I'm a novelist, and working on a commercial RPG called The Pale City under my real name. (Kyle Muntz)

Some of my favorite RM games:

The Way
Dhux Scar
Seraphic Blue
Star Stealing Prince
Wine and Roses
The Logomancer
The Reconstruction
Master of the Wind
To the Moon
The Grumpy Knight
Barkley Shut Up and Jam Gaiden
Embric of Wulfhammer's Castle
Space Funeral
One Shot



Home: A Quarantine Story

Hi Lion 786. It only has one ending, though there are a few choices that change the way certain scenes play out.

Home: A Quarantine Story

Hi Hazelsoft, I really appreciate that! The game is currently completely finished, and should be online on September 21st.

The Pale City

Hi Kumada, I really appreciate that. Sending a PM your way now!

The Pale City

Hi StormCrow, thanks for your question. It's only me (Kyle Muntz) writing and designing this game; it had never occurred to me someone might doubt that I had actually made it. I know this site is mainly for free games, but I like RMN a lot so it still seemed worth posting here. You're definitely right about all the good games, though! I actually love RPGmaker games intensely--playing The Way sort of changed my life, and was a big part of what inspired me to work on this.

Anyway, thanks for all the thought you put into that comment! I think I'll also link to my Facebook on this page in case anyone else is wondering similar things.

Sunken Spire

Really impressive work again. It's especially interesting that Fomar was able to synthesize the mechanics from Grumpy Knight, In Search of Immortality, AND add new mechanics for Ooze... then take these different systems and make them work together, while keeping every character separate. It's simple but complicated at the same time in the best way. I didn't enjoy the dungeon crawl element as much, but I liked the town a lot and the writing was lots of fun, though I got a sense that Alma and (especially) Elsa just didn't have as much personality this time, like they were still the same characters but had become simpler and less distinct somehow. I especially like that this game had some downtime, as the last few stuck to setting the whole thing in one dungeon and it made them seem a little less fun. But yeah as usual thanks for the great work.


This is a lot of fun. Nice art; solid area design; and, though it's been forever, seems like it's an almost word for word parody of Pokemon? Anyway yeah, this is a cool teaser, and good luck with the full game!

The Logomancer

Desertopa--I've kind of thought the same thing about file size. Most indie games are something like 500mb minimum; and any visual novel or game on Steam will be 3gb+. (I mean like, my copy of Witcher 2 is 23gb, though I know that's extreme since it's a very high end game.) I've been wondering if the idea is Rpgmaker games aren't "worth" the space, but that seems like a really unpleasant idea for me. Download speeds are maybe a better possibility, since I know internationally internet speeds can vary quite a bit.

So glad to see this game get featured though.

The Logomancer

Glad to see this on the front page! I still think it's one of the best games made with RPG Maker, and it definitely deserves any attention it gets.


For sure. I think the big open areas would be great if there was more in them. It's a difficult approach (lots of work on your part, haha) but an interesting one.

I definitely like a lot of the ideas in the combat system. Will be great once it's balanced, even if it's not quite there yet. The guard mechanic is particularly nice; looking forward to playing a later version so I can properly figure out how everything works.

Also I totally get it about the battlers. Each of them had a ton of animations, and it makes sense that would take forever. It might work to do palette switches and create teams of similar enemies who specialize in different things, but it's impressive to have all those animations to begin with.

I'd agree with you about the story/setting. They seem fascinating enough I'd play the game even if the gameplay was totally generic, so it's even better that you're attempting all of these different mechanics.


Hey Grayborders, finished the demo and I like it quite a bit. Because this is a very early project I'm going to focus mostly on criticism, but I just want to say I think your goals are very relevant and important for rpgs as a genre--dropping cliches, remaking dumb systems, and (of course) the ambitious scale of the storytelling. Also the music and visuals were great (especially that tileset for the forest, and the battle sprites).

On the other hand, I think the maps were probably too big for their own good, and it might be better to try more intuitive layouts rather than big patches of blank space. Also, though I like what the combat system is attempting, it still feels really uneven (though not in the more obvious sense, since I like that the characters were actually at very different levels). The main thing is each character seemed to have multiple moves to do the same thing, but a lot of them weren't very useful, and I think it might be better to focus only on abilities that have a clear use. Also having so many copies of the same enemy in each dungeon makes the fights a little monotonous, and I'd say there should either be more variety or fewer fights. One other thing is the town at end glitches really bad--there's a missing chest image at the top, as well as a missing song in one of the houses, and each of them crashes the game.

"Realism" is always a very general principles in rpgs, but I think you do a good job moving in that direction and introducing new mechanics. There isn't a lot of story yet, but the glimpse of mana technology and the setting in general is fascinating.

Anyway though, I can't wait to see how this project shapes up. I'll definitely buy it whenever it's out; or if I have money I'll probably contribute to the Kickstarter. It's great to see a game that tries to do its own thing--even with the early mechanical problems at this stage, I think your general idea is interesting and fresh enough it makes the game really stand out.
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