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Website Tears of Envia

http://final-tear.nl/

Introduction

Welcome to the world of Tears of Envia, where magic and mystery intertwine. Brought to life by the talented Stevie V. D. Laar, Tears of Envia stands proudly as one of the most expansive and creatively designed games in the RPG Maker library.

Prepare yourself for an unparalleled gaming experience that will immerse you for a remarkable up to 150 to 200 hours of gameplay. Delve into a profound and mysterious narrative that is brimming with unexpected plot twists and mind-bending revelations. Uncover the enigmatic secrets that lie within, guiding you towards the ultimate truth of your own existence. Get ready to embark on a journey unlike any other.

After nine years of dedicated developments, the game has finally reached its completion, eagerly awaiting your arrival. It's time to immerse yourself in the world of Tears of Envia and embark on an unforgettable adventure, available to enjoy right now!!



The Story
Get ready to see a world and its people on the brink of destruction. As an alien attack looms, the desperate inhabitants hold onto the smallest rays of hope, finding comfort in a captivating individual who promises to save their race. However, as the imminent destruction of mankind looms, it is revealed that his true nature is that of a manipulative schemer with hidden agendas .While the aliens destroy the whole world, a man burdened with amnesia awakens from a dream and embarks on a profound and courageous journey. In a world seemingly without a trace of the destructive forces of the aliens.

Welcome to the captivating realm of Tear of Envia, where every moment is a thrilling exploration of truth and purpose. As our protagonist delves deeper into his own past, the secrets he uncovers will captivate and compel you to embark on an extraordinary exploration of the boundless realms existing between time and space. Prepare to be astonished and left in absolute awe as the mind-bending journey unfolds.

The narrative of Tears of Envia unfolds with profound depth, spanning an extensive and captivating storyline, adorned with numerous unexpected turns. The tale will captivate your attention from its inception until its gripping conclusion. Along your odyssey, you will encounter a diverse cast of characters, , while traversing mesmerizing worlds that span across four expansive worldmaps, comprising over 200 distinct locations


The Sanaria forest.

Tears of Envia sets itself apart from other independently developed games in a remarkable way. The lengthy duration of its creation can be attributed to my unwavering determination to create something truly extraordinary for you, the player. In fact, my aim was to deliver an experience akin to the games you would typically find on store shelves.

Within Tears of Envia, you will encounter a multitude of custom systems, each contributing to its distinct ambiance. These include the Orb Magic System, allowing for captivating magical abilities that can be trained by equipping and mixing elental orbs the S.A.S.S (Summon Aura Sensation System), Train, fuse with, and call magical beasts to unleash extreme damage on the battlefield!; a roulette system where you can win very need items; a unique custom experience system; an engaging gun bullet system; a book learning system to enhance and shape your characters; and even an online banking and interest system!

This is just a glimpse of the many custom systems that await you in the game. To explore and discover more, n and experience them firsthand within the game itself!


There are more custom systems in the game, and these can be found in the custom systems section and in the game itself!


Searching for who I AM! .


Melvin and Wayne are coming back!

Features

Tears of Envia sets itself apart from other independently developed games in a remarkable way. The lengthy duration of its creation can be attributed to my unwavering determination to create something truly extraordinary for you, the player. In fact, my aim was to deliver an experience akin to the games you would typically find on store shelves.


Buying and selling stocks for our beloved farmers


What will be behind this screen?

Within Tears of Envia, you will encounter a multitude of custom systems, each contributing to its distinct ambiance. These include the Orb Magic System, allowing for captivating magical abilities that can be trained by equipping and mixing elental orbs the S.A.S.S (Summon Aura Sensation System), Train, fuse with, and call magical beasts to unleash extreme damage on the battlefield!; a roulette system where you can win very need items; a unique custom experience system; an engaging gun bullet system; a book learning system to enhance and shape your characters; and even an online banking and interest system!

This is just a glimpse of the many custom systems that await you in the game. To explore and discover more, n and experience them firsthand within the game itself!


Summons can be leveled and can fuse with the hero! Lance has the aura of the fire summon on him.

Custom battle system

Along with dozens of other custom systems, the battle system algorithms are custom made by me. I have only used small pieces of the basic foundations of rpgmaker’s battle system, which has enabled me to create my own damage numbers. Heck! By doing this I have the best of both worlds!

You will see a lot of new stuff in the improved battle system. The limits of rpgmaker have been broken, which means that doing max 9999 damage is a thing of the past. Within very wide limits, you can now do almost anything you wish, such as stacking and combining your skills!

The new battle system is very deep and you might find it rather complex in the beginning. When you have mastered it, however, you can unleash hundred different strategies to suit your particular style of play. It’s not easy though, and it can take a long time to get to grips with every detail of it!


A very powerful boss!

