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Note: Please do NOT use F12 to reset your game. Thank you!

“I want to return.”

Have you ever made a mistake you regretted so much that you wish it possible to turn back time? That memory will never release you from its agonizing grasp for the rest of your life. But even if the present gave you the privilege to relive the past, would you have the strength to confront it? Or would your sins damn you into oblivion?

In our remake of Castle Oblivion, we've done a complete overhaul: Story, Character Development, Maps, and Gameplay worthy of current RPG players. The Castle welcomes newcomers and old-timers alike. And if you played the original, you’ll definitely want to revisit the Castle again.

Story Synopsis:
Vincent and Azen, two knights stuck in the rain, discovered a strange Castle. Their host was gracious enough to offer permanent refuge by kidnapping Azen with an overwhelming power. Not wanting to be next, Vincent abandoned his friend. After drifting through decades of guilt and wanting to redeem himself, the Castle returned. Vincent will find new friends and foes as he traverses the Castle’s memory-made worlds to rescue Azen, but can everyone overcome the shameful past?

Features:
- A rewritten and more expanded take on the original plot. Filled with tons of BANG!
- Re-balanced battles, designed for an enjoyable challenge, rather than frustration.
- Remade, detailed maps filled with variety. Makes the Castle feel more deep and alive than ever before!
- Stronger development for the different characters in the game.
- Save anywhere!
- Interesting and creative puzzles to solve!
- Rescue other trapped souls from the Castle!
- Find Recovery Crystals, which you can either use to heal or break for stat-increasing items!
- Witness Vincent's hometown, Port Brinks, evolve as the story progress.
- Lots of secret rooms and treasure are rewarded for the dedicated explorer.
- Optional Bosses and Dungeons to test your might and uncover more information about the game's world and characters.


Estimated game length: 20+ hours

Full game released as of 20/12/15. Check it out!

WATCH THE TRAILER!

Related:
Original Game: https://rpgmaker.net/games/8995/

Latest Blog

Castle Oblivion: Remake is now on Game Jolt!

Yo-yo-yo! I've finally decided to take my next step as a developer to join the somewhat huge indie website called Game Jolt! The first game I have posted is this one (mainly since it's the game I'm most proud of so far). You can check it out right here: Castle Oblivion: Remake - Game Jolt Edition.

I also want to let you guys know that I am indeed working on my 5th game ATM, which should be revealed pretty soon (it's a pretty short game, so it won't take too long for it to release either!). If you're a fan of Adventure games, then make sure to stay tuned!

Thanks for all of the support and kind comments so far! I really feel like I need to do something to celebrate for the amount of downloads the game have received. Keep it real, yo, and I'll see ya soon!

Posts

Real men don't use Poison to take down bosses. ;)

I'm kidding of course. There's a reason I added it to the game after all.
author=luiishu535
Didn't the boss heal himself when he got poisoned? :O I thought he would cast a spell that both healed his HP a bit and cured Poison, whenever he got affected.


Well he did heal himself, but it happened only once for me and it was long after he got poisoned, but maybe it just turned out like that for me.
author=kualvieazulky
nice. i'll give 7,5/10

Thanks, man! I'm glad you enjoyed it! :)
I'm at floor 2 and I dont't know how to go past burned flame.
How do I go past burned flame at Floor 2?
There's a switch that you should pull behind a statue in the Library (the room where the Master Librarian is).
I found the switch:-)
Thank you for the help.
Excuse me but I seem to be having trouble locating the second small key for the Coastal Cave on the 2nd floor. I've gone over all of the floor that is available to me and even opened up the project file to look for it but I can't seem to find it.
Since I don't know which key you're missing, I advice you to look through these three videos:



Hope that helps a bit. Good luck!
Thanks. Really enjoying the game so far by the way. I fondly remember the Castle Oblivion games for really getting me interested RPG Maker, so it is a pleasant surprise seeing a remake of the original that looks so promising.
It's kind of nostalgic, isn't it? Glad to hear that you're enjoying the game so far!
I've just reached the beginning of floor 3, and so far I'm enjoying it a lot. There is one thing, though, that you might want to keep in mind for future projects, and that is relative EXP and money for troops.

Some troops seem to deal out a lot of damage but give less EXP and gold than other troops which do less damage. For example, the troop of 4 cave bats and the troop of 4 fish (forgotten the name, but begins with an R). Those bats can all deal high damage to 2 allies, but the total EXP is, iirc, 80, a lot less than troops which have either fewer enemies and/or deal less damage.

btw, I'm ksjp17 from RM. This thread seems more up to date than the RM one, so I thought I'd open an account and post here.
I'm glad you're enjoying the game. Yeah, tougher enemies don't generally equal more stuff in my games. I guess that doesn't really make much sense, since rewards are usually greater when challenges are bigger.

