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"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.

Posts

I love this. The plot flows so well, gameplay is fun and I love the battle system as well. +1 for the font being cool. Really nice game. Hope it finishes soon :)
*blush* Thanks man! I'm always surprised when people have heard of Vermilion, haha. Totally get the whole labour of love, thing; that's where I'm coming from, too.

I've been secretly updating the demo every week or so

Ah, that'll be why! I think I downloaded it as soon as it came out and just hadn't gotten a chance to play it yet.

You can go back to Lukas' house and rest for free if you interact with his bed.

Doh. I don't know why I didn't try that. I usually interact with EVERYTHING. I honestly wouldn't worry about bumping up the treasure chests or anything—if players know about the bed, then I think that's enough.

Hey, I understand how labour-intensive those event/picture-based systems can be! I wouldn't even worry about it. Major props to you for those systems, btw. I said it before, but they're super tight. I can only imagine the nightmare of getting them set up.

Been a while since I made anything with RM2k3, but I never realised that. Huh.
author=Little Wing Guy
5. Vivian's revive skills heal the target, even if they aren't knocked out. Not sure if that's intentional or not.


Unless I'm missing something obvious, RM2k3 can't tell the difference between living and dead party members so skills and items still apply the same healing effect. While it's not technically what I wanted, I've pretty much just decided to accept it and hope the majority of players don't notice!


I have this same problem with my own game. :/ I believe RM2k3 is broken. Either that or, we're both doing something wrong, lol.

Hey, thanks so much. That's a lovely comment, especially coming from the creator of Vermillion - a game that is entirely too overlooked. I really appreciate your feedback, and honestly this is a labour of love, but those words makes all my efforts feel even more worth while. If you're interested I'll just address your points quickly:

1. The Quizzer didn't give me the Druid Badge, although it said he did. :(


This is fixed now, you must have downloaded a somewhat early demo. I've been secretly updating the demo every week or so, fixing the random errors and rejigging things a little, hoping I don't break anything!

2. Lukas's cape pokes out over some tiles, mainly the corner pieces of the cave top and tree top. It's not a biggie, but it's a little immersion-breaking.


A few people have mentioned this (and by a few I mean every single beta tester) I have a whole word document with a list of all the changes I need to do, and I keep putting this to the bottom. It's such a simple fix I swear I'm really going to do it this time. Thanks for reinforcing this.

3. The fights in the forest were a little bit rough towards the end there. I'm all about that grinding life, but I felt like I couldn't grind in the forest because I ran out of healing potions. I mean, not everyone plays games the same way, and grinding obviously isn't integral to the game, but I thought I'd mention it. I wish there was some kind of 'tent' mechanic at the save points a la FFVI, although it wasn't a problem in the later dungeons.


You can go back to Lukas' house and rest for free if you interact with his bed. Not exactly obvious I know! I didn't want to have healing save points or tents, as I wanted item management and endurance to be part of the difficulty. There's no shop until you reach the town, so I'll have to think of a way to address this (probably just more generous chests but I won't rule out Tents completely).

4. The little menu that pops up when you step on the save point is choice, but I kept getting confused and thinking it was the menu and pressing X to get out of it ... which would then bring up the menu. Perhaps shift it to the right side of the screen?


This one is a little awkward. I never really anticipated this happening, and changing this is going to be a right bugger just because of the stupid way I've set it up, and the huge amount of images I'd have to change. I guess the problem is that it looks too much like a menu. If I ever wake up one day and feel like I want to punish myself I'll look into changing this in some way - until then it's doomed to stay as the last item in my change log.

5. Vivian's revive skills heal the target, even if they aren't knocked out. Not sure if that's intentional or not.


Unless I'm missing something obvious, RM2k3 can't tell the difference between living and dead party members so skills and items still apply the same healing effect. While it's not technically what I wanted, I've pretty much just decided to accept it and hope the majority of players don't notice!
Just wanted to say that I finished the demo this morning, and it was such a treat! The maps are all very well done, and the custom menus have the sort of polish that you don't usually see in an RM2K game (especially considering they're all picture-based). Of particular note was the chests mechanic: the little item popping up, the little strip of text at the bottom, plus the note saying how many chests you'd discovered in the area—all super neat.

I felt like I was playing an RPG from the glory days of yore. You can really tell that you've put a lot of love and care into this and I'm really looking forward to playing more.

My only gripes (well, not gripes exactly):

1. The Quizzer didn't give me the Druid Badge, although it said he did. :(

2. Lukas's cape pokes out over some tiles, mainly the corner pieces of the cave top and tree top. It's not a biggie, but it's a little immersion-breaking.

