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"War... a tragedy of unchecked self-interest."


There exists in the annals of the yesteryears a game that was considered a classic of the cloistered community of the RPGMaker 2000 engine. It was released in 2001 during a time when there were a few actual completed games... it went on to spawn an entire trilogy of games and an attempted remake by the creator of the first one in RM2K3. Permission has been given in the past for people to attempt to remake the Legion Saga games... and those have not succeeded. It was said once to me "Remaking Legion Saga is a huge endeavor, good luck." That did not deter me as I approached original creator for permission to bring this classic RM game into the more modern engines.

With permission granted I originally started this as something of a side project for me as an learning experience. I had been developing another game that took its roots from the old Suikoden games of the Playstation era. It quickly became evident that I had a lot to learn about game development. I made the decision to use it as a platform to better my abilities in this area. I set aside my original project as I began to work on the Legion Saga remake.

And boy howdy... let me tell you. I learn several times that I was inadequate for the task I set for myself. I realized so much about why you are supposed to start small. I learned about project bloat. I learned why you don't commission assets before you have a more completed game. I have rebuilt the game from the ground up due to engine or art changes almost half a dozen times to finally reach the current vision of the game. It took almost 4 years (I posted the first Legion Saga MV thread on RMW on August 28th, 2016) for me to learn all of this and get where I am now.

I was greatly improved by the friends I made in the community and gained a lot of help along the way towards the real starting line. I might have failed if it had not been for them. I have put more than enough time into the remaking of Legion Saga 1, but those investments are what bind me to the project now. They continued to push me forward when my soul wasn't even in it.

Ultimately, if it wasn't for Deckiller then I still might have failed to reach this point. The mapping that he did on LSDX in my mind was nothing short of brilliant. It impressed Matt (Kamau) so much that he approached me about going commercial with the game. We made a gentleman's agreement as I continued to press forward. Then my mom was diagnosed with cancer that pretty much brought my side of development to a screeching halt. It did not deter Decky who continued to deliver map after map. That kept me involved and connected as I offered direction on my vision and what we needed on the mapping side.

Decky and I had become real friends too. We talked more about just LSDX. We played some SWTOR together. We talked about life things. He asked about my mom quite often. I had drifted from the community... frankly I was probably subconsciously hiding because I was avoiding LSDX while taking care of my mom, but Decky kept me from just disappearing.

At some point Decky and I had been working together on this project for so long that we looked back at the early stuff and started a massive redo of things again. It was around this point that we also realized we had naturally slipped into being co-developers; not just developer and mapper as we started on. I am frankly surprised that Decky's mapping could evolve further because I already thought it was some of the best mapping that I had seen. Hell... I even learned things from his maps and I hate mapping!

Then Decky did something that kicked me in the pants as a friend sometimes has to do. It was akin to sitting me down and saying, "Look if you aren't going to finish this. I am." He remapped the Royal Crypts that was going to be the first in-game dungeon, and evented much of it. Mostly sans any history/fluff elements... and sent me a video of it. I can't describe my thought process, but it lit a fire under me. If I am being honest it was probably just my competitive streak!! That kicked us into high gear, and within four weeks I had put together more things in the project then I had done in 2 years.

Now there is a light at the end of the tunnel and it is starting to get brighter! We still have a lot of work to do before the end, but we have tangible things that can be played now. It's exhilarating even when I spend an entire weekend on a failed system and have to start over from scratch after 20+ hours of work.

Now without further ado, let's get to the game making!


Since coming to power after the death of his father, King Agaman Meluvet, has provided a great many things for the people of Meluvet. Those people that are capable live without want for many things and are happy with their apparently superior monarchy. However, across the southern border lies the Protectorate of Garalas with whom the Kingdom of Meluvet has a strained diplomatic relationship.

Once united under a single empire the leaders of both nations continue to claim the rightful dominion over each other to this day. This has caused centuries of tension between the two nations that cannot easily be undone. While the situation has only lead to the occasional border skirmish in the past; the times have changed.

This Utopian status of Meluvet does not come freely, and Meluvet continuously seeks to expand its influence over more resourceful lands. Many years after a failed attempt to conquer the western nation of Veramonde by his father; the current King of Meluvet may now have the means to turn border skirmishes and raids into a full conquest of the southern nation of Garalas.

