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The gloomiest of greetings, traveler.
Why gloomy? Well you landed on Grimorb Nine, what did you expect? Besides, it’s been grimmer ever since the Space Devil arrived.
People have been driven out of their home for refusing to pay patronage to the Devil. The dead have taken over while the humans seeks shelter in mountains. But to what avail? The Devils reach is far and wide, soon not even the caverns can protect them.
Even these sacred grounds we stand on now aren’t safe from his presence. A sucker of souls have made its lair within the temple. Now the soulless husks of the priests roams these ancient grounds; so be careful, will ya?.
In the north the fanatical Blood Men have built a church of bones for their cosmic entity. During the night you can hear their mad ramblings echo through the hills.
So yes, traveler. Gloomy greetings it is.
- A peculiar figure

Take the role of an up and coming demon hunter who just arrived at Grimorb Nine. Your adventure will take you across the planet as you seek a way to destroy the Space Devil.

Defeat demonic foes with the automatic battle system

Collect chests of power to increase your strength

Take down more powerful foes

Unveil the mysteries of Grimorb Nine


Latest Blog

Devlog #5: Trees & Combat

Gloomy greetings, readers.

Just like last week I’ve been completely swamped with work so haven’t had much time or energy for this project. Sadly something that will most likely continue for a couple of weeks. BUT that said I’ve gotten a little bit done.
Saw the weekly map thread with the theme “Rural town” and decided to take it as an opportunity to expand the tileset a bit.
It now has water, tree, grass, stone walls and wooden houses.

These are just test maps, probably won't make it into the game

Also put some work into the battle menus and using items during battle. You can now use an item per round of combat (something that might change to unlimited or more than one turn, still needs playtesting).
You can also escape from the battle, you always succeed in your escape but the drawback is that the enemy get it’s health back.

It still need some work, item effects are all temporary and I want the inventory position to be dynamic like the combat menu.

Most likely won’t be a devlog update next week as I doubt I will have anytime at all for the game next week. But I’ll try to get one out the week after that.
  • Production
  • Momeka
  • RPG Maker 2003
  • Adventure Puzzle RPG
  • 03/15/2017 07:11 PM
  • 08/07/2018 09:38 PM
  • N/A
  • 20027
  • 22
  • 0


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SPACE DEVIL this will be your FUNERAL.

This looks like a tasty piece of candy. Good luck finishing the development.
SSSSUUUUUBBBBBEEEEEDDDDD!!! This game is strangely insoluble. Been following this one in the screens thread, and excited to see it here. You're doing awesome Momeka! Very much looking forward to this.
Subbed instantly due to screenshot thread. Looks fun!
Honestly, I'm not sure if I've ever seen a game I've looked more to playing on this site. Please god finish this.
Wow that damn menu is amazing. Looking forward to this.
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
This game looks intense. I tend to suck at puzzles, but may give this a try someday...
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