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Exile’s Journey is a dark fantasy RPG. The story centers around a former knight named Kniryk and his quest to stop a demon invasion that is occurring throughout the Kingdom of Nysoroth, where most of the game takes place.

The game focuses on the internal struggles of the main characters in addition to the aforementioned invasion and its impact on the Kingdom.

The main character of the game is Kniryk. An exile by choice, he's now presumed dead in Landoria, his homeland. He's a righteous man, always acting with a sense of honor. However, he is often torn when justice and law conflict. He wears the red cape of the Knights of Landoria as a testament to what they originally stood for before their corruption. He's joined in his quest by others who also question their purpose in the world.

This game is a love letter to RPG Maker and role-playing games as a whole. With Exile's Journey, I strived to make a game that feels wholly consistent and maintains a professional feel. I've been using RPG Maker since 2003.


Features


Highly engrossing storyline - You'll be hooked playing as these characters, learning about their diverse backgrounds, and watching as they develop and solve their own personal conflicts.

Open ended gameplay - After an introductory section, you're allowed to complete the game's dungeons in any order you want!

Numerous side quests - These side quests are optional, but without them you won't receive the game's best armor and equipment, or the game's only method of air travel! These side quests feature story lines of their own and offer a break from the game's main story.

15+ hours of gameplay - This game will be much longer and more epic than your average RPG Maker game!

Extremely detailed world - This game takes doesn't allow you to travel the whole world, only the large and extremely detailed Kingdom of Nysoroth. After playing and learning of the country's cultures and history you'll feel like a true Nysorothian!

Original music - Many of this music are original tracks, many of them composed by myself for the game!

Custom sound effects - I created many of the game's sound effects, including the menu sound effects, on a Korg Wavestation synthesizer!

Weapon upgrade system - Some weapons will almost never become obsolete thanks to this!

No random encounters - see enemies on the map before engaging them!

Treasure tracking - The game keeps track of all the treasure you've found in the main dungeons! Find all treasure chests to obtain a special reward!

Latest Blog

Version 1.7 Patch (July 31st, 2020)

Hello, everyone. I hope you're all doing well. I've finally reached my goal of achieving Featured Game status on RMN! Thank you for all of your support. I'm hard at work on my next two games - one of which will be a direct sequel, and one of which will be a side-game. I am working on the side-game first, and I hope to release that as soon as possible. Stay tuned for updates on that - I am excited to unveil it.

I have uploaded a new patch.

To install the patch, simply paste the files into the Exile's Journey folder and overwrite.

NOTE: Each patch file contains EVERY change made since the game's initial release. If you missed a patch, don't fret! Installing the latest patch file will bring you up to speed.

PATCH NOTES

The Goblin Sword has been slightly buffed.
Fixed various tileset errors.
Upgrading an Icebrand sword no longer results in you getting an upgraded Thunderbrand sword.
It is no longer possible to cross the river south of Croespentre on the world map without using the bridge.
Landing behind Arwald from the air is no longer possible, to prevent players from losing access to their method of air travel.
Various typo and message box trail-off fixes.
Fixed an error related to upgrading a Demonic Staff prior to partying up with Morgana.
It no longer rains when it's not supposed to at the Towering Fortress of Taranis.

Posts

Ah no, I'm on 1.2, didn't realize there was a third patch. I'll see if it works with that.
Any luck on the newest patch, Kyubey?
author=dethmetal
Any luck on the newest patch, Kyubey?
Sadly no, I imported my save to the newest version and the bug still occurs. Not sure if leaving the dungeon and re-entering would help.
I'm enjoying the game so far. Just a quick question (not gameplay-related): I don't know if you really listen to metal, dethmetal, but is the name Dargor a reference to the sagas written by symphonic metal band Rhapsody (of Fire)? While I love the music, I didn't bother to immerse myself in the lore, yet the name Dargor stuck somehow.
author=PrematureEvacuator
I'm enjoying the game so far. Just a quick question (not gameplay-related): I don't know if you really listen to metal, dethmetal, but is the name Dargor a reference to the sagas written by symphonic metal band Rhapsody (of Fire)? While I love the music, I didn't bother to immerse myself in the lore, yet the name Dargor stuck somehow.


Actually, yes. When I first started creating the game in 2011, my idea was to make a basic fantasy game that included references/homages to a bunch of different things I liked, including other games, books, etc. The game deviated from this quite a bit and became its own thing, but the name Dargor stuck because I had already written dialogue for the character and didn't feel like changing it.
Cool, I could think of many worse sources of inspiration.

I just encountered my first game-breaking bug. While it isn't so severe that it should be patched out immediately, other players might want to be careful.

Temple of Light, outside: Walking on the tile at the tip of the leftmost tree triggers the walking the stairs up animation. The same happens at the tip of the rightmost tree (edit: the tile directly below the white rock), only that the following animation freezes the game, so you might want to check this map's events.

Furthermore, leaving the Shrine of Ifrit by playing the Desert Song makes Kniryk's sprite a glitchy mess (he remains in his flute playing pose and then shapeshifts into a door of light and other grotesque forms when walking).

