridge, moving on horizontal and vertical lines, and there are also spikes and crystals. The upper-left block doesn't respond to any of the movers. Either it's broken, or I *really* don't understand the puzzle.
author=matski
OH no! Look what bug is back! BG music stopped playing, then this:
The good news is because of the auto save, I closed out the game and re-opened it, the game continued working with background music again.


I recently came across another game where I am having the same bug issues as I had with this game. The game is called Laxius Power which was made on RPG maker 2000. (If anyone knows who I can contact for laxius power, please let me know) I suspect that this bug has to do with encounterment counters as both of the games "counts" how many times you encountered a battle. Also, both game keeps track of other game statistics. I hope this helps trying to solve this bug if you are still interested.
author=Varn
EDIT: For what it's worth, I think a puzzle in the Tomb of Khaer Magus may be broken? The one where you're supposed to assemble 5 white blocks to make a bridge, moving on horizontal and vertical lines, and there are also spikes and crystals. The upper-left block doesn't respond to any of the movers. Either it's broken, or I *really* don't understand the puzzle.


Sorry for taking so long to respond to this comment! Since it was an edit, it doesn't register as a new post under my account's notices when I check.

I think I've run into this error myself. Best guess is the game engine input handler and map event processor is just bugging out. If you leave the room, save, restart your computer and relaunch the game, then the puzzle controls should respond again.

I've even experienced all input controls becoming unresponsive during play. No hero movement, no menu access, nothing. Fairly annoying, but a reload always corrects the issue.
author=matski
author=matski
OH no! Look what bug is back! BG music stopped playing, then this:
The good news is because of the auto save, I closed out the game and re-opened it, the game continued working with background music again.
I recently came across another game where I am having the same bug issues as I had with this game. The game is called Laxius Power which was made on RPG maker 2000. (If anyone knows who I can contact for laxius power, please let me know) I suspect that this bug has to do with encounterment counters as both of the games "counts" how many times you encountered a battle. Also, both game keeps track of other game statistics. I hope this helps trying to solve this bug if you are still interested.


I think the crash is a bug with the Harmony.dll for audio processing, specifically certain midis that have controller changes. I remember the original Laxius Power games, French author if I recall, released around the same time as early versions of Everlong. If the game employs midi tracks, that would be my guess as to the crash source.

Every rm2k+3 project internally counts certain statistics like encounters, so I'm doubting that's the issue here.

I have absolutely no idea how to contact the Laxius Power author, or if he's still making games, though that'd be really cool if he is still active.
author=DJC
author=matski
author=matski
OH no! Look what bug is back! BG music stopped playing, then this:
The good news is because of the auto save, I closed out the game and re-opened it, the game continued working with background music again.
I recently came across another game where I am having the same bug issues as I had with this game. The game is called Laxius Power which was made on RPG maker 2000. (If anyone knows who I can contact for laxius power, please let me know) I suspect that this bug has to do with encounterment counters as both of the games "counts" how many times you encountered a battle. Also, both game keeps track of other game statistics. I hope this helps trying to solve this bug if you are still interested.
I think the crash is a bug with the Harmony.dll for audio processing, specifically certain midis that have controller changes. I remember the original Laxius Power games, French author if I recall, released around the same time as early versions of Everlong. If the game employs midi tracks, that would be my guess as to the crash source.

Every rm2k+3 project internally counts certain statistics like encounters, so I'm doubting that's the issue here.

I have absolutely no idea how to contact the Laxius Power author, or if he's still making games, though that'd be really cool if he is still active.

I believe he is still active, or gave permission to someone as there are three commercial games of Laxius force. You have to pay for them but it is my understanding the storyline continues after Laxius power 3. I haven't had much luck reaching anyone to see if they would still be interested in tweaking Laxius force.
Before anything, let me say that I LOVE this game. Recently started to re-play it after years, and this... This is just astounding.

One thing, though. I had been playing it in version 3.31, and now I want to update it to 3.32 and then apply the patch. Is there a way to keep the save files? If so, how?

Thanks for the great game.
author=TheWillOfEvil
Before anything, let me say that I LOVE this game. Recently started to re-play it after years, and this... This is just astounding.

One thing, though. I had been playing it in version 3.31, and now I want to update it to 3.32 and then apply the patch. Is there a way to keep the save files? If so, how?

Thanks for the great game.


Thanks for the kind words!

I always recommend updating to the latest version, which is actually 3.34 in the downloads section. Players will always encounter the fewest bugs and get the most features with the current version.

If you started playing a significantly older version, you can try to continue using the same save files (save01.lsd in your main Everlong folder), it's quite possible quests will break or you will have the wrong items in your inventory. If you were playing v3.31, that version is years old, and those save files probably won't work well if at all with the current version.
Hey! Any luck knowing if your new patch is broken? I m super curious lol
author=musicaddiction2
Hey! Any luck knowing if your new patch is broken? I m super curious lol


No bug reports for the currently available patch. I'm assuming there's no significant issues, but it's also possible there's a lack of new players testing.

If you're referring to any new work, I unfortunately haven't touched the project or RPG Maker in awhile.
Hey DJC! I've just started replaying Everlong and was wondering if there's a patch for this bug I've encountered. My team met up with Sammy's team on the airship and about to fight the arms-thing Azrael summoned - then the screen just stays like that. No choice, no battle.

The battlescreen gets stuck and the messagebox where you're supposed to choose attack/def/etc is gone.

I mean I guess I could skip this battle but it'd be annoying. Was there a patch for this already? Thanks!