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"Celes, a woman raised from childhood as the prophesied Savior, embarks on a mission to fulfill her destiny and protect the world. But she soon finds herself at odds with a man with a mysterious investment in her mission, and learns that there may be more to her role than she bargained for..."





Eons ago, the world and all of its splendours were created by the magnificent and all-powerful being simply known as the "Creator." It wove the threads of life, and upon creating the planet of Tsufanubra, spotted it with its most cherished life-form: man.

Having gifted mankind with all of its blessing and necessities, the Creator simply watched as man forged his own path in life, and over the decades crafted himself in to a race of truly wondrous individuals numbering in the millions.

The Creator, however, grew tired of this creation, and thus gave life to three heavenly Kings to watch over and monitor the world in his stead. Overseeing their lord's creation from on-high, the Three Kings of Tsufanubra guided their people into an age of peace and prosperity for countless years to follow...

Then that fated day cameā€”the day wherein a great darkness spilled from the opposite world of Arbunafust, and threatened to dominate Tsufanubra and all who lived upon it. The efforts of this otherworldly force, however, were thwarted by the Three Kings. They gifted mankind with four divine relics, then simply waited for man to take back what had been stolen from them.

With the aid of their overseers, man was able to forcibly remove the invading force, and cast it back to whence it came.

Their purpose completed, the relics bore themselves into the earth, forever shedding their light in silence so that mankind could attain eternal peace.








Join us over on our new Discord server to discuss anything and everything related to the world of Tsufanubra/Tsufana!

Latest Blog

There's an LP?! (And another Update!)

That's right, folks! UPRC (creator of the widely popular Final Fantasy Blackmoon Prophecy series) has stated a "Let's Play" of Chronicles of Tsufanubra. If all of you kind folk would care to give this wonderful individual a Like and Share for his efforts, that'd be greatly appreciated!





And yes, there's been another update. Substantial? Kind of. The MP3 version of the game's now been officially made the default version you're prompted to download after clicking that big button up there in the corner. I found that the old MP3 edition was lacking a little something, so I went in and mixed things up a bit, added a few songs, tweaked a few stats, and cranked out what's now this game's DEFINITIVE EDITION!

So if you haven't downloaded CoT yet, or have been on the fence about doing so, there's never been a better time! Unless something truly game-breaking (randomly) pops up, I'm hoping to never lay my hands on this game again! I think it's time to let this baby rest.

Thanks for the continued support and all of the wonderful downloads and subscriptions you've given this game. I truly appreciate all of you amazing and wonderful people for making this project as great as it is! =D

Posts

So glad to hear you enjoyed the experience! I probably should have added in a few additional super-optional bosses, but perhaps those may come sometime in the future...? If there's any demand for some, that is.

Speaking of optional bosses... how did you find those that were present? Were they actually challenging enough to bear the "END GAME OPTIONAL BOSS" title, or simply on-par with the storyline bosses you'd fought up to that point (the end of the game)?
So I finally finished the game, what a great ride. To my mind, the "bad ending" - if it can even be considered one - is too short, but apart from that, I can't think of anything substantial to criticize. That won't stop me from my usual nitpicking, though.

Considering the optional bosses, they're all manageable - if the player uses everything at his/her disposal (buffs, debuffs, status condition infliction, status condition protection, monster type weaknesses etc.). If he/she doesn't, well, he/she will be in for a lot of pain.

Now for the nitpicking (potential bugs and suggestions), based on my playthrough notes, in no particular order:

The description of the spell "corrosion" (in item form) states that it lowers an enemy's HP by 5% each turn (the same amount as the spell Toxin), while the description of the learned spell "corrosion" claims to lower an enemy's HP by 8% each turn (which is also stated when having successfully used the spell on an enemy).

The spell descriptions for "mega death" differ slightly. While the item form says "Chance of killing a group of enemies", the spell form claims it "Kills a group of enemies", indicating a failsafe characteristic that doesn't exist. The same applies to the "normal" Death spell.

Concerning the Ring of the Seven's description, it must be "INT +75" instead of "INT -75".

It seems that a party member equipped with the Book of Lightning loses a small percentage of his/her MP (about 0,5%) per turn in case he/she attacks normally. I can't imagine this is how it's supposed to work.

Why can silenced enemies still cast "gravity" (is it a physical skill instead of a spell?), and why can't "gravity" be cured with "purification"?