I'll definitely keep this in mind for Castle Oblivion 2: Remake and my future games. Thanks for sharing your thoughts, man! I definitely owe you.

You should take your time to add your games to RMN, dude!
You should take your time to add your games to RMN, dude!

So far my games have all been commercial, so...

I had another thought, this time about randomness.

I don't know how big a percentage you've set variance to - on some of them it seems to result in huge swings. Add on top the randomness factor of whether a status is inflicted or not (and for me, ATK down with fire, for example, hardly ever works), whether the enemy defends or not (and, btw, am I right in thinking that guarding also reduces MDF? seems a bit odd, if so), plus evasion, plus miss and it starts becoming difficult to work out a decent strategy. Too often it seems to be down to the gods of the RNG rather than my abilities as a player.

Obviously there is a place for randomness, but, for example, I personally don't care for highly variable amounts of HP restored when a dead ally is Raised. I know this may come down to personal preference, but I do think that healing should be one of those skills where the player has a good idea of how much it will do so that a proper strategic choice can be made between a skill and an item.

EDIT
I almost lost the will to live, going round and round in the shifting sands map, but am through that now. However, a suspicion of mine has been confirmed - and it's back to the infliction of status effects with skills. I have used 'Dolphin Spin' countless times, and it has never inflicted Confusion. Holy II should inflict Silence. It says that it does, I get the little icon over the enemy head (in this case, Crazed Sandman) and when selected, enemy info does say Silence. However, this enemy is still able to cast Sand Storm - which surely should be impossible.

Minor bug (maybe) on the map after the hamlet where you meet Gilgamesh. On the upper path, somewhat north of where the chest is with the Claws, is a chest tucked in to the right side of the path in a little corner. I can find no way into it. There is a log blocking what I think is the only available path - but maybe I've missed something.

ANOTHER EDIT
Forgot to mention - the description for the log is "Needed in case of litting stands" I have no idea what that means.
Finding the keys in floor 2 made me the saltiest man on earth! That one key behind that tree, why do you do this to me? lol.............. (I had to look through editor)

Continuing the game now.
Hey luiishiu, I found a little error. After I completed floor 2, I went back to Port Brinks to buy some more revives. When I went back to the castle, it played a little small cutscene for me, and Vincent was back to level 1. I went inside your editor and find what caused the problem. I finally found it:


@Kes:

The chance of enemies getting inflicted by debuffs/negative states is different from enemy to enemy. Some enemies are harder to confuse and some are not.

Guarding should not reduce MDF, at least as far as I am concerned.

That's a good point, since "some HP" doesn't exactly say a lot. I'll probably add a percentage effect for my future games and have the item description explain how much of a character's HP that is restored. That will probably make the Revives a bit more strategic to use.

Are you sure that the Crazed Sandman used Sand Storm and not Sand Dust? If so, then that is definitely a bug that I'll have to look into. EDIT: it seems that Spirit F was set to 0 on the Sand Storm skill. I wasn't aware of this feature, so thanks for letting me know about this!

Ah, I believe that there was a chest that was blocked by a log that I fixed. I must have forgotten to upload a fix to it.

Wow, that's a description from my CO3 days, back when I hardly knew any English at all. Changed it to "Needed in case of lighting stands.".

Thanks for your feedback! I'll try to expand on the combat even further in Castle Oblivion 2: Remake (and future games of course). My battles are designed from a strategic perspective in mind, so if I'm able to make things more clear by giving more control and info to the player, then that only supports my intentions.
author=Zachfoss
Finding the keys in floor 2 made me the saltiest man on earth! That one key behind that tree, why do you do this to me? lol.............. (I had to look through editor)

Continuing the game now.


I'm truly evil, aren't I? Hehehe... (I'll try to be a bit less evil in the future though.)
author=Zachfoss
Hey luiishiu, I found a little error. After I completed floor 2, I went back to Port Brinks to buy some more revives. When I went back to the castle, it played a little small cutscene for me, and Vincent was back to level 1. I went inside your editor and find what caused the problem. I finally found it:




You're using a save from an old version (likely the alpha, or beta), right? Unfortunately, you'll have to fix that issue manually, since I no longer support the beta version. All you need to do is to uncheck box that says "Initialize". Of course, I'm only saying this to you, since you know your ways with RM. ;)

Let me know if any other issues or bugs pop up!
Yeah, this save I'm using is the Beta version. I downloaded and switched over to the latest version by transferring my save

I lost my ways with RM, you gotta teach me the ways of the force again ;)

I'm terrible at writing reviews but I WILL make one after I'm finished. So look forward to that, mango