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Latest Update: Version 1.5 (January 23, 2021)

One hundred years after the events of Blackmoon Prophecy, the world of Gaia has recovered from the conflict with Emperor Belmont, Malacore, and Zeul which saw a group of adventurers, today known as the Light Warriors, save the world from certain doom.

The rebuilt Lindblum Kingdom stands proudly as the world's fastest growing economical and military force. With the fierce backing of Esperkind behind the kingdom, it appeared that nothing would disrupt the immense prosperity that Lindblum was experiencing until Esperkind suddenly turned against Lindblum. The game follows the adventures of a young Augurer (specially trained anti-Esper monster summoner) named Zephyr Highwind who is forced to abandon his simple lifestyle of looking after Winter, a white chocobo which belonged to his deceased sister Ezra. With new friends aiding him, Zephyr seeks to put an end to the rising hostilities between Lindblum and the Espers, led by Ramuh, before the conflict engulfs the entire globe.

Blackmoon Prophecy II features twelve main characters, five optional characters, and two guest characters. Expected playtime should be in the range of 40+ hours.

Check out Blackmoon Prophecy across the internet for lots of progress updates and screenshots not shown on RMN (in order to prevent spamming the front page/everyone's notices).

Need help? Check out Firefly84's guide here.

Check out Blackmoon Prophecy Prelude now in development:

Latest Blog

Blackmoon Prophecy II Plus Now Available

Change Log:
  • Added a check in Eternia to guarantee that a specific event would run if the player backtracked and later returned.
  • Added a new interior battle background for boats and ships.
  • Added a third save point to Eternia.
  • Added claws to Lindblum City's weapon shop after Jasmine joins the party.
  • Added Diamond Isle Cave as an optional location to visit late in the game.
  • Added Gau as an optional character.
  • Added Jossley as an optional character.
  • Added lamb chops to the Hillsdale item shop.
  • Added Lukahn's Workshop as an optional location to visit late in the game.
  • Added Relaxed Mode, which can be selected at the start of the game.
  • Added Solitary Isle as an optional location to visit late in the game.
  • Adjusted positioning of monsters in various enemy formations to prevent them from looking too bunched together.
  • Changed around the spectral encounters you fight in the garden of the Mage Quarter in Lindblum City.
  • Changed colour of Zephyr's dragoon armor.
  • Changed dialogue of all augurers in the Augurer Colosseum.
  • Changed the menu graphic for Genji Glove.
  • Changed party formation of Reiner's group during scenarios to avoid potential glitches with Silas in fourth spot.
  • Changed Shiva's graphic during the sequence where Ramuh unleashes Espers in Koltz Forest.
  • Changed version of Poison spell cast by Nega in Old Lindblum Armory, as it isn't supposed to play the casting animation.
  • Edited cave battle backgrounds slightly to prevent mild repetition.
  • Fixed a bug I created in the last patch that made Zephyr visible for the entirety of the intro.
  • Fixed a chest in Dawnmarch that incorrectly referenced what it contained.
  • Fixed a pathing issue in Koltz Forest.
  • Fixed a minor tile passability issue with a cave tileset.
  • Fixed an event in Alexandria that could be activated earlier than intended.
  • Fixed colour of grass in various locations.
  • Fixed issue regarding the fireplace in Crescent Village's inn not animated during cutscene with Zephyr.
  • Fixed issue that allowed Zephyr to be removed from party lead at a time he is supposed to remain in that position.
  • Fixed issue that caused Mohadmal Tomb hummingway to crash the game when trying to start a card game with him.
  • Fixed issue with Rudra not being fully visible on screen when he is flying to Auslen. Only his tail could be seen.
  • Fixed issue with Tetra Master card shop windows being excessively narrow by reverting to default shop menus.
  • Fixed some minor issues with pathing and treasure chests in the Overgrowth.
  • Fixed some typos present during the party's initial boat ride to Lenadia.
  • Gave Cid a unique weapon called Commander's Blade with high magic and vigor stats to give players a better sense of Cid being a strong leader.
  • Realigned Jossley's sprite.
  • Removed an attack from Doom Scarab's script that did not reference an actual ability or spell.
  • Removed railings from stairs in Tzen and automated walking up/down.
  • Replaced obsolete hidden items in Zephyr's home with new ones.
  • Resized "Mark Cleared!" image.

Now available on the downloads page. Enjoy!
  • Completed
  • UPRC
  • thomasstoutXXV (Live Testing)
    LaMasquerade (Composer)
  • RPG Maker VX Ace
  • RPG
  • 11/05/2013 03:32 PM
  • 11/08/2022 11:53 PM
  • 12/23/2017
  • 1409215
  • 250
  • 5861


Exciting, but ultimately pointless.
Well, no real need for that with the inevitable airship. :p
Unless it's too high in the sky or under the water for the airship to reach XD
Unless it's too high in the sky or under the water for the airship to reach XD
I believe that Final Fantasy V airship could turn into a submarine and raise well above the cloud level.
Exciting, but ultimately pointless.
Never really played below 10.

Oh damn! So most references will be totally lost on you, haha. FF6 and FF9 are the two biggest inspirations behind Blackmoon Prophecy II.
Exciting, but ultimately pointless.
It's a good one!

Anyway, the installer is uploading. If you're subscribed to the first game, you'll get a notice about it. If not, just check out the downloads section in a little bit.
Played about 30 minutes of it so far. Pretty cool. Got a few grammar errors here and there and a word missing once in a while, but great story and dialogue :D
Exciting, but ultimately pointless.
Played about 30 minutes of it so far. Pretty cool. Got a few grammar errors here and there and a word missing once in a while, but great story and dialogue :D

Of the first game? Yeah, a lot of it is over ten years old (still hard for me to believe), and I just kind of "gave up" on improving a lot the earlier portions before moving onto the sequel. You should notice an increase in quality (gameplay, grammar and mapping) as you progress.
SO THERE'S A DEMO TO BE RELEASED TOMORROW?! I cannot express in words how much excite I feel right now. It's matched only by the pure bliss I experienced upon learning that Star Ocean 5's in development.
Exciting, but ultimately pointless.
Well, maybe not tomorrow. I've had a lot of setbacks (real life, not game related) over the last two days and haven't had as much time as I'd like to finish what I'm doing, so I'm going to be bumping it ahead by a day or two. I might make it Friday because, hey, Fridays are cool days to do things on!
FF9 huh? Now If I remember right there was once a Garland sprite floating around in the net...but that was a decade ago 2004-2005 I think. I think I may still have it, but it's in a floppy disk l'll never be able to access again. Heck I have some sprites I don't think the resource site or any other sites have.
lol love the fact terra is in loke's house and what she says.
Exciting, but ultimately pointless.
Welp, this ended up being a much busier week than I expected. Demo wasn't on the 15th obviously, but I'll be shooting for Monday!

On a semi-related note:

Maybe you should stop giving anticipated release dates. ;)

But seriously, I saw your comment above so hopefully everything's ok and the setbacks weren't too major.
Exciting, but ultimately pointless.
Nothing "bad" is happening, things just keep interfering with my schedule. Like today for instance, finding out that I have to stay four hours late at work. Woo.
Oh, good. Haha, I hear "setbacks" and think something bad is happening.

Four extra hours is rough but at least you're getting paid? (idk I suck at optimism lol)
Exciting, but ultimately pointless.
Going to try and push something out tomorrow night, assuming nobody tries to get me to do anything/go anywhere.