3. The fights in the forest were a little bit rough towards the end there. I'm all about that grinding life, but I felt like I couldn't grind in the forest because I ran out of healing potions. I mean, not everyone plays games the same way, and grinding obviously isn't integral to the game, but I thought I'd mention it. I wish there was some kind of 'tent' mechanic at the save points a la FFVI, although it wasn't a problem in the later dungeons.

4. The little menu that pops up when you step on the save point is choice, but I kept getting confused and thinking it was the menu and pressing X to get out of it ... which would then bring up the menu. Perhaps shift it to the right side of the screen?

5. Vivian's revive skills heal the target, even if they aren't knocked out. Not sure if that's intentional or not.
I seem to remember the overflow system not having actual performable skills under "overflow" when it pops into your command list. I thought it was unfinished. Maybe a bug?

author=Giznads
Demo was pretty damn good, mate! + other words


Hi Giznads, thank you so much for spending the time to play this! I really appreciate your feedback, and I'm definitely going to take your feedback on board. A 7/10 just means I have space to grow and improve so I'm pretty pleased with that!

I'm not 100% sure on what you meant by "mmph". Do you mean that the battles are too easy, or just that they are not interesting? I developed Overflow to combat both people just mashing the attack command, and to promote taking control of the fight (as Overflow doesn't build when the AI takes over). I think that Overflow is introduced at a time where players can't really experiment with it BUT the option is there if they really want to. My hope is that players see it's usefulness as they game goes on and they have more AP to spend. I think my logic is there, by my execution is weak haha.

Ultimately I want to make a game people are going to enjoy and resonate with, so I'm always up for taking things back to the drawing board. I think I'm most pleased that you're interested in the story, I'm really passionate about telling it (it's been playing like a movie in my head for like 10 years haha) so reading your comments put a huge smile on my face. Thanks again, you're the best!

Demo was pretty damn good, mate!

I encountered a few graphical bugs, mainly chipset overlay bugs. This problem seems to be directly related to the main hero's cape, and the width of the sprite. I'd recommend either shrinking the width of the sprite or going back over the areas where his cape comes through and making those chips "above hero" with an event that is "same layer as hero" to block them.

Battle system could use a little "mmph" if you know what I mean. Not to say it was bland, and I certainly had fun for the most part battling, but I ended up just auto-fighting through most battles.

Story has me super intrigued. It's not often I play a game on here all the way through, but you had me sucked in.

Waiting for your next demo/final release.
I give it an unofficial 7/10

Great job, my man.
author=MacBob
Demo is a pretty cool one hour or so ride, but Quizzer just scammed me by not giving me my Druid Badge.

10/10
Would get scammed again.

Blooming hell, you're a bit of a speed demon, aren't you? I thought it would be two hours minimum. Thanks for playing though, I really appreciate it!

Yeah, the intended effect of the Druid Badge kind of broke the game so I had to remove it. I meant to go back and edit Quizzer to give a different item for now, but looks like I forgot! Thanks for letting me know.
Demo is a pretty cool one hour or so ride, but Quizzer just scammed me by not giving me my Druid Badge.

10/10
Would get scammed again.
Haha, this is exactly the same problem I had when I released my demo. After it was finished testing I went in to clean up unused files and deleted a panorama you couldn't even see in game, leading to a game breaking bug near to the start. D'oh!
To the 30 odd people that have downloaded the game, firstly - thank you! I could kiss you if the boundaries of distance allowed it.

Secondly, there is a game breaking bug! I have fixed it and updated the download, so you're welcome to download it again and move your save file across. Alternatively you can go down the route of less hassle and put this image in the Panorama folder and all will be right with the world again.



Sorry about that, let me know if anyone has any problems and I will resolve it right away (unless I am asleep).
author=Archeia_Nessiah
You live :o


I'm still alive! Should I be worried that everyone has assumed I was dead? Haha. I was always here lurking somewhere, I'm practically part of the furniture. It's nice to see a lot of familiar faces.
Looking forward to it!!
I really enjoy rm2k/3 games, more than xp/xv or any newr ones..
And it looks really good, keep it up!!
Hmmm... It still looked really interesting. I would have liked to given it a try. I'm subbing you for good measure.
author=Dyhalto
Oh, everything got overhauled. Did the old version look like ass or something?
Either way, I'm staying subbed.


I wouldn't say it looked terrible (I'm modest aren't I?) the problem was I started this project the moment I downloaded RPG Maker the very first time and if you look at the project in the editor it really shows. I stop working on it in 2009 but just left it here to rot.

I'll leave the download up for a little while longer if you are curious but I don't really recommend it.
The fuck is this shit? This game's been on RMN since 2008? That's well before I joined. How come I've never seen this before? This looks awesome!
Totally subbed!

e: Oh, everything got overhauled. Did the old version look like ass or something?
Either way, I'm staying subbed.