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Announcement

New patch is available

After several days of release, the patch for Eremidia: An Empty Tome is now available. The patch should fix some issues that might appear in the game.

Follow this link for the patch. Instructions have been added there; follow it to install the patch.
https://rpgmaker.net/games/5252/downloads/10098/

Progress Report

The Quest! It continues!



Have put a few things in the latest sprint, and while the story development is not progressing that fast, there are some interesting cues worth to mention in this month’s devlog. Mad Queen arc storyline is being written at the moment, so it'll take a while to finish--not to mention, some revisions will happen soon or later.



First of all, I’ve made it to make half of the entire cast’s character art. It’s quite something, since this had been started six months ago. Maybe I’ll can make the entire cast in the end of this year. Maybe.



And then, while the story is kinda… well, stuck (not really stuck tho, I still need some time to make it more interesting), a side story emerged based on the newly established setting. The ‘Skyward Temple’ party is about to have a spotlight in this project, and here’s the interesting part: they’re about to have their own game, too. The ‘Skyward Temple’ project is currently being held by TheoAllen—and as part of the collaborative work, I provide some assets as well as establish the character design of the project’s main party.



Left-to-right: Terra Erde, Alfred Soleil, Emille Lunar, and Stella C.



Terra, in the game, being the strongest character in unassuming looks



"Beam'em up, Lunar!"

Visualizing the character concepts is quite something, I'd say. In Mad Queen arc, some villains will have their spotlights and (hopefully) they'll reveal their motives in the story. Here's some character art of them



The Mad Queen herself. Rumors have it, she has some sort of relationships with the Town Guard.



The leader of Pars Mythos cult. Also, rumored to have some relationships with the Town Guard. Why the villains are related with the Town Guard, anyway?



Supposed to be the characters appearing in one of sidequests in Mad Queen arc. One is the good side while another is the opposite. Whose side the Scout will take?

In the UI department, there's a revamp on the character menu. It's meant to give players a bit more info about said character as well as some insights on how well he/she would make it when he/she is in active party.



For sake of convenience in gearing'em up, the equipment UI is also revamped.



Also, some old contents got revised and revamped. The redactions in scenes were... well, some were absurd at best, so I had to work on it once more. Here's one of the reworks I've made for the game, which also may give answer of why and how Iris came out of the book like Richter tends to say.



--

That's all for July Devlog. Anyway, there's a new demo will be out soon; I'll make an announcement once it's up and ready, so stay tuned!

Leila's Tavern is always open, so as you know, but currently the last line will be said by the now-entitled Stealth Explorer, Theodoric Allen. He's so unassuming as a Royal Guard but eh, he's still a legit one.



"Dammit, Theo! Don't mention that name again!" -- H

Forgot that the Docent has proper ending line for this devlog. Here it is:

Progress Report

Found the clues in the Library? Well, not really.



Surely, since there's still no discernible clues about what's happening around the Rift, the Scout has to dig deeper and see whether they can find something significant. At this point of the story, the clues are sitting there in between the shelves, waiting to be found..



While the story seems like hitting a roadblock--which isn't really--several side contents added so the Scout can explore the Rift with more reasons. The Rift's newly found anomaly causes the appearance of several strange, if not unique people with unique traits and skills who may take shelter in the Sanctuary. They might have their own business but hey, they'll lend a hand if the Scout asks for assistance.

Now, the Scout is opted to either getting into the chase or taking some detours to get additional manpower; to get those people into your list, however, some conditions are required. This also means more possible alternatives in party arrangements, which will always come in handy.




In current sprint, sometimes glitches produce interesting result. One of those glitches is this. Note that the title logo at the bottom right is supposed to be not there after the chapter's intro ends.



Talk about the 'side quests', I've elaborated with some people who also contributed in the project for a while. Not only the stories; we've made several interesting backstories for the characters, like shown below. Surely it's great to have people backing you up.



This Rachel girl is one of the collaborate works done in the project. Maybe you've seen her around whirling her minigun or munching cakes, but here's a GIF of her enjoying a slice of cake for refreshment.



