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SaGa4: Masters of the Demon World
(also known as Final Fantasy Legend 4 in the US)
(also known as 魔界の覇者 Sa・Ga4 to meganerds)

SaGa4 is an unofficial spiritual successor to the gameboy SaGa RPGs, aka Final Fantasy Legend. It features old-school combat mechanics and visuals faithful to the gaming heyday of 1989. If you're nostalgic for retro games, or just looking for a good, challenging RPG, this game is probably a good fit.

  • Choose a party of humans, mutants, robots, and monsters, each with a unique leveling scheme
  • Employ over 300 combat items and abilities, either learned, found as treasure, or crafted from elemental stones
  • Explore the 20 floors of Babel in addition to the many alternate worlds beyond
  • Fight in finely-tuned battles against difficult opponents -- every encounter could be dangerous, and you'll need every trick to survive
  • Enjoy the best of old school mechanics without the pain points: items have descriptions, encounter rate is sane, randomness is controlled, etc
  • Uncover the fate of Jonas and Janine, the missing warrior twins, and gather the relics of the lost city of Hero to open the path to the world beyond

The project is complete and approximately 10 hours long, (shorter for the knowledgeable and longer for completionists, obviously). Bug reports are welcome. The game is made in Java on the MGNE engine, supporting Linux/Windows/OSX, and source code is available upon request. Graphics are a mix between SaGa rips (for sprites and battle portraits) and custom (all custom tiles!) Music is straight from the source and plays in an embedded Gameboy APU emulator. A bit more is explained in the manual but everything you need to know is in game. Our database tools and monster charts and things like that are also available -- we love talking old school game mechanics so if you have a suggestion, feel free to comment. Enjoy the game!

Game not endorsed by Square Enix in any way. All graphics taken without permission.

Latest Blog

Featuring! Plus a new release version

Hey all, as is probably obvious by now, SaGa4 is the RMN feature game for March 2017. It's an honor so decided to spruce up the CSS a bit and now the gamepage should be looking a little spiffier. I've also taken the opportunity to put together a new release based on some minor tweaks that have piled up over the last year or so plus some bugfixes that have come up in the two weeks or so that we've been on the front page. Full list:

- Buffed the SPEED staff (bigger agi boost)
- Heavily nerfed the HEAL staff (not as heavily influence by mana, it was previously healing about twice what it should've been)
- Increased the price of the DRAGON helm, SAMURAI guantlet, and DRAGON body (the resistances they offer are substantial)
- Buffed the EXIT spell (hits more often)
- Tweaked the HEAL spell (it was previously worse than the more mundane staff)
- Tweaked the BAND helm (it offers a bit less defense but true to its SaGa1 counterpart, it confers O-PARA)
- Buffed the NUKE spell
- Buffed the LASER bow
- Buffed the PETRIFY hammer
- Buffed the GREAT bow
- Buffed the LMG gun
- Buffed the TANK gun
- Buffed the armored beetle class of monsters (better physical tanking)
- O-ALL no longer includes phys damage resist (it was previously the only available source to players and made mutants that stumbled on it invincible)
- Corrected the description of O-PARA (it doesn't actually confer O-STONE)

- New defeat animations for all bosses
- Fancier (?) title screen

- It's now possible to retrieve the elemental stones hidden in world 1 when revisiting it after world 3

- Attempt to fix a save corruption issue caused by removing 5th party members
- Interiors in Ermengarde no longer crash

This new version is hotswapped out from 1.04 and available from the big button at the top. Thanks for tuning in!
  • Completed
  • psy_wombats
  • bob_esc
  • mrtacopants
  • Custom
  • RPG
  • 01/11/2015 04:02 AM
  • 05/23/2019 02:30 AM
  • 03/21/2016
  • 96720
  • 45
  • 1354



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I really dig this demo and can't wait for the full game. I love the SaGa series and this game captures that unique and lovable feel while editing out a ton of the cringe-worthy game mechanics. Being able to choose my mutant's mutations and having a warning about what monster will result from my eating meat is extraordinary!

