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The wheels of creation have remained in motion for centuries. Human life has prospered, living out their lives fruitfully, free from His gaze. But now, He has turned His eyes to a sinful being who is about to be reborn...



For any other man, life continued as usual. For a man like Elioth, life took a turn for the insane. Member of the renowned Excavators Guild, he returns home one day to find his future wife unconscious. Stricken by a terrible disease called Blood Haze, he sets off with his brother and a dear friend in search of a cure. But does one even exist? Where does one start on this madman's hunt? The answers are not as they seem, the questions they have remain unanswered.

A war they cannot win, but one they will have to wage. Who will emerge victorious?
The forces of Heaven and Hell are on the move...



-14-18 hours of main storyline, spanning 4 chapters.
-12+ hours of side and post-game content. For those that like to explore, there is enough to do!
-A modified Free-turn battle system, implementing Press-turn features. Freely use up your turns with whichever character you like, but take note of their remaining stamina, for one cannot act without it. Hit weaknesses to gain extra turns, get punished when hitting resistances or when your weakness is hit by the enemy.
-A robust crafting system. Gather raw materials out in the world, or slay that one elusive rare monster for its hide, then turn it into superior armour and weapons.
-Over 500 pieces of armour and weapons, some powerful enough to grant unique special effects.
-Freely customize your characters with a plethora of skills. Gain points after every level up to use on learning new ones. Specialize in single elements, buffing, healing? It's up to you.
-Did I mention we've got SMT skills? Of course I did.

Latest Blog

Chapter 1 released!

Yay, it's finally here! After a bunch of setbacks, the game is in a playable state without any major issues...I hope.
This release contains the entire first chapter of the game and should take about 3-4 hours to complete. You'll need WinRAR to extract the archive, though I assume most of you have that nifty program installed already.

The only real concern I have with the game in its current state is how it feels pretty easy, though that may be because I know everything there is to know. Then again, I don't want the game to be as hard as the original Blood Haze, at least not in the first chapter.
I also made some changes AFTER my playtest, hopefully none of them break the game in any way but if you run into anything major, make sure to let me know! I can still re-upload a new demo if needed, but once I start working on Chapter 2 that's going to be a lot harder.

==============================
PATCH 1.01 NOTES
==============================
-Increased player speed by ±15% (Please let me know if this breaks any events in the game)
-Removed a line of redundant dialog, changed some others and added a dialog box for when Marlene gives you some recovery items at the beginning of the game.
-A dialog box will now be triggered whenever a food effect expires.
-Replaced the Excavators Guild theme with the one from the original.
-Replaced the Nirram Mines theme, which is the theme for Gharos Ruins, with one from the original game.
==============================
PATCH 1.10 NOTES
==============================
-Replaced the lighting system with a newer version to get rid of lag. Includes dynamic shadows! *DUE TO THIS CHANGE, OLD SAVE FILES ARE NO LONGER COMPATIBLE*
-Removed Pathfinding script to reduce lag.
-Fixed some word wrap issues here and there.
-Fixed a softlock issue when completing Melanie's Sidequest.
-Fixed a softlock issue in Brynhildr's Realm.
-Fixed a softlock issue early on in the game if the player approaches the bed diagonally.
-Fixed an issue where pressing "No" when asked to proceed to the boss fight in Brynhildr's realm to cause the game to skip the fight and softlock.
-Fixed the issue with Harvest points not respawning properly if the player has any kind of Food Effect.
-Fixed an issue with the Confusion ailment causing the character to act on its own even after it was cured.
-Fixed an issue with a boulder north of Gharos Village.
-Fixed some spots where it was possible to go out-of-bounds or walk on impassable terrain
-Gharos Ruins is now slightly easier.
-Gharos Forest up to the hotel is now slightly harder.
-The fight against Chelsey is now easier.
-Enemies in the Nirram Mines are now slightly more resilient to damage.
-Increased the difficulty of the fight against Emissary.
-Replaced the reward of the Emissary fight from "Physical Booster" to "Fire Booster"
-Decreased the stats on the Messenger craftable item.
-Changed the behaviour of the Confusion ailment. If you are inflicted with it, you can no longer gain Extra turns with that character. For enemies, they can no longer gain the "Surge" state. (In the demo, confusion when used by the player still causes the old effect. Confusion used by the enemy uses the new effect)
-Reduced Escape success rate to 60% (down from 100%). Hard mode disables escaping entirely.
-Added two new "Gameplay Tip" statues to the game. These explain the different stats (ATK/SPI etc.) and Ailment effects.
-Enemies will no longer do a "walk up" animation when attacking with certain physical attacks.
  • Production
  • Daedron
  • RPG Maker VX Ace
  • RPG
  • 09/10/2012 12:28 AM
  • 04/30/2018 10:41 PM
  • 11/30/2016
  • 360294
  • 105
  • 1218