In combat department, nothing much visible changes can be shown here--there are, however, interesting interactions that I'd like to show in these GIFs.






And here's some character designs for the project. To be honest, these are the reasons why the development took a little bit more time than expected.



The scout girl with... who's that archer girl? Well, I'd like to introduce her and her friends, but that's a story for another devlog.





The prominent characters in this point of progress. Mostly are girls but hey the guys will have their spotlight soon!



The last one, I can call it as a big deal since the couple came from one of the old projects ever conceived (and released) back in RMID. They're making an appearance in this project, yes, but I can't tell what are their role in the story... yet.

----

And well, that's all for now, fellas. Don't forget to visit Leila's Tavern as well. If you're going there, please pay attention that she has quite a harsh bouncer there. If you ever mess things up there, prepare for some beatings. Thank me later.

Progress Report

Yet another rehearsal, but it's still rolling out.



If you wonder where's the April devlog, well, I didn't make it because I focused myself more into the character art (which has been mentioned in March devlog). Anyway, there are some new stuffs added into the game, so it's an even.

First of all, let's talk about the biggest catch of last month (and this month as well, since there are some character arts still in the making).



Here's a sample of the result of what I've made in a couple of weeks. By the way, I've committed myself into redrawing the entire characters as a result of an extensive training months prior. Put a little bit more effort into redesigning their looks as well. The process took a little bit more time than I've expected but the result is worth it; I can pull of better portraits for the characters, which is a thing even I can appreciate myself.



As for the game stuff, there are not much things changed aside from the addition of the story. The outcome of Chapter One opens a way to reveal hints that will be Chapter Two's main feat. What hints, you may asked? Well, that's a story for another day--the first hint, however, is a revisit to Grand Library.



Gotta admit I'm still working on King Dnas' new character art but this will do good for a moment.

Who is Leictor? What is Pars Mythos? Well, fella, those questions are yet to be discovered, but let me tell you something to help you figure iot out: the Pars Mythos cult is Kingdom's nemesis. The followers of Pars Mythos want to see the world burn and they'll take any means necessary to meet their goals. What will they do in the island--and Rift in particular--is yet to be discovered. That's what the Scout will find out in Chapter Two.

Also, there are some additions worth to note, such as some potential allies which will help the Scout in their journey in the mysterious island--and the Rift. I won't reveal their identity for now; have some sneakpeek so you can figure out what kind of allies the Scout will meet in Chapter Two.




And that's the devlog for now. Cheers~

Oh, I forgot about Leila's tavern. She told me to tell people about the cozy tavern located in the middle of nowhere. Where is her tavern? Right down the road--can't miss it!

Progress Report

Takin' A Step Back. Let's Call It 'Rehearsal.'



Ah, March. Little I can show right now since the main concern last month was reworking on stuffs made as well as writing the continuation of the plot. Chapter Two is a beast; the contents are massive, the characters are many, the places? They're plenty.

Aside from the later iteration of Void Rift where the Scout and party will traverse, there are plans to add more Book Realms (like the Nordborough Keep introduced in first chapter) so some characters can be introduced in their own setting. That's a story for another devlog, tho. Have a look at the concept of Void Rift's third iteration.



Based on feedback from several players, I decided to make some reworks on the battle flow, characters, and enemies. Iris and Theo got major treatment since, after some recent playthroughs, they have less viable skill set to boot. As one of prominent characters, they deserve more than they had. For example, Theo's Shackle now becomes a trap-based skill.



Or if you fancy more impactful action (or if you're a JoJo fan like I am), here's a revamp of Howl's moveset.

Who's Howl, you may asked? He is the boss in first level of Nordborough Keep, and if you can persuade him after a brawl, you can make him join your party!



The maps also gained some revamps, like the bookshelves in the Library. Now the bookshelves have four directions, which is nice.
Talk about the Library, there's a plan to expand the Library which is incorporated in the main story. To be noted, the story revolves around the Great Library despite the plot sometimes throws the Scout into some other realms like Nordborough Keep.