Our story, Legion Saga, follows Prince Durane of Meluvet as King Meluvet declares war against Garalas. Under the guidance of General Kamza, Prince Durane is sent to the frontlines to seize a strategic asset, the border village of Seimu, which will allow Meluvetian troops to cross freely into Garalasian territory. The young prince is troubled by the war and he struggles with his feelings towards his father's warmongering.

Things begin to spiral out of control for Durane when he is mistaken for someone else... Suddenly he finds himself fighting not for Meluvet but to discover the truth behind his own history and who is the real mastermind behind the war between these two nations.


  • Classic RPG-style gameplay

  • 42 Legionnaires to recruit, the original 28 from Legion Saga, a few expanded from Legion Saga R, several characters from the later Legion Saga 2 & 3, and the remaining will be all new characters designed for Legion Saga DX! Additionally there is an optional character (and therefore doesn't count as one of the 42) that comes from Haven: Secret of Caledria

  • Select from a multitude of characters to fill out your 6 person battle party!

  • An expandable Castle that acts as the headquarters for your army of recruits where you can do various activities and speak with your Legionnaires.

  • Revamped War System and Dueling and expanded scenes that take advantage of the new systems.

  • Revamped Orbcraft System

  • Expanded Orbs, Items, Armors, and Accessories!

  • Expanded storyline and world using canonical information from Legion Saga R, Legion Saga 2, Legion Saga 3. Some original content will be added to fill out the story or changed for coherency purposes.

Latest Blog

Ahead to 2021


At least hello to all of you that are still following this page and waiting patiently for us to finish up the demo. We have a bunch of news for things some of them good and some of them not as good so I will get right into things.

We got very close to finally finishing the demo. As Deckiller was adding some polish to some maps (aka remapping them completely in some cases), we had several discussions about how to really make the game stand out and pop from the herd of typical RM games as well as the swath of games using Time Fantasy resources now.

Ultimately, we came to the decision that it would require some custom art commissions. Luckily, it just so happened that I had a small windfall so I had some money to put into these art commissions. I spent quite a days in December talking to several pixel artist about things that we needed. After several message exchanges with handful of them as well as ordering some sample pieces of things here and there... One thing that was important is all this had to be in 12 to 16 bit styles utilizing existing TF colors or allow for us to recolor them with existing TF colors. I finally settled on two artists that are now at work on the upgrades.

  • One artist is handling one of the more tedious upgrades... The battle system. We found someone to redo the battlers in isometric (3/4th view) for both the actor battlers and the enemy battlers.
  • The other artist is handling the other upgrades... busts for the recruitable characters and important npcs as well as some UI upgrades, the tiny armies clashing during the army battles, and the isometric battlebacks.

So we were now in a lull waiting on commissions as we ran into the holiday season. This would ultimately slow commissions down as one artist won't start until tomorrow and the other one was just busy so had minimal time to work on the commissions.

I also had to take some time away to work on a game for my son that I was making in MZ. After using MZ for several weeks I found I really liked it so when I returned focus to LSDX it prompted a new research project after seeing several people say that it was quite simple to convert from MV to MZ. After discussing with Deckiller who had been using MZ for one of his games he agreed that if was worth it if we could do it.

Since we wanted to add some QoL things to the event code and maps (like light flashing arrows for door/passage indicators) during another polish run of the event codes and we are waiting on commissions it was a good time to test it. I am happy to report that we tried it out this weekend.

All plugins have been replaced with their MZ equals at this point and I have started combing the code polish it and make use of MZ's upgrades with Plugin Commands. I have not experienced any bumps at all... and additionally some of the systems that I thought I had to toss out because of MV's issues I was able to bring back with available MZ functions or plugins that were not broken and played nicely with all the other plugins we used.

Additionally... I pretty much was able to take the plugin count from like 100+ to less than 40 since most of VisuMZ Plugins handled the functions of multiple YEP MV Plugins. A bonus is that I am also getting to upgrade the Dueling and Army Minigame HUDs because of an MZ plugin.

All in all the next round of polish that we hopefully finish off this week or next week while we are waiting on commissions to finish will complete 90% of the demo and 100% of the MV to MZ migration. Then it is just closing up the odds and ends to connect all the systems together so the demo story flows from start to finish... and applying all the new fancy artwork to the demo then rebalancing the battle system and tweaking the position codes for isometric battles.

