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Latest Update: Version 1.232 (November 14, 2019)

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.

Latest Blog

Blackmoon Prophecy II: "The Crystal War" Story Expansion

Blackmoon Prophecy II is getting, for lack of a better word, an "expansion".

Because of recent interest in the game over Discord and in LPs, my interest in providing updates to the game has been rekindled and I have decided that the Crystal War, an event that occurred one year prior to the start of the first Blackmoon Prophecy game, will be explored in Blackmoon Prophecy II as an optional story arc that will, hopefully, be a few hours in length. A few years back I tossed around the idea of making a short standalone prequel game based around the Crystal War, but I recently decided that it would be cool to allow the heroes of Blackmoon Prophecy II to relive it instead.

The update for this content will be called Blackmoon Prophecy II: The Crystal War. Updates on HOW to access to the content will be provided when I've made some sufficient progress. Suffice to say, it will not be available until late in the game after the party has messed with the timeline a bit. Without going into detail, the result of their exploits will allow them to travel to another timeline in Gaia's past and explore the Crystal War as it unfolded.

Vera will be required to lead the party for the duration of the Crystal War update since she was a major figure in the war. If you're interested in this future update, then get to leveling her up if you haven't! Level 60 will probably be the recommended minimum level for this content.

A few new summons, that will lend themselves specifically to Vera, may also appear. I've added a link to a Strawpoll below for you guys to vote on who you would like to see appear as a summon.

Expect updates in the coming weeks. Though I can't say WHEN I plan for this update to be finished, I'll say that I would LIKE for it to be ready in December of this year to mark the game's two year anniversary since being released.

New summons poll: https://www.strawpoll.me/18815727

Expect more updates in the coming weeks!
  • Completed
  • UPRC
  • thomasstoutXXV (Live Testing)
    LaMasquerade (Composer)
  • RPG Maker VX Ace
  • RPG
  • 11/05/2013 03:32 PM
  • 10/20/2019 07:41 PM
  • 12/23/2017
  • 913724
  • 241
  • 3217

Posts

Hey, I sent you a couple PMs. Did you get them? They were sent from my ancient work PC, so maybe not.
UPRC
Exciting, but ultimately pointless.
5354
Yeah, I did. I usually forget to reply to mail on RMN. I haven't had anyone else say anything about the FF6 graphics or the message box skin, so they're really unlikely to ever change - especially the character/tile graphics. Glad that you liked Zephyr though, I really am trying to make him more interesting than Vahn (which I personally feel is a saddeningly easy task to accomplish).
If you ever need a traditional looking White Mage, look no further!

Sprited by yours truly (with a little help from Square Enix's All the Bravest)! Fix as you wish if you're gonna use it. ;)
UPRC
Exciting, but ultimately pointless.
5354
I wasn't! :(

The sequel uses an entirely different look for mages because I wanted to be very different and more unique. She looks really neat, though!
Well, give me a holler if you need some sprite help and I'll see what I can do. ;)
UPRC
Exciting, but ultimately pointless.
5354
Hrm... well, it could probably be retooled to work for Carina. She's essentially just a classic white mage without a hood.
Should her head be basically taken from your Carina sprite from the demo? Or should I add my flavour to it? It would be nice to have artwork for reference as well. From what I see she has blue eyes and earrrings and loose orange hair.
UPRC
Exciting, but ultimately pointless.
5354
Feel free to do as you want! If you want to take a stab at it, Carina's just an Aeris-like young girl with blonde hair.
Is this plausible?
Edit: (image removed)
UPRC
Exciting, but ultimately pointless.
5354
Sure, that could probably work! I'ma ssuming there's more shading to come on the rest of her hair other than the bangs? She'd need a death pose, too. ;)
Alright, I'll try to improve hair shading. Death pose? I hope I'll be able to do it as well (never really sprited a pose before...).
UPRC
Exciting, but ultimately pointless.
5354
No worries, I can probably piece something together if you're not able to pull off a death pose. :p
Well, I'm fairly happy with this, save for the hear animation in the last row:


I'll try to make death pose now.