Also worth mentioning: Enchanted Forest: The boulder at the beginning can be circumvented from above (walking right behind the tree, then down). The same applies to the three pillars (can be circumvented at the right side) that can be removed later. Bottom line: The Magic Gauntlets can be obtained prematurely and with less effort than intended. You might want to fix this oversight to preserve your excellent dungeon design.

I will report other trivialities after completing my playthrough (and, of course, any game-breaking bugs I encounter immediately). From what I've seen so far, this game is at least on par with Lakria Legends. Great stuff. :)
Thanks for the report, PrematureEvacuator, and for your kind comments! I will have a patch out within the next few days that will fix these issues and more.
Thanks for your hard work. I waited a while after the game's release so that most game-breaking bugs have been ironed out before beginning my playthrough, and now I have to examine everything in detail to find any.

- One game-breaking bug most players probably won't encounter can be triggered in the Dwarven Cavern (first map) where the wagon filled with explosives is used to clear passages blocked by boulders, doing the following: Detonate the boulder blocking the left passage, then send another wagon down that route. If the player arrives before the wagon at the point where it comes to a standstill, the wagon will block the way back. If the player opens the locked door on this map now, the game will freeze (this doesn't happen when trying this procedure by sending the wagon down the right route for a second time). Fortunately, all other (potential) issues on this map can be avoided by leaving the map or using the Escape skill. I recommend to disable the wagon after both boulders have been detonated.

While I still enjoy the game immensely, I wasn't thrilled about two specific design choices:

- While it's true that the three main dungeons during Act 2 can be completed in any order (I, for example, burned through all of my resources to finish the Temple of Llyr first while only having three party members), players like me who always save the main storyline quests for last (or do tasks "out of order") are truly at a disadvantage. It would be better to make it mandatory for the player to recruit the healer first before undertaking any quests and then allow the player free roaming (instead of trapping the player in the first main dungeon after recruiting the healer).

- Safe Boots (Keldor, 100 Gold) are just a waste of money: There isn't a single opportunity to use them until the player can buy Protective Boots (Glencoe, 40 Gold), which are cheaper, provide the same effect, additional Toxic resistance and better stats.

Well, let's call it bad luck and stubbornness of a first-time player. :D
Not sure if a bug or if its just an unlisted quest...but I think the holy temple place is supposed to be the 4th sidequest right? I finished it and got holy magic, but, it still reads as "???" in the sidequests section. My guess is I was supposed to talk to an NPC to "begin" the quest before going there.
As stated in the walkthrough on page 12, you need to talk to the researcher inside the fortress (where the King hides) twice to start the quest properly.

With only two main dungeons left, it's time for another bug report. Just ignore the ones that have already been reported (elsewhere) or fixed.

- There are only a few spelling mistakes, but they are bothersome when names aren't spelled consistently (see Caderyn/Cadeyrn in King Brennen's character biography).

- Obstruction mapping errors are encountered more often, most notably in Keldor (check behind the large trees at the apex), inside the Shrine of Ifrit (all hieroglyph tiles) and on top the mountain (passing the boulder on the left side going upwards) after traversing the Shrouded Woods.

- When Divine Judgment is taught to Kniryk or Myrna, they can't use it in battle.

- Arctic Spell Book can't be used on Oreth and Myrna (could be intended, but seems weird).

- When Colhaven is visited before the party is supposed to travel there, an NPC in Colhaven's inn seems to be clairvoyant with regards to Arwald.

- When traveling per raft or ship, the party can step off at these one tile wide tiny rocks/cliffs.

- Seth, small house in southwestern corner: The cabinet isn't solid (like all other cabinets in the city: inside Ravka's house, the inn and the equipment shop) and the "dog bowl" reacts differently when being interacted with from different sides (it remains empty when being checked from the left side, different kinds of food are shown when checked from the right side or from below).

- Castle of Nysoroth: The captain is still here even after completing the Call of the Kraken King side quest.

- Styre Forest: Going downwards directly after entering the forest, a Kniryk sprite can be seen in the lower left corner.

- The Three Dragons of Wyrm's Peak side quest: The journal states that it isn't possible to save on the mountain, while it's explained properly when triggering the quest that there merely aren't healing save points on the mountain.

- Groeslon Abbey, room following the save point: The torch in the upper right corner, when examined, raises Myrna's level (all the way to level 99 when repeated). Probably a testing remnant.

- Groeslon Abbey: When starting any other scenario than the one of Oreth/Dargor/Myrna, two Oreth and Myrna sprites can be seen standing behind the locked door.

- Mt. Mynydd: When the player follows a certain path, the cutscene before the party reaches the inn can be skipped.

- Tywyllmire Bog: Near the cave in the upper left corner, the player can enter the higher plateau (where two pieces of green stuff are adjacent to each other) due to an obstruction mapping oversight, enabling the player to leave the area (following east) without activating all three switches first.

- Tywyllmire Bog: The treasure chest on top of the fortress in the center (containing a Pocket Shelter, RPG Maker 2003 told me) can't be reached, because the passage below the two barrels is blocked.

