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Long ago, our world was created, born from the wishes and dreams of four benevolent gods. From Their hands sprang forth life; from Their imagination, a purpose for that life. Under the guidance of the Four Gods, the land flourished. The people used Their generous gifts to cultivate the land, to raise mighty kingdoms, and to live among one another in peace and harmony.

However, this era of prosperity was not to last. From the depths of darkness rose an aberration - the Dark One, a being which embodied the antithesis of all that the Four Gods had wished for: Pain. Loneliness. Hatred. Fear. Despair. In its malice and depravity, it clawed its way to the top of Turovero, a tower which rose endlessly to the gates of Heaven, before usurping the throne of the Gods at its summit and casting Them away.

Under the influence of the Dark One, the people now knew true despair. The land grew barren, the kingdoms waged war, and society began its slow descent into destruction. To this day, no one knows for certain what happened to the Four Gods who gave life to our world.

Yet not all hope is lost. Even now, the Celestial Tower still stands, waiting for its chosen warriors to free it from the Dark One’s grasp. You who now stand before the gates of destiny, before the eyes of Heaven and the heart of darkness itself… what will you risk to make the light of truth shine brightly once again?


Summary

Turovero: The Celestial Tower is a freeware, dark fantasy role-playing game created with RPG Maker VX Ace.

Players will take on the role of four young adventurers - Sigurd, a brave and kind-hearted knight, Leilia, a gentle and motherly cleric, Edric, a gifted yet sharp-tongued mage, and Ruby, a cheeky, fun-loving thief - who have no recollection of their lives prior to meeting one another. Determined to free their world from the influence of an ancient evil, the Dark One, the group sets forth on their most perilous journey yet as they climb the mysterious divine tower, Turovero.

However, as the heroes ascend the Celestial Tower, they begin to realize that not everything is as it seems. Just what is the Dark One that plagues their world so, and what truly happened to the Four Gods of legend? The answers to these questions lie in wait for them at the top of the tower… but do they truly want to discover them?

Turovero: The Celestial Tower features:

  • A marriage of some of the best elements of RPG Maker games: the dungeon-crawler gameplay and aesthetic of old-school JRPGs with the mystery, intrigue, and macabre elements of the RPG Horror genre.
  • An original, dark, psychological story with multiple routes and endings, determined by player choices, exploration, and even battle outcomes.
  • All-original title, character, enemy, and cutscene artwork by a team of talented artists:

    - Title artwork by Cristina Moreno
    - Character artwork by Genkaiko
    - Enemy artwork by Amy C.
    - Cutscene artwork by Meaka


  • An entirely original soundtrack.
  • Environmental puzzle solving requiring the player to use character skills to their advantage.
  • A wide variety of optional, character-centric scenes to expand the story and affect its outcome.


Important Note: While not strictly a horror game, Turovero will contain light horror elements as well as scenes of violence and other sensitive topics. It is recommended for players aged 14 and up.

FULL VERSION (1.3) NOW AVAILABLE!

Links

RPG Maker VX Ace RTP (REQUIRED)
Official Tumblr Blog
Game Jolt Homepage
Itch.io Homepage

Please also check out my previous game, Prom Dreams: A High School Love Story!

Latest Blog

Turovero: The Celestial Tower Version 1.3 is now available for download!

Changelog for Version 1.3:

  • Fixed a bug on the final floor preventing the player from using a Warp Gem when they should be able to use it after completing certain trials.
  • Added another visual cue to a second floor sniper puzzle.
  • Fixed a variable error causing some of the key item pick-up dialogue to reset on the fourth floor.
  • Fixed the description of the Blessed Sallet so that it no longer refers to a chestplate. I know what a sallet is, I swear!
  • Disabled characters from taking rogue actions when inflicted with the “frozen” status in the fifth floor.
  • Made the auto-battle fight during a fifth floor cutscene “unlosable” - that is, the scene will continue even on the rare chance that the character falls in battle. The self-heal effect has also been buffed to make this less likely to occur.
  • Buffed Mana Siphon so that it might be a little more useful in the earlier floors.
  • Changed some of Viveca’s stats for her first battle for balance purposes.
  • Changed some of the fifth floor enemy’s stats for balance purposes.
  • Decreased damage output slightly for all enemy AOE attacks.
  • Fixed the Mind Shot skill, which had been given a 50% HIT rate rather than the appropriate status effect rate. The skill will hit at a normal rate now.
  • Moved a save point inside the last portion of the third floor to avoid an unintentional point of no return scenario.
  • Changed a small amount of dialogue to provide more salient hints for one of the seventh floor puzzles.
  • Added captions upon examining certain puzzle objects on the seventh floor for clarification.
  • Moved some objects in one of the eighth floor sidequests to avoid softlocks when interacting with them.
  • Fixed a bunch of bugs in the developer’s room:
  • Character dialogue will no longer display all three conversations at once; you’ll need to talk to the character again to trigger the next dialogue in the sequence.
  • A variable error with Leilia’s dialogue has been fixed.
  • An error where a cutscene picture will remain on screen in the art gallery after you exit has been fixed.
  • Added a small Easter Egg in the pub, contingent on… something. ;)
  • Fixed various message portrait errors.
  • Fixed various typos.
  • Completed
  • QZProductions
  • RPG Maker VX Ace
  • RPG
  • 07/15/2017 02:06 PM
  • 10/17/2022 12:19 PM
  • 06/24/2019
  • 227976
  • 56
  • 1815

Posts

everywhere. at left i diluted the block of ice, went up leaving clear all the blocks in the floor, opened the chest, and went back leaving the floor black again.
on the rightside i only can burn the frozen olants. Have no idea what to do
author=fifacv
everywhere. at left i diluted the block of ice, went up leaving clear all the blocks in the floor, opened the chest, and went back leaving the floor black again.
on the rightside i only can burn the frozen olants. Have no idea what to do


Solutions under the spoiler tag:

The room with the colored tiles has a hint saying "Leave all as it once was" - this means that all tiles have to be dark before you step on the switch. You can leave through the area the ice block used to stand and go back over the lit tiles to do this.

The Crystal Lilies can reconstitute themselves (as Leilia mentions). You need to use Undergrowth on them when they're puddles so that only the flowers on top of each of the four runes are grown.
When will you have more advances??. I adore this game. I'm looking forwarf to be able to continue. Thank a lot for yuor efforts
author=fifacv
When will you have more advances??. I adore this game. I'm looking forwarf to be able to continue. Thank a lot for yuor efforts


Thank you!! I'm really glad you liked the demo despite getting stuck haha :D

I plan to release the full game sometime in 2018; as of now the game is about 40% complete in total, so I still have a long way to go unfortunately. You can follow this page or the official tumblr blog for updates, though, and I try to update pretty frequently with screenshots and the like!

Thanks again for playing \o/
Haven't played long, but it's a good game!

I like the battler graphics and the custom playable character graphics. I also like that you can hotkey each character's special field ability. Also, there is some good dialogue sequences during which the player gets to know the character's personalities.

The field abilities really open up a world of possibilities in this game. Knowinng when and where to use them seems like it may end up being a major factor in the player's success.

I wonder, are the field abilities going to be changeable? Or are the four initial abilities the only ones that are available? Also, I noticed that no matter what order the party's in, the field abilities are called in the same way. In other words, I could set Ruby to the front, but the sniper ability would still be called from '4'.

Anyway, I'm gonna get back to playing here and see if I can reach the 2nd floor.
author=ixfuru
Haven't played long, but it's a good game!

I like the battler graphics and the custom playable character graphics. I also like that you can hotkey each character's special field ability. Also, there is some good dialogue sequences during which the player gets to know the character's personalities.

The field abilities really open up a world of possibilities in this game. Knowinng when and where to use them seems like it may end up being a major factor in the player's success.

I wonder, are the field abilities going to be changeable? Or are the four initial abilities the only ones that are available? Also, I noticed that no matter what order the party's in, the field abilities are called in the same way. In other words, I could set Ruby to the front, but the sniper ability would still be called from '4'.

Anyway, I'm gonna get back to playing here and see if I can reach the 2nd floor.


Thanks!! I'm really happy you're enjoying the demo so far!