And the biggest catch comes not from in-game stuff, but from the drawing board. I have decided to redraw all the characters with more proportional style. Would be surprised when spotting the difference between the old artwork and the new sketches. Yea, sketches, apparently. Here some example as a comparison between the new style and the old style.



That's all I can say in this devlog. There are some stuff I'd like to tell/show here, but I'll keep that for later. Like a saying, "A good book never reveals all of its secret at once." Cheers!

Miscellaneous

Real Name Revealed

Finally settled on the proper name of Project Dungeon.

Q: Why An Empty Tome?
A: The Scout will have in their possession a leather-bound, hardcover tome with many pages and nothing written on it; hence, the title. It'll be a major spoiler if I reveal what's the correlation between that book and the story.

Q: Did you say you're ditching the Eremidia name?
A: A fam gave me a kick in the head (metaphorically). The name was coined years ago when I devoted myself to this project. Now it's a part of me; it's inseparable. Besides, you'll be sent to me when you google up 'eremidia'--if Google didn't send you to my friend's project, of course.

Q: So, it's not all about dungeons anymore?
A: Ha, not really. Dungeons are still out there, but the emphasis of story revolves around the Great Library where portals to select places (including dungeons) are present. It'll be the Scout's decision whether they need to visit those places or not.

And yeah, I'll post some updates later from now on, might be with the Richter's Memoir short story as well. Cheers~

Announcement

Rebrand and Update Notice About This Project.

Firstly I've changed the project name into Project Dungeon as a revision upon the previous project. Yes, this is a reboot of Eremidia: Dungeon! project. Long story short, I decided to work back into this project--now with more of my direction rather than solely using the RPGMakerID's ideas and direction.

About the alpha....
After several weeks of extensive testing, the alpha version of Project Dungeon is now available for public. The game is a tad short (two hours of playtime in average) yet most of the features as well as bug fixes have been already implemented. Still, unexpected bugs and glitches are to be expected; if you find one, let me know by leaving a comment or opening a thread in the game's page.

Announcement

Eremidia: Dungeon! reworked

UPDATE:
The new build of Eremidia: Dungeon! is ready, but it needs a couple of tests before the release. I need testers to make sure the game is ready to go public.
If you have keen sense of curiosity, willing to learn the game's quirky mechanics and have no problem with bleeding edge version, send me a PM.


The download button has been disabled at the count of 375. That was an obsolete installment and I'll update it when the newer release version is up.
Sorry for the inconvenience.
However, if you want to test the game with the features described below, send me PM so I can add you into the tester list.

Thanks in advance.

--

Back after almost one year of hiatus~

It's the third years of development, and the progress is still at Act 1. Well, the contents for Act 2 is 50% ready and I still have IRL stuffs to be done. Currently I work on this project in my weekends, as I also have some business in making game assets as well (namely sprites)

Anyway, I've planned to release a demo with limited amount of rosters, but not in near future. The demo is intended to test the new features as well with the improvement of existing features, and to introduce the characters that included in the Starter 12 further.

 
 
 
 
 
 
 
 
 
 
 

