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It starts out simply enough. An apprentice at a small-town potion shop is out looking for ingredients when she accidentally falls into a cave. A cave with monsters in it, as it happens. Despite her lacking much combat skill beyond blocking and throwing potions, the apprentice apothecary Brill is thrust into an adventure, with the fate of the entire continent of Ruphand hanging in the balance. It may seem like a story you've heard before. But not everything is quite as it seems...

In Ruphand: an Apothecary's Adventure, the player follows Brill Yance, whose only offensive skill is throwing bottles at things until they go away. By using Sample to scrounge up ingredients off the ground, Brill can mix up a variety of potions, which are also her primary means of defense.

Every move- whether it's one of Brill's potions, or a monster attack- has an associated Windup time and Delay time. By paying attention to how fast it'll take to ready attacks, strategically blocking attacks, and employing the status effects associated with each of the six elements, the player can avoid damage and fight back against powerful foes.

First released in 2017 on RPG Maker Net, Ruphand has returned to active development. The present version of the game provides at least twenty hours of gameplay, and it's still not finished; there's still more story to tell!

Itch.io page
Click here! This is where most of the devlogs will arrive first, so keep an eye on it.

Old Blog
Click here if you want to see the old dev blog.

Downloads
Latest Version (0.3.6) - Also available as Main Download or on Downloads page
Earlier Versions:


Ruphand 0.3.5 P2 - available through itch.io, also available on Downloads page
Ruphand 0.3.5 P1 - also available on Downloads page
Ruphand 0.3.4 - also available on Downloads page
Ruphand 0.3.3 - also available on Downloads page
Ruphand 0.3.2 - also available on Downloads page
Ruphand 0.3.1 - also available on Downloads page
Ruphand 0.3.0 - also available on Downloads page
Ruphand 0.2.6 - also available on Downloads page
Ruphand 0.2.5.1 - also available on Downloads page
Ruphand 0.2.5 - also available on Downloads page
Ruphand 0.2.4 P1 - also available on Downloads page
Ruphand 0.2.4 - also available on Downloads Page
Ruphand 0.2.3 (MediaFire) - also available on Downloads page
Ruphand 0.2.2 (MediaFire) - also available on Downloads page
Ruphand 0.2.1x P3(MediaFire) - also available on Downloads page
Ruphand 0.2.1x P2(MediaFire) - also available on Downloads page
Ruphand 0.2.1x P1(MediaFire) - also available on Downloads page
Ruphand 0.2.1x (MediaFire) - also available on Downloads page
Ruphand 0.2.1 (MediaFire) - also available on Downloads page
Ruphand 0.2.0 (MediaFire) - also available on Downloads page
Ruphand 0.1.5 (MediaFire) - also available on Downloads page
Ruphand 0.1.4 (MediaFire) - also available on Downloads page
Ruphand 0.1.3 (MediaFire) - also available on Downloads page
Ruphand 0.1.2 (MediaFire) - also available on Downloads page
Ruphand_0.1.1 (MediaFire) - also available on Downloads page
Ruphand Version 0.1.0 (MediaFire)


How to move save files from an earlier version to a later version
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; right-click the folder and select "Copy".
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder by entering the www folder, right-clicking inside it, and selecting "Paste".


Credits
Made in RPG Maker MV
Enterbrain (RPG Maker MV, also XP and 2000 resources)
Yanfly (Yanfly Engine Plugins)
Akashics (Monster graphics at www.akashics.moe)
Hime (Plugins)
chronosv2 (Death Common Events plugin)
SkottyTV (Window Graphics)
whtdragon (RTP tileset edits)
flirion (RTP charset edits)
Soleil-musique (BGM at soleilmusique.web.fc2.com)
Saia Hyouseki/FREEDOM HOUSE (BGM at http://fhouse.s17.xrea.com/)
Terozu (Pirate ship sprite, me hearties)

Latest Blog

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  • Production
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  • DocSpacebar
  • RPG Maker MV
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  • 01/18/2017 04:04 AM
  • 02/17/2024 02:45 PM
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Good evening!

Chapter 1 is still in the works. I've released Ruphand 0.1.1, which is mostly consistent of visual bugfixes, but also unlocks some of the houses in Orvas and adds on a few details. Meanwhile, I'm still working on the Barrier Wood.

If you want to import your save files to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
It's been just under a month now since the last update and I'm feeling like writing out a status report.

While college work is more frequent than last semester, I've still found plenty of time to add to the Barrier Wood. It'll connect to three different parts of the world map- a port town, the Scaldmont region, and the Frozen Reach are all going to be connected to it, and it'll have another village inside it with a quite unusual population!

