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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
  • 360282
  • 105
  • 1218

Posts

The BGM I used is called "The House of Leaves". It's royalty free music and one of the first songs that popped up when I typed "Royaly Free Music Horror" in google. Thought it was good so that's why I used it :D
So after messing around for more than an hour, I finally managed to get a...decent(???) looking CSS...I think.

I think the message text needs to be changed from white to a different colour but I honestly don't know, so I'll keep it white for now!

Hope I didn't hurt anyone's eyes with some of the funky looking stuff I somehow managed to come up with, but it was all accidental I SWEAR.
;<
In any case, 2:47AM...time to go hit the sack.
The game has been rather nice thus far. I always enjoy a fair amount of dialogue etc between the characters and thus far you have provided a good amount.. as far as everything before the haunted hotel goes anyways.

Thats where I'm at currently- I'm stuck. I just got to the room where you pick up the strange orb and it says the key is room 109 on a note under it. Now, I'm guessing that this refers to a chest in another room that needs a password and part of the equation to open the chest is the room number. This is where my problem begins. I have tried plugging in several different numbers that I thought made sense only to find that it is incorrect. I can't think of anything else. I have tried numbers 240, 282, and 228(these are each if I plug in different numbers that would have made sense in the equation)- but to no avail. I'm not really even sure what else I'm supposed to do- I don't suppose you could throw in a hint or something as to where exactly I should get those numbers from, or if theres something else I should be doing?
As i remember, you don't need that chest to proceed. I don't know the exact number, but I tried every number between 200 and 300... lol :D it was around 260-280. I tried only 260,262,264 etc, because the formula refers to the number as x2 ^^
Thanks, I appreciate it. :D

Funnily, I have tried every number between 1 and 200 thus far. LOL. Just to make sure it wasn't a lower number and I wasn't doing something right. I'll try between 260-280. I guess I need to look around a bit more to figure out just what I'm supposed to do after getting the orb. ^_^''
The puzzle in that room is solved this way: open the menu when you're inside the room with the chest and note down the number of the room. Then, read the diary again and add up all the different days. Day 1, day 3, day 7, day 10 and day 11.

The equation is
(Room number + total day count) x 2

Which means it becomes (107 + 1 + 3 + 7 + 10 + 11) x 2 = 278
From my experience, many people seem to think the "total day count" means the final day, aka day 11.
As for where to go after getting the orb, "Room 109 is the key" means room 109 in the "normal" version of the hotel, located on the first floor in the top left.
Might remember it as the room where the demon girl first appears and walks out and where you get the...Heart key I think it is.
The orb will activate a portal you can enter.

Hope this helps.
OH! I actually never noticed that you could see where you were in the menu. My mistake- but maybe make it more noticeable if you patch it in the future? I was stressing about how exactly I was supposed to find out what the room number was, I counted the rooms up to that one, considered it had something to do with it being a heart key room, and looked everywhere to see if there was a sign or anything that would say.

Yes I had 3 different ideas about that, either it was 11 because of day eleven, 5 because thats how many times a day is noted, or it was all of the days added up. I also considered that in the start of the journal when it is mentioned that the theives guild has been spying on that person for a week that I might have to add those days too. Had I realized that I could find the room number in the menu then I think I could have figured it out myself- but I just had no clue that was there XD.

Yes, I found the portal and got past the hotel, thank you so much for responding ^_^
I'm only at the beginning, but I've noticed that one two occasions Elioth levels up (message to his brother, plus stats table shows) while he is still a few exp short of 100%. Haven't noticed this with Kaleo.

EDIT
Kaleo has now done it as well. It seems to happen when they are just 4 or 5 exp short.

EDIT
Just a thought. You give a lot of in-game information e.g. the whole build-up system, the skill system etc. To those who are familiar with things from other games, these are useful reminders. If, however, they are new to the player, then only getting the info in this format is not very helpful. Unless the player laboriously writes it all down, half of it will be forgotten in short order. Perhaps include a README file?
I've encountered that bug as well but eventually shoved it off, as I didn't find a fix for it. The amount of EXP you get in the end is the correct total though, the EXP you get is: (Base + extra amount due to enemy levels script). The EXP bar only shows the extra amount but the base amount gets added afterwards for some reason, which is why you sometimes gain levels when you're close to levelling as the base EXP was high enough to level you.
The base EXP is generally pretty small, but it's more noticeable at the lower levels than it is at the higher levels. (Though it still happens there sometimes too :V)

I might add some kind of journal type of thing if I can find the time to add it, but I might as well just create a page on this very profile which contains all the relevant gameplay information.
I'll see what I can do in the coming days, thanks for the feedback :)
I seem to have found a bug. The skill 'Mana Drain' says it drains down MP and gives it to the caster. Well, it does indeed drain down, but it does not give it to the character using it, in my case Gesley.
Interesting, it worked before but I just tested and it seems to be because of the new damage formula I use (didn't test it afterwards since well, didn't expect it to go BOOM). I'll just remove the tag for that formula and make it use the default one, that makes it work again and doesn't break anything balance wise.