Latest Blog

BIG NEWS! Stock system will be introduced in Tears of Envia

Prepare for an exciting development in Tears of Envia! Get set to dive into the world of stock trading across three vibrant planets! Players will have the opportunity to buy, sell, and trade stocks within various stock houses on each planet. Watch as stock prices fluctuate dynamically, mirroring real-life market dynamics. What's more, you can even exchange stocks for exclusive items, powerful weapons, and mystical spells. Brace yourself for this revolutionary addition in version 1.01




http://final-tear.nl/
  • Production
  • FinalTear
  • RPG Tsukuru 2003
  • RPG
  • 04/11/2012 05:09 PM
  • 04/17/2024 01:52 PM
  • 07/18/2024
  • 195698
  • 45
  • 0

Posts

After consulting with one of my knowledgeable players, we've going to implement these changes to enhance gameplay regarding the infiltration at Sanaria. Firstly, a savepoint will now be available at the onset of the first part of the infiltration mission, right as you enter the castle, allowing for reloading and retrying. Secondly, the savepoint in the second part will be removed, and if caught during this section with the blind lizards, players will put back to the first part. Additionally, the Storm Orb will be relocated to the second part of the infiltration, and players can no longer skip the event if caught multiple times. These adjustments are aimed at reducing frustration while preserving an appropriate level of challenge. These changes will be implemented in the next (ToE 1.01) update.

See the changes list below for more details:

http://final-tear.nl/downladft3.htm
author=DBAV
author=FinalTear
author=DBAV
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
Ok, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?

Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.
Include a save point at the same corner you move after entering the castle, that should reduce frustration notably, the infiltration itself is not difficult and can be done by anyone after a few tries so no need to change anything else but the process to retry can kill your mood to play the game.

I don't know what did you change about the purple roofed house, when I reached it before the whole process of being allowed to access withing a certain time-slot looked idiotic, a massive waste of time that made me think I'd rather do one of your puzzles....

I can't stress enough the importance of providing the solution to your puzzles in a document, even good puzzles can be annoying if the theme is not your forte and yours are pretty bad, they don't fit the atmosphere of the game at all and seem random math problems blocking your path, if someone finds it fun good for them but I don't.
Ok I will take it in consideration

author=FinalTear
author=DBAV
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
Ok, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?

Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.

Include a save point at the same corner you move after entering the castle, that should reduce frustration notably, the infiltration itself is not difficult and can be done by anyone after a few tries so no need to change anything else but the process to retry can kill your mood to play the game.

I don't know what did you change about the purple roofed house, when I reached it before the whole process of being allowed to access withing a certain time-slot looked idiotic, a massive waste of time that made me think I'd rather do one of your puzzles....

I can't stress enough the importance of providing the solution to your puzzles in a document, even good puzzles can be annoying if the theme is not your forte and yours are pretty bad, they don't fit the atmosphere of the game at all and seem random math problems blocking your path, if someone finds it fun good for them but I don't.
author=thedarkdreamer
howz this game doing
i still wanna take those silly voices out of the game
that's me being a critical pup though (dire pup damage) lol

Those voices were removed quite some time ago. You can download a copy at final-tear.nl. Please note that there is currently no download available here on rpgmaker.net.

Within a few weeks a new version (1.01) will be released as well.
howz this game doing
i still wanna take those silly voices out of the game
that's me being a critical pup though (dire pup damage) lol
author=DBAV
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.

Ok, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?

Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.

Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.

Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
author=Antilurker77
holy shit dude, you really didn't notice

30 x 1.25 = 37.5, which 2k3 truncates to 37
37 x 1.2 = 44.4, which truncates to 44

why should anyone trust that any of your ridiculous systems even work when you can't even do basic math?

I've developed my own damage formulas that randomizes damage across various tiers I've created. Regardless, I've reported your behavior and put yuu on the ignore list. I won't tolerate this unwarranted offense from you.
This post has been hidden by the game developer. Click here to show the post anyway.
author=Antilurker77
never mind all the typos, did you seriously not notice that your math is completely wrong?
Sure, if you want to be a nit picker... the actual damage inflicted is subject to numerous variables, such as the round clock system, the monster's defensive capabilities, and the randomness involved in the damage calculation, the system only able to calculate full numbers..etc. That's why I wrote around x amount damage. But I see that the 54 example can be seen as a bit off so I adjust that.
never mind all the typos, did you seriously not notice that your math is completely wrong?
author=Antilurker77
this game lmao

What's your point with this? Providing constructive feedback adds value to the conversation. Let's aim for productive dialogue by offering insightful comments...
anticheat in a single player rpg maker game. (cheat engine blocked)

i see not even rpg maker games are safe from that insanity.

it is a SINGLE PLAYER game. no one except the person playing it is affected. there is NO reason to have anticheat in it at all.
author=FinalTear
author=DBAV
I find the Round-Clock system mildly intrusive,annoying and unnecessary but kudos to your other systems!
Do you have some suggestions to make it better?


Think about the player perspective for a second, running around the maps trying to find hidden treasure and sidequests ridden with constant random encounters and a lot of good systems to grind.The game has more than enough things going on to just care about the clock so either remove it completely, make it random without intervention from the player or make it a sidequest so that you get better clocks to boost the percentage of skills that use it.
author=DBAV
I find the Round-Clock system mildly intrusive,annoying and unnecessary but kudos to your other systems!


Do you have some suggestions to make it better?
I find the Round-Clock system mildly intrusive,annoying and unnecessary but kudos to your other systems!
author=FinalTear
author=meteomage
When I try to run the game, I get an error "Event script referenced a *shigunichi* that does not exist."
I cannot reproduce the error at my computer. Did have version 1.09 before? Or did you do a fresh install to 1.10 and then 1.10A?


It's working now after I reinstalled it.