In the meantime, I've also done a little work on the Castle Town and a dungeon connected to it, as well as squashed a few bugs (mashing confirm at a certain point in the opening sequence currently causes Brill's sprite to fall through a wall and take four more points of damage before snapping back to the right position; the next version will fix this bug).

And I've worked quite a bit on something called the Challenge Tower, a continuous battle arena where you're given a separate inventory and three samples per run to fight waves of different monsters that slowly get tougher as you climb; most likely, the Challenge Tower will be the first thing I finish, and will be released as soon as possible. There are a variety of new mechanics for enemy attacks in the Tower- watch out for enemies that reflect specific elements, take hits for allies, linger at 0 HP to get in one or two more moves, and other tricks- and doing well in the Tower will net you Tower Points that can be traded in for extra crafting ingredients and unusual equipment.
author=DocSpacebar
It's been just under a month now since the last update and I'm feeling like writing out a status report.

While college work is more frequent than last semester, I've still found plenty of time to add to the Barrier Wood. It'll connect to three different parts of the world map- a port town, the Scaldmont region, and the Frozen Reach are all going to be connected to it, and it'll have another village inside it with a quite unusual population!

In the meantime, I've also done a little work on the Castle Town and a dungeon connected to it, as well as squashed a few bugs (mashing confirm at a certain point in the opening sequence currently causes Brill's sprite to fall through a wall and take four more points of damage before snapping back to the right position; the next version will fix this bug).

And I've worked quite a bit on something called the Challenge Tower, a continuous battle arena where you're given a separate inventory and three samples per run to fight waves of different monsters that slowly get tougher as you climb; most likely, the Challenge Tower will be the first thing I finish, and will be released as soon as possible. There are a variety of new mechanics for enemy attacks in the Tower- watch out for enemies that reflect specific elements, take hits for allies, linger at 0 HP to get in one or two more moves, and other tricks- and doing well in the Tower will net you Tower Points that can be traded in for extra crafting ingredients and unusual equipment.


This all sounds quite promising! I think I might review that next build once you get it done!
Ruphand 0.1.2 is live! Two months after initial release, and we've got the first big update to the game's content. While the Barrier Wood and Castle Town are both still in the works, the Challenge Tower is now accessible! I've also added a Bestiary that records each enemy fought.

FEATURES:
-The Bestiary is accessible from the main menu. Read what Brill wrote about monsters she's fought before.

DUNGEONS AND TOWNS:
-Nestled between two mountains on the path between Orvas and the Royal Library is the Challenge Tower, where all kinds of warriors battle to get as high in the tower as they can. Fight in the Tower to get Tower Points, which can be spent on crafting ingredients or unique equipment.

BUGFIXES:
-Snowmight Shield incorrectly applied the wrong Block Strength value. This has been fixed.
-Fixed a bug where pressing Confirm too quickly during the initial cutscene caused Brill to fall a second time.
-Corrected the Insulated Shoes being erroneously labeled "Thunder Res 75%" when they grant 25% resistance.
-Fixed a bug that caused Star Burst to do 0 damage against multiple targets.
-Punch no longer randomly does more damage than it should.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
It's been a month, so I'll put up a status update to let you all know what's going on.

It's still hard to believe I've had a game released for three months! Development on Ruphand has been slow but steady. The first half of the Barrier Wood is officially complete today. It's more likely to go slower while I have classes, since I'm at the point in my degree where homework assignments really start tightening up. Making the Challenge Tower also took a fair bit of time away from the Barrier Wood and Chapter 1.

However, there's only three more weeks before I'm off for the semester, and then I'll have much more time to work on Ruphand. The Barrier Wood will have seven screens with enemies in them, and come with a short built-in sidequest that will open up a way to travel past it quickly. (Otherwise, players would simply get tired of it.)
It's been another month, and work has resumed on Ruphand. I'm almost done mapping the Barrier Wood, and the battles have been scripted out. I'll need to build up the towns connected to the Barrier Wood before I can release a version with access to it. I should have it released in two weeks, or three if I'm delayed by something.

Just clearing through one side of the Wood will allow you to pass to the other sides you've reached quickly. The Barrier Wood will also have rarer Tier 2 ingredients on the sample list, allowing you to start making stronger Formulas for the harder fights that'll show up in Scaldmont and the Frozen Reach.
After way too long a wait (I'm so sorry about that! Some features took a lot longer to make than I expect), Ruphand 0.1.3 is uploading to MediaFire as I'm typing this out, and is already available from RMN.

