• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

"This world sits on the edge of an abyss. The moment you forget it's there, the moment you get comfortable - that's when you fall into its darkest depths."

On the world of Villnoire, a war between two races reaches breaking point. The story follows Lukas, an unfulfilled man living on the under populated island of Palmira. Lukas finds his life thrust into chaos when a series of lucky coincidences leads him to meet Vivian, a girl who isn’t quite what she seems. Driven by a senseless conflict and those who pursue him, Lukas is drawn into a battle he can no longer escape. He slowly learns he is not alone, and a shared common goal cannot only unite a team of unlikely friends - but unite a whole nation.

- Capturing the heart of a SNES RPG, explore through the blazing deserts, cold mountains, tranquil forests and dark caves of Villnoire in this 12 hour character driven adventure.
- Original assets such as character artwork and a completely original soundtrack spanning over 25 beautiful tracks.
- Collect various materials from slain enemies, and combine them to concoct rare Potions in the Alchemy Shop.
- Equip skills on each characters flexible and unique Ability Board. Equip different combinations of skills to unlock compound passives to further enhance each character.
- Store power in battle and unleash devastating abilities using the Overflow system.
- Collect each treasure chest throughout the locations in Villnoire to receive extra bonuses and rare equipment upon completion.
- Explore a classic world map by land and sea. Stumble upon plenty of hidden areas and secrets to collect.

Primary Graphics - First Seed Material
Original Soundtrack - Clayton Stroup
Original Facesets - Trevor McAleese
Original EX Font - Trevor McAleese

If the font is not showing correctly, please install MS Echoes which is included in the game folder

Latest Blog

Villnoire is Complete!

Yes, you read that right! Villnoire is complete! It’s not a joke, I wouldn't be that cruel.

Part of me doesn’t know what to write. I mean, just look at that date. 02/20/2008, unbelievable isn't it? The 16 year old Little Wing Guy that created this game page never thought this day would come, but what a journey this has been. An 11 year journey filled with two cancellations, two remake attempts, and buckets of disappointment for all the people subscribed to this game. Sorry about that, hopefully this release will make up for it. Granted, I haven’t been working on it for a full straight 11 years; around 3 years ago I picked this up from the bottom of the gutter, wiped away all the stains of vapourware and started again from scratch. This idea, this dream has stayed with me for all those 11 years though, and I can finally stamp those magic words “Completed” in all its green font glory. Excuse my language, but it feels fucking amazing.

I’ve poured my heart and soul into this game. Honestly, I have. This game isn’t perfect, but it is me through and through. I’m immensely proud of this game; I don’t think I personally could have made it any better. It deals with themes and ideas that are really close to home. My passion for this game, world and characters has stayed with me for these 11 years, and I hope it translates over to everyone who plays it. I want nothing more to gift this game to RMN and let the community enjoy it and of course get featured and earn Misaos. Villnoire has been such a huge part of my life, but I think for a long time I’m still going to be opening up RPG Maker, blanking staring at the database before it dawns on me that I don’t actually need to anymore.

A big part of why this game is completed is because of RMN. I have a huge thank you to say to so many members of this community, I wouldn't know where to start. People here have had faith in me, even when I didn’t have any in myself. People may think it’s silly, but Villnoire is one of my proudest achievements in life. This game is a symbol of not giving up (unless we’re talking about my social life because that went a loooong time ago lol).

Anyway, if you’re reading this and you’ve recently played Theia, but thought to yourself “I would much rather play a shorter, less epic mediocre version of this” then look no further, Villnoire is the perfect game for you! I sincerely hope you enjoy it. Anything you want to say, the good, the bad, the ugly - I’d love it hear it all in any format (unless it’s a 1 star review, can I kindly ask you not to upload that? Thanks).

Thank you so much for sticking with me, I couldn't have asked for more. Now it’s finally time to start a new project for the next 11 years playing more games on RMN and not constantly worry about my own game.


I played a good chunk of this. It's very story and character-driven, that's for sure! I did find some of the dialogue quite amusing, such as the banter in the prisons and the little girl at the start. I believe I left off at the Minotaur boss, so I'm about 30-40 percent complete.

The gameplay is really simple but actually pretty well balanced. I just wish the game capitalized on the skill board more. I'm sure it'll get a bit more involved later on, but I entered the first boss with this hunch that I'd need poison resist and was actually disappointed, hahaha. It was just a hunch I had, since it was the easiest of the passives to obtain and the enemies were inflicting poison throughout the dungeon.

The minotaur fight is actually kinda clever since the big hit is well telegraphed. I have a similar fight scripted in Solitary. The defend command isn't used enough in RM games!

The mapping is very pretty and some of the best refmap out there. The areas are nicely shaped without being too crowded, and there's a nice amount of ground detail too. You did a nice job toeing the line between adding detail and showing restraint.
Very nice game, played it to the end. Thanks for the game it was a very touching ending and pretty great game overall.
You say that you were "initially reluctant to the nineties graphics of RPGM 2003", but call yourself Old_Timer.
I call shenanigans.

You said yourself "Though I may not look it, I'm really untelligent.". What had one to add ?
You say that you were "initially reluctant to the nineties graphics of RPGM 2003", but call yourself Old_Timer.
I call shenanigans.
Hi Little Wing Guy,
I was initially reluctant to the nineties graphics of RPGM 2003, but I found quickly myself unable to quit the game before its end! That's I call immersion! One can disagree about the guilt and redemption themes, or be bored by the lengthy cutscenes, but the playability and the general atmosphere are wonderful, with an excellent balance from the beginning to the end of the game : the auto-fight option was highly efficient for someone as me who's not prone to strategy. I may have cursed the difficulty of the final maze, but I could not quit.
Congrats for that excellent work!
Old Timer
@Demetrius: You may want to hide your comments about the story and its ending in a spoiler.
OK, blog post suggests to tell "anything you want to say, the good, the bad, the ugly"? I guess I'll write something. You've asked for bad specifically, so please don't blame me :D

(Spoilers and negative comments ahead)
You know a feeling of finding a cool, brilliantly made video just to learn it's a viral marketing in the end? Well, that's my feelings about Villnoire.