There's a bug you might not be aware of: during the final fight of the demo, my Gooey party member ran out of uses of Melt, but the option remains on the menu (just invisible) I could still click on it and continue using Melt for the rest of the fight.
Thanks for the feedback! Hoping to have the full version out before the end of the year.

I'll add the bug to our internal list, don't think I've fixed that one yet... whoops.
Hey, great job! I played the full version all the way through and really enjoyed it. I am surprised how much content there is, and how much this feels like the originals it is based on.

That said, this is an improvement to the original formula in every way - just a much nicer game to play! You made some really good design decisions and improved the experience without losing anything.

I recommend it to anyone who liked the originals or enjoys tactical battling and flexible party development and wants to try something different. I'm really surprised there aren't more reviews of this!
Eat some meat, monster changes from a beast with 200+ HP to a tier 1 scrub with 20 HP.

Yup. This is SaGa, and I love it.
Downloaded, extracted, Norton immediately flags as a high-threat Trojan.

Is it possible the download is infected? Usually for rpgmaker games, I get a "this file is not verified due to low usage by the community", which is fine.

The one time Norton thought a game I'd downloaded was a Trojan and I went ahead and created an exception to allow it to run, I had to reformat my laptop.

So I'm kinda hesitant.
I downloaded and played it a few months ago, and it looks like it's the same download. MSE didn't flag it as anything, and both my desktop and laptop aren't acting strangely. I'd say it's okay.
Kumada, your Norton software might think it's a trojan because Master of the Demon World is a Java application. It's not an RPG Maker game. Java was notorious for its exploits.
@Kumada: That's a bit odd. I've run the files through VirusTotal and it looks like Symantec (Norton) picks it up, but nothing else:

Just the game jar:

The culprit seems to be the .exe included to run the Java application... (protip: don't make java-based games, ugh). On the plus side, you probably don't need the exe to run the game, can just run the jar. Here's a download with just the game jar if there are still issues:
Hooray! Just the jar works. Thank you, Wombats!
So, how do I know when it's safe to discard items? I think I've used the shrine key for everything, but then the game also lets me just permanently throw away the scuba and the radio too, so I have to wonder.
Sharing from my own experience, every time you go to a new world, the old stuff is officially irrelevant. Also, if you discard something and find you do still need it, you can go back to the treasure chest you found it in and it'll be there again.
That's correct. For instance if you were to ditch the scuba gear, it'll show up in a chest back where you got it.
Oh, weird. I'll just circle back if I need them, then. It seems implausible that the scuba, heat goggles, and radio wouldn't come up again, though.
Congratulations on getting featured, Psy! It's well-deserved. =)
Thanks! Now I'd better push out a bug/balance fix fast to go with the fancy css haha
I was wondering if controller support is or will be available? I've been straining my hands too much, playing it on the keyboard kinda hurts :<
(and yeah, i haven't gotten far in it yet after 2 years mainly because playing stuff on the pc is really uncomfortable ;A;)

by the way i kinda feel that SaGa 3 styled number popups would make battlers way easier to read, but that may be an unpopular opinion? still, i missed how legit and solid this feels. <3
That's funny, the little FFL3-style number popups above character's heads are actually implemented but disabled because we felt they were redundant with the in-battle printout. Maybe we should make it configurable.

Re: controllers, they should be supported, just have to set them up from the title OPTIONS menu. It's been a while since I tested and it might be finicky, but I've gotten my own controller set up before anyway.
This looks great. I loved the SaGa Games and my Grimoire of worlds is heavily inspired by them so it would be great to add another game to the list of inspirations
Hey, really digging this so far, right up until this game-breaking bug.
(Minor spoilers?)

After running from the first encounter with Ares, the party is teleported into a wall for the ensuing cutscene and is totally stuck. Incidentally, you get the same result if you happen to get in a lucky shot and kill him.
Thanks for the bug report, should be addressed. Hate to think how long that one was out there :/
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