I wasn't able to finish Levitt's Landing by the deadline, but now that I've dealt with a number of issues holding me back, I intend to release updates much faster, especially smaller "one-place" updates.

Levitt's Landing should take less time to complete and release than the Barrier Wood. And I haven't forgotten about Castle Town, either. I'll aim to update at least once every two weeks, at least until the fall semester starts. After Levitt's Landing and Castle Town, I'll add more to the Scaldmont Region and the Frozen Reach. These areas are key to the game's plot, and I've planned a few sidequests for both of them.

Here's what's new in 0.1.3

DUNGEONS AND TOWNS:
-The Barrier Wood separates the Scaldmont region and and the Frozen Reach from each other and from the Regalle region. The place is swarming with strong monsters, but there's also plenty of treasure tucked away in the bushes or hidden in the cliffsides. There's also a village inside it with very unusual occupants!

ITEMS:
-Condensed Formulas have had their Windup time reduced.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Wasn't kidding when I said I'd be working faster. 0.1.4 is out, with the port town of Levitt's Landing available and stronger equipment to buy and craft! There's also a small dungeon in Levitt's Landing, so keep your eyes peeled for it.

Next up on the list is the Castle Town, which will have its own dungeon as well.

DUNGEONS AND TOWNS:
-Levitt's Landing, north of the Barrier Wood, is a good place to stop for supplies, including stronger equipment and Tier 2 ingredients. Underneath the town, something's going on in abandoned Forruno tunnels.

ITEMS:
-14 new equippable items have been added.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
how far along the story is this? Halfway? Still near the beginning?

I'm gauging whether to try it as a tech demo, or put it next on my list of actual games to play.
The story's still near the beginning. After Castle Town's complete, I'll focus on moving it along.
Evening, RPG Maker net! Just want to chat about the next update.

I planned on having it released yesterday, but that didn't pan out. Other obligations got in the way of development, and I hit a slight creative block on top of that. However, that chicanery is all dealt with, and I expect the next update to be released within the week.

I'm also going to look into ways to reduce file sizes, especially of the graphics, to cut down on in-game lag.
Evening, RPG Maker net! I'm here to say that, unfortunately, the next update is taking a bit longer than expected. This is more to the tune of "a day or two" than "two months", though. I'll probably have it done by Sunday, or Monday at the latest.
Good morning, RPG Maker net!

Ruphand 0.1.5 is now available for download on RMN and MediaFire. And with that done, I'm now ready to make the cities of Torken and Brumar, and the dungeons you'll find right behind them. Chapter 1's story is about to advance.

In the meantime, I'd like to know what you think. What do you like about Ruphand, and what stands to be improved? Critique is welcome!

Anyways, have a changelog.

DUNGEONS AND TOWNS:
-The Evrandel Castle Town is now accessible, and has plenty to buy in both the town square and some of the shops; you can also walk around outside the castle gates, but you won't be getting in just yet.
-In the Castle Town is the Defenders' Rest, a crypt where the heroes of a rebellion thirty years past are laid to rest. The problem is, something is causing the Skeletons to not be resting...

ITEMS:
-A few new equippable items have been added.

SKILLS:
-Vantus's Cure and Heal spells have had their Windup time reduced.

BUGFIXES:
-Passability issues in the Levitt's Landing Inn have been fixed.
-Inns no longer cause the area music to stop, and now require Sil as shown in the menu.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Good morning, RPG Maker net!

I thought I'd let you know what was going on. After 0.1.5 was released, I hit a bit of a creative block. However, I'd say I'll be able to finish 0.2.0 in two or three weeks. Ideally, I'll get it finished before the next semester starts!

0.2.0 will finally advance the main story, adding two new dungeons in the regions beyond the Barrier Wood. These dungeons can be challenged in any order, and will contain strong Fire- and Ice-themed monsters.

When Update 0.2.0 comes out, I'll consider creating a blog for Ruphand, where I can post updates and talk about Ruphand's development without clogging this section full of messages.
Good evening, RPG Maker net!

It's very likely I won't be able to update Ruphand this week. One dungeon is basically all done, but there's still plenty of work to do on the other dungeon. I'm expecting to have it complete by next week, assuming all goes well.

I'll see you all then!
Good afternoon, RPG Maker net!

After six weeks, Ruphand 0.2.0 is released! You can get it on the Main Downloads page. Two new dungeons are included; though the city of Brumar is not quite accessible yet, there is a way to walk around it.

After this, I'll get to work on that dev blog, and then get to work on 0.2.1. It's back to churning out side areas now, but some of them will be quite a bit tougher than the two dungeons in this update...