The artists worked really hard on the artwork (and still are, I'm getting resources for the second half of the full game in as we speak and am about to commission ending artwork soon...ish) so I'll let them know that they're getting complimented! :V

The field abilities will not change throughout the game, however there will be a relatively diverse amount of ways to use the same ability. You'll see a bit of this in the second floor, particularly with Edric's "Ember" skill. Additionally, the script I'm using for mapping the skills to hotkeys doesn't allow for in-game customization, and I wouldn't want people's muscle memory to get in the way of gameplay anyway, so for now they're going to stay the way they are.

Let me know what you think of the second floor! :V
Wow!
its been a long time since I've seen so much work put into this world you've created. And i'm looking forward to playing the full game soon!
This post has been hidden by the game developer. Click here to show the post anyway.
author=CommyC
Wow!
its been a long time since I've seen so much work put into this world you've created. And i'm looking forward to playing the full game soon!


Thanks!! I appreciate the kind words, I hope it doesn't disappoint!

(Also I hid your double post for ya heh)
I spotted the trailer on youtube, which brought me here. This game looks great! Sub +1.
author=WheelmanZero
I spotted the trailer on youtube, which brought me here. This game looks great! Sub +1.


I'm glad ;w; Thanks for the sub!!
First of all, I like how the game begins then the path it takes.
The puzzles are really nice, sometimes it takes a while to realize that it wasn't THAT hard.
I don't know if grinding is intended, I did it just to play safer and get some money, but the fights are kinda fun.
Yes, I was looking for a dungeon crawler, and this is exactly the thing I was looking for!
I'll be waiting around here somewhere in a corner for the full release!
author=SilviuTM
First of all, I like how the game begins then the path it takes.
The puzzles are really nice, sometimes it takes a while to realize that it wasn't THAT hard.
I don't know if grinding is intended, I did it just to play safer and get some money, but the fights are kinda fun.
Yes, I was looking for a dungeon crawler, and this is exactly the thing I was looking for!
I'll be waiting around here somewhere in a corner for the full release!


AHHH thanks!! I'm glad you enjoyed the demo :D The battles will be slightly faster-paced and a little less frequent in the final version (it was a common complaint from demo players) but you're still welcome to grind to your heart's content! There'll also be some later sections that will depend on careful consideration of when to fight and when not to fight and the strategic management of limited healing/support items, so hopefully it'll be challenging but not too terribly frustrating!
author=Dyhalto
updates nao! ʕ•ᴥ•ʔ


Please be patient, I'm at a point in the game where any updates or progress I could show of the game would fall into massive spoiler territory. Without saying too much I am currently working on the final battle sequences of the game; once I've nearly finished the playable portions I'm going to make an update soliciting Beta testers.

Work IS still being done, but I've got to keep a mum on it as much as possible. Thanks for understanding!
Oh...God...where should I even start?
WELL, I guess I could start with the beginning, right? That's how people do it, right?

Anyhow, I guess I could write some sort of review, since this game was awesome.
I'll add it as a spoiler since it may take a lot of space, and, it's basically MAJOR spoilers.


Man, Myra waifu
Man, I have so many ideas, that I simply can't phrase them properly.

I'll start with the general ideas, like the art. I have to say, I am not exactly the biggest fan of art that tries to be as realistic as possible, but hell, this is gorgeous. I love each expression the characters have, since they can be both sweet and hilarious or sad and serious.
The cutscenes are beautiful, indeed. Although, one thing remains a mistery for me... Did the demo not have a different cutscene at the first spring? It was all scary and stuff. You guys legit made me muster courage to not get caught off guard by... some images of the modern world.

Also why is Myra so cute?
Funny, before diving deeper into this game's lore, I thought the slime enemy sprites were sad.



Talking about lore, you did such a great job creating this story, and the way you told it, too. What a coincidence that exactly 4 people that had it really rough went to the same college and became friends. And everything that happened... looking back on it, it's sad.
To this day, I still have no idea who revived the Stone and Ice Guardians if Leelee was next to her friends, and she herself started going like "You were supposed to protect us".

You know, it's kinda weird. They felt that Turovero was calling them to it, since they are the Four Gods, yet, at the same time, it was trying to stop them, making use of physical and mental attacks.
In the end, Turovero is just your everyday, regular tsundere.