 
For those already played the game, maybe you still remember about some of the characters. However, let me reintroduce the characters who can be summoned by the Art of Epoch Reciting:
  •  Marvel Junior, summoned from Marvelous Odyssey vol.1, is a self-reliant fighter who make use of simple swordplay to overcome his enemies. He has Play Dead ability which makes him able to evade incoming attacks automatically.
  •  Lyka Bosch, summoned from Cruna Aktrid vol.1, packs quite a punch for a kid of his age. He is able to drag enemies into positions of his liking and deals variable damage with his ingenious invention: Form Mattock
  •  Dorothy Gale, summoned from Westerland Story vol.2, is a bright opportunist and has keen sense especially when golds and treasures are nearby. Known well for her ability to use array of ranged weapons and find extra gold drops in each combat.
  •  Nella Shadowind, summoned from Alumnea Trilogy vol.1, is a formidable ally with several restorative spells on her sheath and signature Bound Weapon spell for offensive causes. Slow and disgraceful when on foot, almost unbeatable when she flaps her wings and fly.
  •  Souki Trance, summoned from The Legendary Warrior vol.2, a stubborn kid who wields a pair of blades that barely attuned. His affinity with shadow allows him to nullify incoming attacks and deal armor-piercing damage to his enemies.
  •  Razh Avandrey, summoned from Enthrean Radiance vol.1, is a soldier-of-fortune who spent his days doing chores and small quests. His presence in combat bolsters his allies' endurance.
  •  Ningrum Hapsari, summoned from Pendekar Bhumitara vol.2, is barely known in Eremidia, but honored in her homeland—Bhumitara—as one of the best archers of the far away land. She inspires the marksmen by her ways of marksmanship.
  •  Nina Winhart, summoned from Eremidia Legends vol.1, is a simple girl who turned into vampire thanks to the seductive trap that accidentally fell upon her. The contract granted her access to the destructive Thunder spells, but made her prone to Fire.
  •  Ronald Weber, summoned from Darkness of Hope vol.1, is the most capable personnel of the secretive military service. His ability revolves around his weapon, the complex mechanism of gun and sword: Gunblade.
  •  Flair Goddreary, summoned from the storybook Path of Flareia vol.1, is a boisterous and stubborn fighter who followed his dream to be the strongest fighter in the world. He is able to manipulate seven known magic elements, but ironically he's weak against magic.
  •  Ryuna Shureia, summoned from Rebirth vol.1, knows less about the world when she embarked a epic quest to find his lost family, and well known for her insatiable hunger. A versatile fighter with strong mixture of magic and raw power.
  •  Iuna Sept Leonia, summoned from the lost collection of Whities vol.1, is a cocky and spoiled princess from the long lost Knightdom. Her array of Ice spells wreak havoc in the battlefield and she's quite hotblooded despite of her affinity of the chosen element.

 
There are some secret characters what can be unlocked by completing certain sidequests, but I'll keep it secret for now :P
 
The enemies roster are also got some changes. I forgot to add the Wasps in previous version (FYI wasp is signature common low-level enemy in Eremidia-based projects), and I also added some new varieties of common enemies like Kobols.
 

Introducing the Kobol Magus, along with the Kobol Warriors.
 
 
Along with the characters info in several places, it would be fair if enemies also got some spotlight. Introducing Eremidia Bestiarium which has function like ordinary bestiary: showing enemy's info, one at a time.
 

 
The battle interface got some improvements; more intuitive UI and the battle floor now slightly tilted, giving more depth in combat.
 

 
Targeting now helped more with on-floor target indicator—the targeted area will be marked differently on the floor, giving a hint to where the pointer is pointing at the moment. It also indicates the cast range of certain spells and when moving from one point to another point as well.
 



 
About the game difficulty, I don't know whether the game is too hard or too easy; it was relative and depended on the player themselves. That's why I planned to release a demo later, to make sure the game will be enjoyable and acceptable for players casual and hardcore alike.

Maybe that's all for this time's update. Next update probably will come along with the prototype. Stay tuned. ;)

Announcement

The stable release?

The stable version is about to up. Lots of things reworked, rebalanced, and revamped. Here are some screenshots of updated contents, like the Theo Allen's confession and one of Nina Winhart's reworked spells, Thunder Locus.




Read more here in 'official' devlog site: 'Official' devlog site

Well, that's all for now. Stay tuned for the news and announcements.
Cheers~

Announcement

Eremidia: Dungeon! Beta patch

Here is the patch for the known glitch that preventing player to exit Central Office, Training House and Hunters' Guild. Download it here

As per October 27, 2014 11:00 GMT+7 (16 Downloads count), the patch is also included in the game. For those downloaded the game before that time, you'll need the patch.

Thanks, and sorry for the inconvenience. After all, Happy E:D! :D