Posts

-Playing on easy does make Megido spam really viable, as you're dealing about 1.5 times normal damage against enemies while they also have 30% less HP or so. The SP cost doesn't even matter anymore in that case since fights are over in a flash and you can easily restore your SP outside of battles.
The only spell I did nerf before release was Megidolaon, I was dealing 6K+ hits with it and it just got insane to the point of making every other skill feel very weak in comparison. The SP and CP costs it has now along with a 33% damage reduction seems far better. (SP was 52 and CP cost was 9.6K before release)

-There are a lot more features (like adding elemental effects and stuff like that) to the script but I decided to not use it to stick with the somewhat basic style SMT has going.

-I agree that for about 50% of the game, synthing is pretty underwhelming, you replace gear fast and the stat increases are low.
It becomes better later on though, and post-game is all about this system in terms of being able to massively overpower yourself if you put in the time.

-Next project is something entirely different, though I do want to use the skill system of this project. Everything else including battle system will be different. Arena won't be in and neither will the synth system.
Gear in general will be vastly improved though, with on hit effects and other fun stuff that makes gear more than just "+x stat +x stat +x stat"

-I don't even know if I'll ever use the PTB battle system ever again, there are some things I have against it now after using it for a while. Main thing being there's either "First turn player phase, player destroys half the monster group before it can act" or "First turn enemy phase, enemy insta-gibs party or severely hurts you".
Middle ground is nice, but this battle system can't provide that unfortunately.



Have you ever played bouttales? (not sure on the spelling, its a vx ace game with an insanely open ended synth system ironically) If so, what are your thoughts on using a battle system like that one?
I haven't played it, though I've heard good things about it's synth system from the review(s) I read.

I haven't really played many RM games in general though, in fact I've never completed one before. I've played about 2 hours of Star Stealing Prince and that one is pretty enjoyable but other things keep me busy so I never really think about playing it any further, maybe some day.
Okay, some bug/typo report in build up menu
- at the top, 'equipement' instead of 'equipment'. Not very important at all
- this one is very important though. I have Wooden Armor+5, i want to break down and synthesize it into new, fresh wooden armor. I buy another wooden armor from merchant. But when i try to equip it, it said Wooden Armor+5, not fresh wooden armor. I break down it, synthesize into my equipped WA+5 and get some stats up. I buy another wooden armor, and it turns into another Wooden Armor+5 in menu. That means i can just keep buying WA for measly 30 Au and then synthesize it into my equipment without having to level it up first in battle.

Is that intentional (so we only need to level up one particular type of armor, and then all armors of the same type will be levelled too in merchant) ? Because it would be pretty cheap.

This only happen with armor, helmet and cloak. Weapons is fine, i buy new dagger and staff and it said training dagger and staff (without+) in menu.
The above bug only happens with the "Wooden" type of armour/weapons (and weapon only Knuckles).