Oh, the Four Gods, yes. I would lie if I said I didn't start getting the idea of the main party being the four gods.

It became clear after reaching the First Spring, since that's the first place where the "symbol"(?) of the Four Gods can be seen coloured. And what a coincidence, it seems the colors of the symbol are the same as the main colors of each character, aND wHAt a coIncIDenCe, the colors are placed in the same way the characters are placed when teleporting to the next floor.
Yikes, the amount of foreshadowing in this game made me come up with so many ideas, that made me hype, just so they can be shattered or confirmed after the Second Spring.



Gameplay-wise, I am so glad I got rid of Leelee's rebellious acts that destroyed my entire strats against those hell of fights in The Ascend. Like, I just want to heal Sigurd, who literally was carrying the entire team with his defend skill, then Leelee's like "lol fuck no I ain't doing that stupid shit lmao. it's better if I just get everyone killed by trying to whip my enemy with some grass."
I believe Leelee was trying to inflict the "Stoned" debuff on the enemies, but oh well.

I really appreciate the fact that Leelee turned into the full-fledged Dark One just because of her memories, making it possible for the 4 of them to actually continue their game of D&D where Melissa was supposed to be the Dark One. Nice touch there, really!

Where was I? Ah, yes, Ami was such an upgrade. She wasn't exactly as squishy, though I don't know which version of Ami I got.

Also, I found the difficulty gaps very weird. The first floor was cool, it was the welcoming floor. The second one seemed pretty much equal to its demo counterpart, it was hard until you got to Ami (which was pretty adrenaline-rushing-ish, since you had to go through more than half of the floor).

The First Spring was the most difficult, since I swear I always overlook those plant buds for the free supplies.

The sudden realization in the Garden that the healer and waifu are missing hit me like a damn truck. If I wouldn't have hoarded on items after seeing how punishing the Ice floor was, I may have had to follow the path of the coward until I got to Ami, which, ultimately, would have shattered my fragile masculinity.
Also, I still feel bad for that first naga we encounter, who likes Sigurd.
I knew something bad was going to happen if I kept flirting, but I was just "curious what will happen if I keep doing it".
That scene broke my heart so much, that even after reloading the save and flirting only once, to ask her name, I could still feel bad.

The ruined town was more scary than hard. It also felt like the enemies dropped more exp, since I started using the monster repel item, and I used it most of the time, yet I ended up having the girls 1 level higher than the boys, who fought a whole lot more enemies.

After passing the Second Spring, not only my mind started going nuts after such a plot twist, The Ascend's difficulty gap wasn't helping either. Like, did the enemies start eating steroids after getting beaten up, or did the party simply not get stronger, even with 12 levels up?
Safe to say, The Ascend is the place where I finally met my new friend, the Game Over screen.
Again, Leelee's behaviour during fights was cancer, and added a lot of difficulty to the fights, since it was also hard to develop a strat without her.
Thank you for replacing squishy Elf Mom with Merchant Magicka Girl.

The Labyrinths were pretty interesting.
Truly, best moment was when Ruby realized about the existence of the ninjas. I can bet everybody had the same reaction when seeing them.

The Chapel is where I drew the line, since the encounters were every 5 steps. I apologize to the 20 monster repel items I hoarded for abusing them to slide through the chapel. Except at the end, since the fake statue encounters were kind enough to nullify my repellant every single time.

After passing the Third Spring, with its really long vision of how they died, and the proper introduction to best girl Myra, the summit of the tower happened. And how can you not be greeted by some really cool Steroid Eaters? I don't know if it's just me, but they were enough material to ragequit.
...
Only to come back next day, load a previous save file and grind like 3 or 4 levels and unlock tempest and Ami's AoE light skill. Was I really that underleveled for completing chapel at like level 20?
Well, it's safe to say that the new acquired skills allowed me to turn the Steroid Eaters into Dirt Eaters.

"Eat this!" said the perfectly sane person whilst killing all 5 Eaters during the same attack.

I swear, that was satisfying.

Beside the fight against the Naga and Undead girls, there isn't much I can say about the rest of the summit.