I'll work on adding a journal while I'm at it which allows the player to re-read the tutorials the game gives you.

Patch 1.03a should be out within the hour.
Patch 1.03a has been released. A small patch so a blog isn't necessary I guess.

Patch 1.03a notes:

-Added "Tutorial Journal". This journal allows the player to view the tutorials again. It's given to you after the "Build-Up" tutorial. If you're past that part, then returning to Gharos will give it to you as well.

-Fixed the Mana Drain skill.

-Some miscellaneous fixes.
Thanks

Just collected the Journal, but unfortunately, it doesn't help with my problem. I can break down items so that they become orbs. I assumed that I would then select the option 'synthesize' scroll down, select the orb I wanted to use, press the action key (in my case, space bar) and it would then be used to up the stat on my chosen piece of gear. However, when I select the orb, nothing happens. What am I doing wrong?

Edit
There seems to be a problem with Cyrielle. I'd thought a couple of times that she'd missed a turn for no obvious reason, but this then happened several times in the boss fight with the dragon on top the mountain. She wasn't paralyzed or anything, she just didn't get a turn. Made that fight a lot more difficult!

Edit
The problem occured with Gesley on the way to give the flower for the cure. As he's the 3rd member of the party (Cyrielle has temporarily left it), could it be something to do with the way the last person in the party is detected?
The only thing I can think of is that you used a normal or physical skill and you missed the boss or it dodged the attack, that also takes away 1 turn.
Magic can never miss, but physicals are generally a bit more powerful + the chance to crit gives them the edge, more so later on than early though. Of course the risk is that you miss and lose turns.

As for the synthesizing, I'll make a quick tutorial on this profile as a "Page" so I can explain via pictures, I think that would help a lot but looking at the way you describe it you're not doing anything wrong.

EDIT: Annnnddd...the page is up, all explained with pictures and the like.
And now I go to work, be back in 8-9 hours.


author=Daedron
The only thing I can think of is that you used a normal or physical skill and you missed the boss or it dodged the attack, that also takes away 1 turn.
Magic can never miss, but physicals are generally a bit more powerful + the chance to crit gives them the edge, more so later on than early though. Of course the risk is that you miss and lose turns.


Not sure that I've quite understood your answer. It's not a question of missing the boss or whatever, because the 3rd member has a turn and then before the 4th member does, the enemy has a turn and it then goes to the 1st member to start a fresh round. I've been able to check this because the same thing is now happening in the Colosseum.
That is pretty odd indeed. I've never had someone not get their turn in over 6-7 full playthroughs, unless someone missed their attacks or hit something that was immune to a certain element of course.

Just to make sure: When you're at the 3rd member, there are still 2 press turns available to you correct? And this 3rd member does not miss his attack or hits the enemy with a skill it's immune to, yet the 4th member still doesn't get their turn?

If so, then I think the only thing you can do is either make a video showing it (preferred) or send me the save file so I can hopefully replicate it myself. I'll of course use my test copy which is the exact same thing as the download + patches I put up on this site just in case.

I don't have a save file near where this was happening, but I have found something else.

I'm in the ruins south of the oasis at Caspadul. There's been the cut scene where Cyrielle creates the portal, which I used (with gratitude!!) I came back and wanted to check that I'd missed nothing before entering that room, but when I went to leave, the cut scene replayed - though this time without any of the other sprites, just Elioth moving around as necessary, and the dialogue.
Forgot to put a 2nd event page there, derp.
Fixed now, guess I'll have to make a patch 1.03b as well at some point it seems. I'll wait a bit longer just in case something else pops up though, or else we'll be at 1.03z before too long if this keeps up.

Too bad about the save file, cause I'm really interested in seeing the bug in action myself =(
It's just happened again in the Colosseum (can't you tell I'm determined to get that gear with chips) and it happened when the 3rd character missed. The fourth then lost her turn. I must admit, I don't see the logic of a miss depriving someone else of a turn, first time I've ever come across it.
I stuck with the default rules used in the games the PTB system is used in, namely SMT Nocturne and SMT: DDS1/2, those games were even more punishing though if you can believe it. While I could have also made physicals hit 100% of the time, I felt like they should feel a bit different from Magic altogether, instead of it basically feeling and behaving exactly like magic.

Some people like it and some people do not. It's something I've been thinking about though and I'll have to make a decision in my next project on whether or not I'll keep miss chances in. I could keep them in and then have buffs that increases the chance to hit, but then it might feel mandatory to always cast those if the miss chance is too high or it might make them seem useless to cast at all if the miss chance is pretty low.

But eh, enough rambling. I'll have it figured out sooner or later ;p