The game is really wonderfully done. I love the mapping. The custom features (selectable skills, alchemy, party management) are nicely done. The puzzles make for a nice diversion without being boring. The custom message frames are beautiful.

The characters are believable and the plot makes us look at them from a different angle every time. I *love* how the plot made me suspect Zack (when the princes mentioned having an informant), then stop suspecting Zack, then find out the suspicions weren't unfounded. This is wonderful.

The ends felt... well, maybe "propaganda" is too strong a word, but it definitely feels like it's trying to instill some ideas about afterlife and about when the life starts (notably, the idea that a daughter is living before birth is a highly political one). The ideas that I personally find quite scary and divorced from reality.

This prevents me from enjoying the ending. Here's how I interpret the ending: Lukas didn't completely overcome from his psychical problems and they prevented them from healing. He didn't meet his wife or daughter. He let his imagination prevent him from returning to the world.

I understand it wasn't meant that way. I understand it was planned as a happy-ish ending when his hallucinations are to be treated as reality... It's just I don't buy into that. Everyone uses their own experience to interpret the media, and mine tells me Lucas chose illusions over the real world.

This is why for me, the story ends up really sad. We were told Lucas healed, but he didn't. This becomes a frame for interpreting the ending: Zack might look like he's healed, but... Inchor might look like they are ready to accept Druids, but... Brice might look like he would make a good king, but...

So, this game becomes absolutely pessimistic without showing any way out. Whatever we've done, it's useless. We can't change the world. It might look like we can, but in the end it's just an illusion. And this is not an idea I'm looking for when I'm playing games.

I guess it's just not a game for me. I wish I've found this out earlier (not just in the very end) and didn't become so invested in the story.

(Another nitpick of mine is the fact that the game promotes stealing. That chest counter makes it fun to take other people's stuff. I mean, I'm totally OK with stealing from Vorian's Manor, be gay do crime. But stealing from people in Branca Base? That's cruel.)

help pls. In spite of trying all the combinations cannot solve Lahan forest puzzle.

I put traveler to the north cicikian to the east warrior to the south and druid to the south


The correct order is as follows:

Traveller is north
Civilian is east
Warrior is west
Druid is south

You've got them all right apart from the Warrior.

Remember, there are four statues right at the start of the forest. You literally copy them exactly. As a helpful hint, If any of those four statues at the start are translucent, that's the game telling you they are not correct yet. The ones that look solid, are correct and you don't need to turn them any further.

If you get stuck, go back to the beginning and keep turning the translucent ones. Once all look solid - continue on in the forest.
help pls. In spite of trying all the combinations cannot solve Lahan forest puzzle.

I put traveler to the north cicikian to the east warrior to the south and druid to the south

Here is a very direct clue:

Go and talk to the people inside Vivian/Reyson's house. It's the second cave from the left. You should find the answer inside.
Stuck on the third quiz tried 3 answers and nothing I also tried youtube, but no one is that far in the game in the videos. Csn someone please tell me?
I don't know if someone has already helped you, but as previously mentioned: Memorize how the statues at the beginning are positioned (or make a screenshot), then turn each statue in the forest until they're positioned like their counterparts at the beginning.
I cannot solve Lahan Forest. Pls can you help me?
I can solve Lahan Forest. Pls can you help me?
wonderful game! thank you for such a great experience

No, thank you for playing! It means the world to me.

One last thing: I loved the Chrono Trigger-esque side quest, wished there was a little more... explained about the Lore? Though I get that you've kept it vague since that's not really the focus, and I liked it anyway

I have a deep dark confession to make - I have never played Chrono Trigger! I know, shame on me. Any likeness is entirely coincidental, I promise you.

That whole sidequest was the very last thing I put into the game, and originally in the planning stage didn't exist at all. I'd say it's a good mix of deliberate vagueness and also just wanting to release the game haha. I knew I wanted to have an optional dungeon but I didn't want it to be entirely disconnected from the story either.


I nearly did a quest where you put Kassie's spirit to rest instead, but decided that Zach already had enough character development, and I sort of liked that fact that his previous actions had a consequence he couldn't fix.

I like how the dialogue flowed very well. And the characters had nice interactions, and had good character development. Emilia could have used some more focus in that, but what was given was nice. Art and gameplay was good, too.

Thank you so much! I'm really glad you enjoyed it. In some ways, making Emilia a mute was the best decision I made because otherwise my cut scenes would have gone on for even longer (if you can even believe that's possible). It did make character development for her tricky, especially as she joins in the latter portion of the game, but what can you do!


I'm afraid this is no answer to your question. To me, the fact that we never find out her name solidifies her tragic circumstances. Besides, Lukas and his family are entitled to some final peace and privacy!
Okay I finished it.
Just when I was starting to ship Zach and Lukas, the ending happened and. yeah.
Nevertheless, it was a very nice game. I like how the dialogue flowed very well. And the characters had nice interactions, and had good character development. Emilia could have used some more focus in that, but what was given was nice. Art and gameplay was good, too.
I was wondering what
does Lukas name his daughter.