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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
  • 1426216
  • 250
  • 5933


Hey, I sent you a couple PMs. Did you get them? They were sent from my ancient work PC, so maybe not.
Exciting, but ultimately pointless.
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. ;)
Exciting, but ultimately pointless.
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. ;)
Exciting, but ultimately pointless.
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.
Exciting, but ultimately pointless.
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)
Exciting, but ultimately pointless.
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...).
Exciting, but ultimately pointless.
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:
I assure you I'm no where NEAR as STUPID as one might think.
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.
I assure you I'm no where NEAR as STUPID as one might think.
Exciting, but ultimately pointless.
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 :(
Exciting, but ultimately pointless.
I saw your message. Someone must REALLY have it out for you. Damn, man. :\
I assure you I'm no where NEAR as STUPID as one might think.
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.
Exciting, but ultimately pointless.
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.