The whole reason why I even have to use the equipment cards instead of buying equipment like in any other RPG is because the engine makes duplicates of an item when you buy it directly from a store. Using an equipment card and having the engine add the item to your inventory using an event doesn't do that and makes seperate items.

The reason this is important is because of the Build-Up script, anytime you level up an item it would reflect on any other item of that same type if I made you buy items the normal way.
Reason why this still happens with the "Wooden" type items? Because Gesley starts out with them and the engine treats any "Wooden" type items like the items Gesley has equipped, if you never took off his gear until it was all lvl 5, all wooden type items bought afterwards would all be lvl 5 (and if you increased the stats on them, they would also all have the same extra stat).

You can now break the game if you really want to, enjoy getting max stats on any other item at any point in time instantly so long as you can afford to buy tons of the Wooden items. ;p

I could fix it by having Gesley start out with items the player has no way to ever get, maybe I still will. It's not high on my priorities list though.
Ugh, i just have to limit myself then. Only using stats orb and not buying another wooden item. I love difficult RPG so i wont abuse this bug. When will next tier of equipment becomes available ? (I need to go get Ephelia).

And as a fellow SMT lover, which battle system do you prefer ? Press Turn or Once More ?
Next tier is available at the Excavator's Guild, which you'll get to pretty soon.

As for what battle system I prefer, I would give a slight edge to Once More just because it's a bit more balanced for both the players and enemies. Press turn basically boils down to insta-gibbing everything in the first turn, or if the enemy gets first turn you get insta-gibbed or severly hurt instead.
Of course, Once More has to use Persona 3's rules, no getting a Once More with an AOE even if it only hits the weakness of one enemy out of the whole group :V
Just beat Chernoborg. Without Cyrielle i dont think i can beat him. Extra Media cast is basically what saves me in that fight. Nice clue with Dekaja/Dekunda rock treasures, it basically screams that i need those spells in upcoming boss battles.

Some questions
- Do Dekaja removes Mind Charge buff ? I forgot this, so i just guard whenever Cherno uses it.
- In SMT games, guarding nullify Elemental Weakness for that turn. But here, enemy still get extra turn. Is it design choice ?

Overall, very nice game. I hope this get Featured in front page
I just got to chapter 2. The boss at the end of Ch1 was so infuriating- I had to rearrange my skills a lot, but it was so rewarding to finally kick his ass. Also, I might have been overleveled? 'cause I jumped from 17 to 20 after my victory.

Is there any way to make up for Cyrielle's weakness to ailments? Aside from the 1 turn shield there doesn't seem to be a skill for it like the other elements.
author=Trisagion
Just beat Chernoborg. Without Cyrielle i dont think i can beat him. Extra Media cast is basically what saves me in that fight. Nice clue with Dekaja/Dekunda rock treasures, it basically screams that i need those spells in upcoming boss battles.

Some questions
- Do Dekaja removes Mind Charge buff ? I forgot this, so i just guard whenever Cherno uses it.
- In SMT games, guarding nullify Elemental Weakness for that turn. But here, enemy still get extra turn. Is it design choice ?

Overall, very nice game. I hope this get Featured in front page


-Dekaja doesn't remove the Mind Charge buff, Focus doesn't get removed either.
-Changing how the guard functions is something I didn't figure out how to do on this project, if this was made in VX ACE I would have definitely done it though (so easy to do in Ace lol)
-The fight is definitely doable without Cyrielle, though it takes a really long time because you have to dedicate one person to casting Null Fire every single turn, another person to heal and then only one person to deal any sort of damage.
Don't think I've ever done it without Cyrielle on Hard mode though, so she might indeed be mandatory there.

author=twitchycolt
I just got to chapter 2. The boss at the end of Ch1 was so infuriating- I had to rearrange my skills a lot, but it was so rewarding to finally kick his ass. Also, I might have been overleveled? 'cause I jumped from 17 to 20 after my victory.

