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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
  • 1426227
  • 250
  • 5933


Exciting, but ultimately pointless.
Adding fun little things like that? Worth every second.
Just some quick observations...

1) There's a bit of Reiner dialogue outside of Zephyr's house where you forgot to add a space on a new sentence.

2) Reiner repeats a line of dialogue when telling Zephyr about the Miasma Stream after defeating the first boss.

3) Some of the sprites are misaligned, either vertically (pink Moogle vs. grey Moogle) or horizontally (Zephyr standing vs. Zephyr laughing). It just looks weird when the Moogles are next to each other and they're not on equal footing and stuff.

4) When you're ready, I'll fix up the Skill/Item choice list in battle (gonna move the Skills over a bit so you can still see enemies and party members, and I forgot that Items in battle are it's own menu, so that's still taking up the whole screen). Let me know when.

That's all I have for now, I saved and quit after the boss battle.
Exciting, but ultimately pointless.
Yeah, feel free to do so whenever! You can just send me the script file if you want, because nothing's changed scripting-wise since I uploaded the demo.
"Expect the unexpected." That is all. ;) (Having a bit of surprise for ya.)
Exciting, but ultimately pointless.
Expect the unexpected? Did I use that line somewhere? I have a concussion, don't confuse my brain!

Nah, go ahead. I like a good riddle.
Expect the unexpected? Did I use that line somewhere? I have a concussion, don't confuse my brain!

Nah, go ahead. I like a good riddle.
Shh, it's a secret! A secretive review, actually! I might as well draw some HD sprite for some characters if desire will come. Maybe a big fanart. ;) Don't know yet.
Definitely enjoying the demo so far. I should be about done once I get off work today, and answer your survey.
Enjoying the demo, but there were two times
when the game freeze after a fight in the cave!

Exciting, but ultimately pointless.
Froze as in completely locked up? I don't think I've heard of that happening to anyone else yet. Huh.
Yeah, I think it happened after a battle with the two character blind
Now I managed to pass the cave and went to the new town, when I got the permission
to the tunel, the screen turn black and don´t come back, but I can talk to the
npc´s there and go to the status screen!!
Being addicted to the game, great beggining story!
Exciting, but ultimately pointless.
Ha, yeah I found out about that issue. Talk to Godot from the bottom instead, you won't get the screen stuck in a fade out.
Easy way to fix NPCs who force you to be in a specific tile: conditional branches checking the direction they are facing.

Like when you talk to the NPC, have it do something like:

*IF Facing Left: Move Hero Down, Left, Face Up - Move NPC, Face Down
*IF Facing Right: Move Hero Down, Right, Face Up - Move NPC, Face Down
*IF Facing Up: N/A
*Event processing here

You know what I mean?
Exciting, but ultimately pointless.
Conditional branching? Yeah, that's what I use. I just forgot to make the screen fade back on a branch.
No no, the conditional branches should only detect what direction the player is facing when they interact with the NPC (thus telling the player how to move to end up in front of the NPC). After that, the event runs as normal (only one instance of Screen Fadeout).

Get it?
Finished the demo now the answers!
1. 2:37 hours
2. 4 and 5
3. just right
4. Yes
5. The characters and history
6. the grafics I prefer it like Blackmoon one
7. I omly found only a few ( reiner in the end of the demo walking in the wrong direction after defeating the boss!!
8. I really liked the demo, and I am waiting for more, but I really like ff sounds and sprites like the ones from the blackmoon I, I am a little nostalgic. I couldnt stop to play the demo untill the end.
According to the demo, Markim Alunira is a son of Elina Alunira, but I remember that you once said that he is her grandson so here's my question: which one is true?
Exciting, but ultimately pointless.
He's her son. I changed it when I started working on actual gameplay in VX Ace because I felt it would work better for what I have in store for Markim. He's a pretty old fellow, roughly in his eighties.
If I may make a suggestion re: your minimap controls?
The minimap, given the current equation you use, is a little jumpy if you're moving fast enough (because of how often it's updating). To put a little ease on it, and make it update a little smoother, may I suggest simply dividing by 3, instead of dividing by 9 and then multiplying by 3? Unless, of course, there was an intentional reason for the other method I haven't bumbled across.