I mean, the second boss fight theme rocked, and Leelee just confirmed the Druid meta in D&D!

...
Truth be told, the final boss was also difficult to beat emotionally.
Seeing Melissa there, I couldn't help but use the "defend" command for around 10 turns straight, before starting to attack.
Gotta say, tho, it was pretty weird how the music and sprite made her look very weak, yet her stats were high af.


There were also those times where it just got frustrating with how many times my attacks would miss, but that's just RNG being RNG.

Honestly, this journey was worth it. I mean that.
I am quite disappointed for missing the 18:18:18 mark though




Well, having read that there may be an alternate outcome by getting eddie and leelee together, time for 20 more hours of bad puns, dirty jokes, moody elfs, macho dulcimer users, ultimate nerds with a crush, and lesbian gemstones.

But, I think what got my attention more than that is the rune alphabet of the four gods.
Thanks to eddie's final trial, it should be possible to decipher the message wrote in runes when pressing "new game".


Man, I can't wait to die so I can ascend to the Developer's Room.


Also,
nobody:
Ami: "This isn't even my final form yet!"



In the end, thank you, and your team, for creating this game.


Also, I know my "review" was possibly kinda sloppy, but it's 6 am and somehow it took me 2 hours to remember everything i wanted to write.
author=SilviuTM
Oh...God...where should I even start?
WELL, I guess I could start with the beginning, right? That's how people do it, right?

Anyhow, I guess I could write some sort of review, since this game was awesome.
I'll add it as a spoiler since it may take a lot of space, and, it's basically MAJOR spoilers.


Holy shit you were fast!! Congrats on beating the game!! :D

I really appreciate your commentary on the difficulty curves; I want to see what are the biggest problem areas for people so I can hopefully balance them out in an update.

Maybe your next playthrough you should totally go for Ruby's route. Hint: you can use the Devil's Salves to make Grief Eaters target one particular character, increasing your chances of getting their route. Why Ruby's? Because I want to see your heart break when Best Girl falls to the darkness. mwahahahaha


Thanks for your thoughts and I'm so happy you enjoyed the game!! <3
author=QZProductions
Holy shit you were fast!!
That's what she said.

Anyway, considering what you said in that spoiler tag, I can't help but try it.
At least now I have a lot of information on the enemies and maps, so it shouldn't take as long as the first playthrough.

But first, I'll try deciphering the alphabet, then, in the meantime, maybe, just maybe, a "skip dialogue" button would be added...hopefully...if it wasn't already there.
It would be really cool to have that kind of button in case someone decides to do a speedrun.

Edit:

Ka(1)(2)iscios
La(2)eronka(1)la
(2)ero(2)in
Liberigos

Lae(2)angeliolau
(1)ohano

(1) and (2) should be two of the following letters:
j,q,v,x,z

My bet would be on v and z tbh

Seeing as how I just can't find this alphabet anywhere, I am inclined to think you created it. Thing which, is fucking awesome.

Perhaps on the next playthrough, I'll pay attention and screenshot the other rune texts I can find.
author=SilviuTM
author=QZProductions
Holy shit you were fast!!
That's what she said.

Anyway, considering what you said in that spoiler tag, I can't help but try it.
At least now I have a lot of information on the enemies and maps, so it shouldn't take as long as the first playthrough.

But first, I'll try deciphering the alphabet, then, in the meantime, maybe, just maybe, a "skip dialogue" button would be added...hopefully...if it wasn't already there.
It would be really cool to have that kind of button in case someone decides to do a speedrun.

Edit:

Ka(1)(2)iscios
La(2)eronka(1)la
(2)ero(2)in
Liberigos

Lae(2)angeliolau
(1)ohano

(1) and (2) should be two of the following letters:
j,q,v,x,z

My bet would be on v and z tbh

Seeing as how I just can't find this alphabet anywhere, I am inclined to think you created it. Thing which, is fucking awesome.

Perhaps on the next playthrough, I'll pay attention and screenshot the other rune texts I can find.


I did make the alphabet myself, thanks!! :D

Also, protip: the cipher doesn't always correspond to English. Especially in the early game, a lot of the coded stuff is actually Esperanto.