Is there any way to make up for Cyrielle's weakness to ailments? Aside from the 1 turn shield there doesn't seem to be a skill for it like the other elements.


-The level jump is intentional, there are a few more level jumps like that later on.
-Unfortunately you can't get rid of it until Chapter 3. Ailment Rings II become available at that point. (+50% ailment resist per ring)
I might still make a Resist Ailment skill for her, or move the availability of Ailment Rings II from chapter 3 to 2.
Another questions, sorry to bother you
- I started chapter 2, but still stuck in 'morning' weather (dark frame across the screen with light halo surrounding character). When will this change ?
- In chapter 2, I tried to go to Garos pub for sidequest, but i cant because apparently i need to get the cure to Catherine as soon as possible. I already do that in chapter 1..
author=Trisagion
Another questions, sorry to bother you
- I started chapter 2, but still stuck in 'morning' weather (dark frame across the screen with light halo surrounding character). When will this change ?
- In chapter 2, I tried to go to Garos pub for sidequest, but i cant because apparently i need to get the cure to Catherine as soon as possible. I already do that in chapter 1..


-Which area does this happen in? I don't recall any of the major areas giving problems in this chapter.
-Already fixed for the next patch :)
This happen in all areas at the start of chapter 2. I know that you supposed to start hiking mt. Tyris at morning, but it stays that way until the next chapter.

I think this is tied to Gharos bug, when i tried to go to Elioth room at the start of chapter 2, the game still treated as if Catherine still suffer from Blood Haze, but because Catherine is sitting in living room now, so the game froze.

Maybe the weather also froze just like the bug ?
author=Trisagion
This happen in all areas at the start of chapter 2. I know that you supposed to start hiking mt. Tyris at morning, but it stays that way until the next chapter.

I think this is tied to Gharos bug, when i tried to go to Elioth room at the start of chapter 2, the game still treated as if Catherine still suffer from Blood Haze, but because Catherine is sitting in living room now, so the game froze.

Maybe the weather also froze just like the bug ?


-Hmm, the problem seems to start at the campsite scene. I used the dark frame + light halo picture but then forgot to turn it off once the scene is done since I used picture ID 2 instead of 1.
The funny thing is, there's no way that would ever go away since I don't recall using a "Erase Picture ID 2" event anywhere in the game...yet no one seems to have mentioned it. ;_;
I guess people just like dark games or something, in any case since I think this is a major bug I'll be issuing a patch now. This will also contain all the fixes I've done since the last one.

-I'll fix that bug as well while I'm at it.
Patch is out, thanks for all the reports everyone. =)
Thanks for the fix !

I'll be reporting any bugs i've found. Now back to playing the game...
I forgot to mention that I added a "Erase picture ID2" event to the Excavator's Guild for those who ran into this problem. Can't believe I forgot to mention that, oh well.

You'll most likely still have the frame around the screen when you start up the game, teleporting to the Excavator's Guild should fix it. Then you can continue on as normal.
hey here is a bug i found when i was battling the avatar of god i didn't silence the seals or nothing and somehow they cast a spell when silenced but i didn't and it been doing it at some points in the game and i about beat him to darn them.
Hmm? The seals don't do anything except "Wait" so them being silenced or not shouldn't matter.

Unless you're talking about the spell that instantly kills you, but that has to do with the timer/death of a seal and can't be stopped anyways :V
author=Daedron
Hmm? The seals don't do anything except "Wait" so them being silenced or not shouldn't matter.

Unless you're talking about the spell that instantly kills you, but that has to do with the timer/death of a seal and can't be stopped anyways :V

hmm idk but it was strange now i got another problem when i have a null skill on my guys from being weak somehow i still get like 200% on wind for example but my guy is null wind now but when i equip an item it switched to ice 200% somehow but i took them all off and says they are at 200% on elements so idk i tried my backup saves and still having it hmm. But I am still mad on the elements. angry