Here's 0.2.0's changelog as seen on the official update page.

DUNGEONS AND TOWNS:
-Flanked by the city of Torken is the mighty Scaldmont Volcano. It is best to bring Fire Resistance if you dare to venture inside, as well as potions made to fight stronger Fire-based monsters.
-The Mighty Glacier, just north of Brumar, holds many secrets behind its snowy peaks and icy caverns. But it also holds dangerous creatures of Ice.

ITEMS:
-A few new equippable items have been added.
-The Power Booster and Power Buster potions have had their Windup time slightly altered.

BUGFIXES:
-Burn damage now properly triggers Auto-Revive effects; one such effect was made available by this update.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Good evening, RPG Maker Net!

The dev blog is up! It's got a page with all the MediaFire download links on it as well as a main section. Not much else has been added to the blog yet, but I'll be posting development-related stuff there.

I'll get to work on some more content as soon as I've caught up with college assignments. I can't place a deadline quite yet, but it won't take long before the next update.
Good evening, RPG Maker Net!

After too long a wait, I've released Version 0.2.1 of Ruphand. Secrets and sidequests have not yet been implemented, but as mentioned on the dev blog, a number of nasty bugs have been fixed, and Medals, a brand-new kind of equipment that require points to equip, have been implemented. You'll find the new Medals in the Champion's Guild, which was also added in 0.2.1.

Changelog of 0.2.1

DUNGEONS AND TOWNS:
-In Regalle, the Champion's Guild stands along the path. Visit the Champion's Guild and you'll be able to gain Medal Points and purchase useful Medals!
-The World Map is now much more detailed.

ITEMS:
-19 different Medals have been added to the game! All of them are available for purchase at the Champion's Guild.

BUGFIXES:
-Stepping on the Earth Crystal's dais to trigger the first event with it will no longer give Brill the wrong movement route.
-The Challenge Tower should now work with a save file moved from one version of the game to a later version.
-Scaldmont Crater's passive burn effects will no longer erroneously remain applied when using the Dragon Statue to leave the area. If you have them applied, hit the Sample key to remove the passive burn.
-Leaving Brumar Gate now properly causes snow effects and wind background sounds to disappear.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Good afternoon, RPG Maker Net!

I've just finished implementing a fix for some minor early-game bugs. This now-bugfixed version is called 0.2.1x.

Changelog of 0.2.1x:

BUGFIXES:
-Clicking rapidly immediately after beginning a new game should no longer spawn any airships.
-Stepping on the tile that triggers the first encounter should no longer tint the screen grey.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Wow, there is a LOT of stuff here for a "prologue".

This keyconfig is AMAZING. It's really the little things that matter. THESE MEDALS ARE COOL TOO.

Earth Crystal managed to be candid, but needs more of a personality. The umms and yesses were too redundant, add in some side details like why they're really alright with Brill, or some foreshadowing on the plot or how the other Crystals are like.

Brill's inner indecision about accepting the Quest was kinda meh. Could be more entertaining if you had her step back and make random emotes while we're actually listening to the crystal worry over whether she'll say no.

These NPC conversations are spot on. So spot on, I worry if you're spending too much time on this script. It's quite a lot done for just one guy. Garret's a nice guy, nobody's really an idiot, it's only a little hammy here and there...

Considering the sheer variety of potions there are, maaaaybe you should keep them separate from the crafting materials. Same with recipes. Sorting by trait sounds a bit tedious to code, but maybe you could sort by the batch you unlock them in as books?

Feels like there's nothing to do when an enemy defends, at least at the start of the game. Fighting those autocrawlers took so long because I was just waiting for them to stop defending.

Is it intentional that monster stats are not in the beastiary?

This one is a bit trickier to implement, but would it be possible to preview the cast time and delay visually?
For example:
>You select fire formula. You're now choosing which enemy to target.
>In this menu, a blinking red block 1/10th of Brill's atb is on the left end of the bar to preview how long it will take.
>Another blinking black/blue block 1/4th of Brill's atb is on the right end to preview the delay.
You'll probably adjust it differently in practice, but what do you think?

List of bugs or things I found weird so far:
>Hard to tell where the door is behind the grocery
>Regen glitch on battle start. Observed it during final boss on ardin's sidequest, lots of 1 heals at the start of the fight.
>replace "extortion" with "coercion", maybe. I don't think anyone wanted Brill's money.
>Some layering glitches inside Ardin's cell
>Gold knight in champion guild can sometimes get stuck in front of moneysaver merchant
>I don't see braced gauntlets in the crafting menu after learning it. Was that purely a joke?
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