I want to say it will be sooner than later, but I want to give myself enough room to work on the off-chance that commissions or medical things pop up again so I am tentative (again I know) saying by end of March 2021 for the demo to release.

The rest of the game shouldn't take as long beyond the demo for several reasons.
  • All subsystems are finished and programmed so they just need to be applied to the later parts of the story.
  • Most of the demo is original content developed as part of LSDX mixed with a bit of the original intro whereas there is only a handful of original content added to later parts of the game so quite a bit of the dialogue/event code can be lifted from the 2k/2k3 versions.
  • Future Art Commissions of the upgraded stuff will be happening at the same time as development or long before their are needed in the development cycle instead of having to wait on it to apply new things to the game.

The final piece of this long announcement happens to just be an update on something I had announced last year when we were given permission to go commercial with the game. Matt, the original creator of LS, was going to try to get involved in the development somewhat, but a new baby in combination with several other indie projects he was working on kept him busy this year. Now, it looks like he should be able to jump in the fold just shortly into the new year. We are planning another meeting to finalize details around his involvement with the project. Fingers crossed that we will have some more exciting news to announce in the coming weeks.
  • Production
  • Commercial
  • Arcmagik
  • Decky
  • ESBY (Mapper)
    Frogge (Mapper)
  • RPG Maker MZ
  • RPG
  • 09/24/2016 12:27 PM
  • 09/09/2022 06:15 PM
  • 12/31/2023
  • 179022
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The TM is for Totally Magical.
You have a subscriber!

Don't hate me cause I'm Cute :)
hhhhheeeeyyyyyyy, wait a minute.....I subscribed first.
OH, that's right, I forgot to post that I did so :)
I can't retract my thank you for Piano first... but thank you!

As an update to the game... I am currently not working in MV anymore. I like MV, but I don't want to update and break the game every couple months... and since most of the high-end plugin makers keep their plugins update based on the new MV updates I run into compatibility issues. I feel like MV is still in the toddler stage compared to the other RPG Makers right now.

As such I've started work in Ace. I will have to update this page at some point but now I am currently working in Ace under the working game title Legion Saga: Advent Prophecy.
RMN sex symbol
You fuck this up I'll kill you.
Sweet. My first development related Death Threat! Now that's motivation for success! I don't want to die... So I am going to have to do good now! Thank you, random citizen of Death!
RMN sex symbol
I've been a fan of this franchise since it's inception man, & absolutely love the original & remake is all haha.
I've been a fan of this franchise since it's inception man, & absolutely love the original & remake is all haha.

I was trying to be witty. I wasn't really concerned about the death part. I knew what you were getting at! It is a great franchise!

And I want to do it proud!
Colour me intrigued. Colour me subbed.
Also; have you ever considered optional permadeath ala recent Fire Emblem games?
I haven't really played the most recent Fire Emblem game, but I have considered the possibility of permadeath in the "War System" which I am working on expanding upon from the original game.
This looks really cool, personally I have never played the original but Ill have to try this out. (+1SUB)
Thanks! I am looking forward to bringing this game forward 13 years into the more powerful RMMV.
Subscribed, I have a good feeling about this remake.
I could really learn a thing or two about using these tilesets from ya. You use them really well! Anyway, this looks great, so count me in! <3

I'm rooting for ya. ^.^
Esby and Decky as mappers, this is getting better and better.
I could really learn a thing or two about using these tilesets from ya. You use them really well! Anyway, this looks great, so count me in! <3

I'm rooting for ya. ^.^

And the screenshots are slightly outdated. I'll tell you what though... Esby and Deckiller make magic with the Time Fantasy tileset. I had to seriously start applying myself in the new build so my maps don't completely get humbled by their maps and I embarrass myself! :D

Esby and Decky as mappers, this is getting better and better.

I can only agree, sir.
Man... apparently using the edit function on an image does not work perfectly. I had to delete several images and upload them... only to find out it was still caching the old image so I had to rename them on my computer... delete the old images... and upload them again for them to update properly.

To the RMN Gods... Sorry! but I wasn't trying to display pictures that were cached like a year ago! :/ You can see the pictures it was displaying in Discord! Don't hurt me, Libby!
So, as someone who's never even touched a Legion Saga game, would you recommend that I go and play the originals, or since this is essentially an improved remake, should I just wait for this to be released?
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