The warp device on Diaboros can also be accessed from behind (it's the same thing I mentioned earlier related to that one staircase in the God's Eye tower). There are also some obstruction mapping errors in Diaboros, but you should have received a private message from me depicting them, Ephiam.

Diaboros again: Defeating the western warp and southern warp guardians spawns a treasure chest respectively, but I couldn't find a new treasure chest for defeating the eastern warp guardian (in case there's supposed to be one). Maybe these two treasure chests should have been there from the start. At least then I wouldn't have questioned my sanity.

I find it very disappointing that the Meadowmite optional bosses (at least, which happened to me, the mage) can run away. (Optional) boss fights should always be a matter of life or death.

The optional boss fight against Shadow of Faulmah was too easy due to her status condition susceptibility (confusion in particular).

It might just be my personal preference, but a level cap of 45 is too low, especially when a player who kills all enemies in all dungeons and all optional bosses reaches it before the end of the game. With an increased level cap, clever players could - if they feel the need - grind in the final dungeon by continually pressing the wrong switch(es) in the "four switches room".

Does it work as intended when a party member equipped with a Three King Statue (+100% status protection) and the Tower Shield (+20% ailment rate) can suffer from a status condition? To my understanding, +100% status protection should cancel out +20% ailment rate instead of leading combined to +80% status protection. Also, is it intended that the Three King Statue doesn't prevent "down", "gravity", "bleeding" and "burning"?

I don't understand why Celes' color curse spells only target one enemy, whereas the enemies' color curse spells with the same names target the whole party. It seems the enemies generally use stronger versions of spells the player's party has access to, which is particularly aggravating when it comes to the spell "crystal wall".

There shouldn't be any passages in cities that are only one tile wide, as such passages tend to get blocked by roaming NPCs. Especially "navigating" in Ziazu is troublesome because of that.

Since I mute the sound of most RPGs I play, I would've have preferred a text message instead of a jingle to indicate that the player has defeated every monster in a dungeon.

Enough nitpicking. Thanks for another great JRPG with a distinguished story, a finely tuned/balanced battle system and superb dungeon design.
Replying a bit late:
I did find the optional bosses challenging. My only legitimate total-party-kills in the game, when I hadn't made an obvious mistake, were against the Meadowmite party and Olivia's Shadow. The rest I managed to nab on the first try, though the very last was painful.
Figuring out that the warrior meadowmite both did the most damage and was extremely vulnerable to gravity helped; Olivia I just barely scraped by the second time, before she buffed herself too much. And if I hadn't managed to land a Corrosion on Genocidia in the first round, and have it stick, I'd have died with her still at 75% or so.

And I know you've asked others what they thought of the Big Reveal right before the final dungeon:
I was in fact suspicious of the Elder for much of the game; and was absolutely certain once I got the Point of No Return message. He and Veryl were the only two NPCs that ever encouraged Celes to find the relics; often using similar words. His name was Evan - if Breath of Fire has taught me anything, it's that my actual real name always goes to the villain in 16-bit RPGs. He seemed to be the only human in the setting old enough to remember the Holocaust; which initially made me think he might at least be sympathetic to the kjrn. Once we saw that Veryl looked completely human but was a kjrn, I even half-suspected Evan of being one as well. This would imply he also wasn't Celes's grandfather - or more interestingly, even though it didn't play out that way, the possibility that Celes wasn't human herself. I hadn't gotten as far as assuming the Elder murdered her real family though; and the whole one-soul-two-bodies thing came out of left field...
As far as the final reveal goes

I don't know if Ephiam intended the character's names to be indicative of their characters, or to be allusions to other games, but I definitely wrote Evan's scenes with his backstory and motives in mind. One of the overall points of tension in the plot is that there's plenty of evidence that gathering the Divine Relics plays into, rather than against Veryl's plans, but the protagonists couldn't just decide to stop looking for them (at least without a total overhaul of the plot.) Celes' decision to keep seeking them, even in the face of mounting evidence that it's not a good idea, is driven in no small part by Evan having drilled that message into her so consistently over her childhood. I tried to use Evan's scenes to allude to the idea that he's been placing an unhealthy level of psychological pressure on her, and a lot of Veryl's coordination early in the game really only makes sense in context of the fact that he's playing both sides of the field.
Gonna address some of these comments and include my response in bold!

author=Euphoniac
So I finally finished the game, what a great ride. To my mind, the "bad ending" - if it can even be considered one - is too short, but apart from that, I can't think of anything substantial to criticize. That won't stop me from my usual nitpicking, though.