- Shrouded Woods: When leaving the woods at the rightmost edge (passing the boulder on the right side), the following map/cutscene is skipped. If the player then returns to the woods, the cutscene will begin to play, but it will freeze the game. By the way, the message in the woods' upper left corner is a nice Easter egg (I found/reached it by passing through the foliage southeast of the big ladder and then admired it again in RPG Maker 2003).

- Edit: Croespentre during Dargor's scenario: When examining items in shops, the game still shows a Kniryk message/sprite.
Thanks for the bug reports, guys! Sorry that I haven't replied yet and haven't released the next patch. Been a bit busy. I'd prefer to fix all these things in one go, anyway. Your reports are greatly appreciated!
I just completed the game, which means I didn't evacuate prematurely. :D

Thanks for a great game; I don't think I'll get an opportunity to enjoy another game with such superb dungeon design anytime soon.

Here's my final bug report:

- Jespias' Empower skill and the Focus skill probably shouldn't be usable outside of battle unless intended (otherwise the user can replenish MP ad infinitum).

- Cathedral of Ominous Fate, top floor: The left set of stairs leading downstairs transports the player to the right set of stairs one floor below instead of the left one there.

- The "airship" can be lost permanently (game-breaking) by
-- landing it on the lower left or lower right corner of Castle of Nysoroth, then moving to the center,
-- landing it on the upper right corner of Hund (or on the mountains to the right side), then entering the town,
-- trying to enter Arwald from the south.

- Sharks and Mammoths can initiate battles (which use the ship background) even when the player travels by "airship".

- Fortress: Nearing the game's end, people here don't seem to have heard about the party's exploits yet.

If you'd ask me where Exile's Journey's final destination might be, I'd say a city called Misao. :)
Thanks again! Now that I've recieved your final report, I'm going to get to work fixing all of these things so I can improve the game even further.

Thank you so much for your kind comments. Seeing people enjoy my game is all I ever wanted. It makes the many, many, many hours of hard work I put into the game worth it. I'm happy to hear that you enjoy the dungeons. I spent a ton of time planning each dungeon, and I also studied dungeons from Zelda games to see what makes them work. A lot of careful consideration went into making sure that each dungeon was unique and to avoid them being confusing while still being complex. The only dungeon I hate in this game is the Temple of Light. I know that I could have remade it to greatly improve it, but I had already remade a lot of the dungeons. I really had to draw the line when it comes to remaking things or the game would have never came out.

I just wanted to comment on this: "players like me who always save the main storyline quests for last (or do tasks "out of order") are truly at a disadvantage."

Honestly, I assumed that most players would start with the main dungeons first, and then work on the side quests as they come across them. It hadn't really occurred to me that many players would seek out the side quests first. I do admit that this was a mistake. One thing to keep in mind is that the first two side quests (Vampire and Kraken quests) were very late additions to the game. In fact, they were the very last two things I made before releasing the beta. They were just two bonus dungeons I thought would be fun to throw in. Unfortunately, I find that they lead to players feeling that they need to grind, and they kind of break the flow of the second act.

The Safe Boots you mentioned will definitely be removed. I actually forgot that those were still in the game! Thank you for the heads up. They are indeed useless and a waste of money.

Oh, and the Focus skill is supposed to be used out of battle. It's main purpose is so that you can replenish MP infinitely when in the field. It's inspired by a similar skill that was in the RM game Demon Legacy (I think it may have also been called Focus in that game, but I forget). It's overpowered, yes, but that's why it appears at the end of the game. I will consider making the Empower move only work in battle. I can't remember if I intended for that or not.
I also finished it a few days ago. A very solid game!
Right now I'm getting ready to enter hell - I was reading the blog and I see someone got an airship - did I miss that or does it come later ? Thanks !
author=Dennis
Right now I'm getting ready to enter hell - I was reading the blog and I see someone got an airship - did I miss that or does it come later ? Thanks !


You haven't missed anything - it comes at the very end.
Hi I am playing this game and until now have really enjoyed it,I have used the guide a couple of times when stuck,but, I am now totally bemused.I am in the hell castle and down in the east basement, I have pushed the statue to the first press pad,and the guide says there should be another statue to the right(I assume),but, I cannot get to that side. Have I done something wrong? I have put screenshots showing statue in place and on the 2nd picture I asume there should be ice to cross east?
author=theshadow
Hi I am playing this game and until now have really enjoyed it,I have used the guide a couple of times when stuck,but, I am now totally bemused.I am in the hell castle and down in the east basement, I have pushed the statue to the first press pad,and the guide says there should be another statue to the right(I assume),but, I cannot get to that side. Have I done something wrong? I have put screenshots showing statue in place and on the 2nd picture I asume there should be ice to cross east?
Sorry for double post,but,cancel that I worked out I forgot about Ice shoes to WALK around,silly me
No problem! I'm glad you figured it out and I'm happy to hear that you're enjoying the game! I'm interested to hear your thoughts when you finish.