Edit: Went utterly lazy and recoloured and mildly edited Celes's death pose:
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Any word on if you know when you'll be able to release like a demon update to the previous demo, or a schedule for the full release?

This game might as well be an official Final Fantasy game. Hell I suggest once it's fully created and spread around via downloads, you send the full game to Square and see if they like it.

Also, by linear on here, do you mean people won't be able to go back to places or go around the world, or do you mean just when starting off so that balancing won't be an issue when they finally do get around to traveling?

Secondly, I beat the demo rather quickly. Perhaps an hour of gameplay over all, a bit more?

Monsters were fairly easy once you understood the limits and summons, and I tried my best to collect all of the cards but am lacking only 2 and cannot find them anywhere in the city.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
UPRC
Exciting, but ultimately pointless.
5354
Hello! It's early morning (but I've been up for a while) so forgive me if I sound brief or vague.

1. I have no idea what a demon update is! There will be more downloads at some point, though.

2. It's linear in the same way any Final Fantasy is. Lots of globe trotting until you acquire a way to travel anywhere you want later in the game. There's a bit of free roaming going on, though. Basically, when you visit a location, you'll probably be able to backtrack to it whenever you'd like. Lindblum City itself a major hub that the player will be visiting many times.

3. An hour is probably the fastest anyone's cleared the demo in as far as I know! I'm going to buy some stickers, you can get the gold star one.

4. The cards you missed might be in Costa del Vita, more cards appear there. That town isn't in the demo, though. And by monsters, do you mean random encounters or bosses? I don't aim for random encounters to require much effort for a little bit yet.
hey UPRC my computer is FUCKED!!!! it won't even come on, I am on my mom's computer right now!! I can't d/l anything on hers cause my brother would get pissed. This sucks we can't talk now :(
UPRC
Exciting, but ultimately pointless.
5354
I saw your message. Someone must REALLY have it out for you. Damn, man. :\
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
I mean demo update. As in like if there were plans for another, updated, longer demo. I didn't notice I spelled demon instead of demo.

Also I mean monsters. Bosses themselves are okay for starting off, but could use a bit more...tweaking. Such as a little less robotic in how they perform their abilities against you. You basically can plan everything out after a few turns.

Monsters themselves need to be tougher, but you need to limit how many times you can get into a random encounter. It's fairly annoying when you get in one, win, and walk a few steps to get into another one. To balance it out, I suggest making them tougher so it makes up for the time saved via tweaking random encounter speeds.

Also is it okay if I suggest a sort of opt out for random encounters? A sort of encounter bar you can see on the screen that fills up, and once it's filled up, you get into a fight, and if you time it right, you can waste gold to choose not to get into that random fight?

Lastly, my other suggestion is hidden bosses of sorts for each map that has encounters, but very rare to actually run into.

Sort of like a king type based on the enemies you fight. Say you fight a lot of spiders (like in the grotto), you can walk around for a chance to fight a rare monster, mini boss type of creature. Not something that's like these hidden super bosses (I assume you'll have those, too) but something special to make people want to walk around into each map to get into a random encounter. Like a really buff version of the current map's toughest monsters, but bigger in graphics and detail, which when defeated could earn a shit ton of gold or experience.

While you're busy, and you basically already know what you want in, I just want to toss my ideas in.
UPRC
Exciting, but ultimately pointless.
5354
Oh, haha. Okay, because I was REALLY baffled by the demon update bit.

The random encounters are being left as they are. I could set the encounter rate to 500 and it would still be possible to get into a fight just a few steps later, it's all down to the numbers I guess.

I don't mind the sort of hidden boss idea that much, but that would encourage people to do even more grinding so that they could find these semi-secret enounters, and people went grind crazy in the first game. I'm looking to cut back on grinding, but there won't be too many ways to combat it beyond making sure experience gains aren't through the roof.