The additional, "alternate" ending was added near the end so that we could leave room for a potential sequel based on said ending if we ever decide to do so. It kind of pays homage to the story of Dragon Fantasy II.

Considering the optional bosses, they're all manageable - if the player uses everything at his/her disposal (buffs, debuffs, status condition infliction, status condition protection, monster type weaknesses etc.). If he/she doesn't, well, he/she will be in for a lot of pain.

Now for the nitpicking (potential bugs and suggestions), based on my playthrough notes, in no particular order:

The description of the spell "corrosion" (in item form) states that it lowers an enemy's HP by 5% each turn (the same amount as the spell Toxin), while the description of the learned spell "corrosion" claims to lower an enemy's HP by 8% each turn (which is also stated when having successfully used the spell on an enemy).

The spell descriptions for "mega death" differ slightly. While the item form says "Chance of killing a group of enemies", the spell form claims it "Kills a group of enemies", indicating a failsafe characteristic that doesn't exist. The same applies to the "normal" Death spell.

Concerning the Ring of the Seven's description, it must be "INT +75" instead of "INT -75".

I've now fixed all of these issues! The download has yet to be updated to reflect these changes, but thanks for notifying me of their existence!

It seems that a party member equipped with the Book of Lightning loses a small percentage of his/her MP (about 0,5%) per turn in case he/she attacks normally. I can't imagine this is how it's supposed to work.

I intended to include an NPC who addressed this issue! All weapon's linked to an element (at least when you choose to attack with said weapon, anyway) drains the wielder's MP by 2 per-use.

Why can silenced enemies still cast "gravity" (is it a physical skill instead of a spell?), and why can't "gravity" be cured with "purification"?

They can?! I'll have to fix this one, too! But the reason it's not curable is because it's only supposed to last for one turn. I can't quit execute the "Demi" spell effect like the Final Fantasy series does, but this is my best attempt =P

The warp device on Diaboros can also be accessed from behind (it's the same thing I mentioned earlier related to that one staircase in the God's Eye tower). There are also some obstruction mapping errors in Diaboros, but you should have received a private message from me depicting them, Ephiam.

Diaboros again: Defeating the western warp and southern warp guardians spawns a treasure chest respectively, but I couldn't find a new treasure chest for defeating the eastern warp guardian (in case there's supposed to be one). Maybe these two treasure chests should have been there from the start. At least then I wouldn't have questioned my sanity.

I added in random surprises/treats like this in various areas of the game. This was simply to spice up each player's experience and an attempt to see if anyone would actually notice these minor changes =B

I find it very disappointing that the Meadowmite optional bosses (at least, which happened to me, the mage) can run away. (Optional) boss fights should always be a matter of life or death.

The optional boss fight against Shadow of Faulmah was too easy due to her status condition susceptibility (confusion in particular).

I'm also going to address both of these issues.

It might just be my personal preference, but a level cap of 45 is too low, especially when a player who kills all enemies in all dungeons and all optional bosses reaches it before the end of the game. With an increased level cap, clever players could - if they feel the need - grind in the final dungeon by continually pressing the wrong switch(es) in the "four switches room".

I WISH I could have raised the Level Cap, or at least made it 99 like RPG Maker 2003 allows, but sadly RM2000 caps a character's level at 50. With how I'd balanced the game up until the final dungeon, 45 was the most comfortable "cut-off" point without readjusting the ENTIRE game to allow for an additional 5 levels.

Does it work as intended when a party member equipped with a Three King Statue (+100% status protection) and the Tower Shield (+20% ailment rate) can suffer from a status condition? To my understanding, +100% status protection should cancel out +20% ailment rate instead of leading combined to +80% status protection. Also, is it intended that the Three King Statue doesn't prevent "down", "gravity", "bleeding" and "burning"?

I think the former's just the engine being wonky, but the latter issue is definitely something I overlooked!

I don't understand why Celes' color curse spells only target one enemy, whereas the enemies' color curse spells with the same names target the whole party. It seems the enemies generally use stronger versions of spells the player's party has access to, which is particularly aggravating when it comes to the spell "crystal wall".

There shouldn't be any passages in cities that are only one tile wide, as such passages tend to get blocked by roaming NPCs. Especially "navigating" in Ziazu is troublesome because of that.

Since I mute the sound of most RPGs I play, I would've have preferred a text message instead of a jingle to indicate that the player has defeated every monster in a dungeon.

Enough nitpicking. Thanks for another great JRPG with a distinguished story, a finely tuned/balanced battle system and superb dungeon design.

I'm so glad you enjoyed the experience! Thank you so very much for not only giving this game a chance, but PLAYING IT TO COMPLETION! I also apolgize for the fact that it took me FOREVER to respond. =X
Thanks for the interesting developer's insight, Ephiam. The important thing is to fix any actual issues, not to humor me. :)

Since Chronicles Of Tsufanubra is one of the first RPG Maker 2000 games I've played, I'm not that familiar with the engine, but thanks to you, I now know that I can enjoy other RPG Maker 2000 games. Keep up the good work, I'm looking forward to your next project!
You MAY be waiting a while! But there's no doubt that I would love to work on something else taking place in the world of Tsufanubra whenever I do inevitable end up making another game.

On that note... I'd planned on uploading another version with small fixes and such, but the map tree data became corrupt! It's a good thing I've already got the game out there and had changed very little before that version kicked the bucket! I have no idea what happened.
author=Ephiam
You MAY be waiting a while! But there's no doubt that I would love to work on something else taking place in the world of Tsufanubra whenever I do inevitable end up making another game.

On that note... I'd planned on uploading another version with small fixes and such, but the map tree data became corrupt! It's a good thing I've already got the game out there and had changed very little before that version kicked the bucket! I have no idea what happened.


Usually Map Tree Data errors can occur when you are editing a packaged game already, I'm not sure exactly what causes it. There is a fix for it that will pretty much fix everything, the only thing you'd have to do is reselect the music files for your map properties
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I've recovered from my cough now so I should be resuming my streams soon Ephiam.
author=KoopaKush
Usually Map Tree Data errors can occur when you are editing a packaged game already, I'm not sure exactly what causes it. There is a fix for it that will pretty much fix everything, the only thing you'd have to do is reselect the music files for your map properties


Great to know! I'll keep that in mind just incase one of the projects I'm actively working on decides to shit its self! Luckily, in this situation, I'd only edited a few item and spell descriptions as well as other minor things.

author=Trihan
I've recovered from my cough now so I should be resuming my streams soon Ephiam.


WEEEOO! Great news! Glad you're back to normal, whatever that may be! I eagerly await the next episode in the CoT LP!
When I start the game it doesn't use the available screen space like other RPG games, the game-screen is moved to the very top and a bit left of the centre, with a big gap below & right and only small space on the left. Is there a way to fix this?

Also, the text is "blurry", and I'm not sure whether that's on purpose or maybe my text settings are wrong.

Thanks in advance!
Click the "Download" tab at the top of the Game Page (to the left of "Play Lists"). There's a download there that'll fix the game's font if you install that font on your computer!

As for the resolution problem... Have you tried pressing F4 or F5? They're the only buttons that I know of that affect the screen size/resolution.
Update: I fixed it! https://rpgmaker.net/articles/1029/ Only did Step 3

I installed that Font, but doesn't seem to change anything.

I've taken a screenshot: http://imgur.com/a/cJ4kV

It's moved to the top left for some reason and the text is stil blurry.

When I press F4 or Alt+Enter it makes it window size, with clear text and correct ratio, but obviously in a small window :(
So it's been fixed?! Well that's GREAT news! Sorry I couldn't offer better advice than I did but, uh... technical matters of that nature usually just fly right over my head! Hahahahhaa
Congrats on getting your game featured on the front page Ephiam. I've only gotten around to playing a little bit, but this seems like a very fun game.
Thanks! Seeing as how the original Dragon Fantasy was my first (well, and my ONLY) game to get featured here, I thought it was only fitting that this game would eventually find its way into that position, too! I had to be sure to do the original justice, and I'm positive that we've done a fantastic job at doing just that.

I hope you eventually get around to playing (and enjoying) the game! Thanks for giving it a chance =D
I just got to the Kjrn library, read all the books but nothing happened. Am I missing something to advance the story?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Does anything happen if you walk back outside? I only played the game during the testing stages (back when there was an NPC who said something along the lines of "this section will be patched later"), but I know you leave the library and then go onto your next objective.
You have to leave the Library and talk to Deid who's at the head of town (just up from the library). Hope you're enjoying the experience so far!
Thanks for the quick reply. And yes, I'm in enjoying it very much.