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Warning: This game contains sights of blood, suicide, explicit violence, gore, crude language, implied abuse, and murder. If you are sensitive to these. I don't recommend playing this.

"A dark fear lingers in us all. It is up to us to
strike the match to light our paths, and not to
fall back into our shadows."


~ Vah'Loren Arrakis, 1,760 BC

Synopsis

"The nations of Aurelia are on the verge of being torn asunder by the fires of war that have been brewing for nearly twenty years. The very existence of the world itself is in danger as the ruthless Heretic Empire, led by the cruel dictator Skye Hart, crushes all who stand against them with an iron fist. Yet behind this grab for power lies an age-old conspiracy to wipe out a race of powerful individuals known as the Enlightened. Can the last True Enlightened uncover the heart of this conspiracy and put a stop to the Empire's ambitions before all of Aurelia is broken beyond repair?"

Plot


War has been brewing across the continent of Aurelia for the past twenty years. The world has seen the Heretic Empire cause mass genocide against the Enlightened Race, and offer money to capture an Enlightened. In the Year 236 AD, the Enlightened Race lost nearly 97% of their numbers from this genocidal conquest for the past four years. Katelynn Tezzar, the last True Enlightened, has been in hiding but is unaware of what is currently happening in the outside world. Her father went on a peace summit a few days ago, but upon return was a letter that he was murdered. Katelynn has to rule in his stead, but she is unaware that her father's death was used as a plot to bring her out of hiding and was a pivotal piece in completing the Aurelian Conquest.

As the days go by Katelynn understands that the entire continent, and possibly the world is hanging on a thread before delving into absolute chaos because of this war. She learns that her father was the "last bastion" against the enemy across the seas. Katelynn now has to venture off to the other major kingdoms and help fix the damages the war has caused with the hope they will fight by her side in the final showdown. With the entire world out to get her, and the war reaching the endgame, will Katelynn achieve the goal of saving Aurelia before it's too late?..


About the Game

Somber Elegy is a narrative-based, story-rich, psychological-esque, linear RPG. The gameplay is rather straightforward, being based solely on the completion of the story. Though to make it to the end, you'll have to use your time wisely as you have 30 days before Valhalla brings the world to another reign of torment.

The game heavily focuses on atmosphere to engage the player in the narrative, relying upon a plethora of nature sounds, beautiful scenarios, and excellent background music which will take you on a singular journey to discovering the very truth of what happened to Aurelia and how did this all start

Characters
Katelynn
The last True Enlightened. Previously been in hiding for the past 9 years, and has no clue on the current state of Aurelia.


Leona Crawford
Katelynn's best friend and family consultant. Her past remains hidden, but she occasionally opens up to her friends over time.


Damian Hendrix
The drunk priest, and the casanova! Except not really. He's a devout follower of Light and is always there to lend a hand.


Alma Baines II
A world-renowned spiritualist. Her powers over the dead have given her the nickname Harbinger of Death. Despite her name, she is actually really shy.


Mayra Scriven
A bounty hunter from the desert country. She was brought over to Aurelia by her parents to escape the oppression from the Empire. For the past several years, she's been searching for her long, lost sister.


Ari Barog
A half-human half-vampire hybrid. She is often left out in many events done by both her parents. She ran from home when a group of heretics came and slaughtered the town during the Vampiric Genocide. She now works as an innkeeper.



Features

- 35+ hours of game-play

- 12 Dungeons to explore and raid!

– 80+ side quests (some small & some large, spanning the entire game)

– 990+ maps

– 3,500+ weapons & armor, 1,500+ items, 550+ skills/spells (unique enemy skills included)

– A total of 12 party members, constantly moving in and out of the party in accordance with the plot! Maximum party size of 6!

– High-action, REAL-TIME stealth/assassination events!

– Highly developed main characters with tons of in-game dialogue! – Nearly 2 hours of dramatic, cinematic cut-scenes!

– A unique in-game Bestiary/Monster Book to log your foes’ stats and weaknesses!

– Find and fight a total of 10 challengers inhabiting towns/villages in 1 on 1 combat with no items to test a character’s might!

– 15 Dragons to find and kill that grant the party bonus statistics to distribute to your characters however you wish!

– 13 Epic Monsters/Bosses who drop special items that can be converted into unique equipment upgrades by a specialty blacksmith!

- Discover Secrets that reward the player with experience points and rare specialty items that cannot be found anywhere else!

- Discover areas unlocked after main quest completion! There is so much to explore and find within Somber Elegy!

Note: It is impossible to complete all of the side quests and explore every inch of the game with the main quest incomplete. It's only possible when you defeat the final boss.
-----------------------------------------------------------
Started new characters from scratch. Making custom-made sprites used others for inspiration but that didn't go well. My fault for that. Making custom-made tilesets too.

Update:
I took time off for close to two years. I remade the entire story, plot, and characters from the bottom up. Had a really close friend help me out with setting up new plot points, and character developments. From the start to now is like night and day. Maps were changed and revamped and I'm happy to see it much better and completely different from what it used to be. The title remains the same, but everything else was changed from what it used to be. I'm happy with this. I'll be happy to share more in the coming weeks!

Latest Blog

May 14th Update

Hello everyone!
I am here to update you on what I have accomplished this week. To start off, dungeons have been completely revamped from their original state, and most maps now (except for overworld maps) will have sub-areas.

New Dungeon Mechanics
Dungeons have been completely changed. They still have their original concept of Normal, Hard, and Abyss modes and cooldown, but this update is more about the dungeon's mechanics. It runs entirely on RNG and there is no script involved.

To start off, all dungeons have been placed on a single map. Mainly to reduce over usage of maps. (Picture down below is one such map as a reference)


How the new dungeon mechanic works is quite complicated for someone like me, but it did take a long time to work on it and perfect it. When you first enter a dungeon it will randomly choose a number from 1-4.
Each number represents the number of enemies and treasure chests. 1 of course being the absolute minimum, and 4 being the highest amount of chests and enemies.
Opening a treasure chest is about the same mechanic, but it doesn't give you loot right away instead, it gives out item ranks from ranks A-D and S Rank. (Tiers from Highest to Lowest are: S, A, B, C, D) It will go through 2 different common events, one for rarity and one for how many item ranks you get. Both are completely random. This makes each playthrough of the 100% unique.

Towards the end of the dungeon, after beating the dungeon boss, the number of item ranks you have will be tallied up at the end and loot will be distributed to you. This is also random. Any S Tier rank will give you a guaranteed Legendary weapon, A tier has a chance of giving you a Legendary, but a higher chance of giving you a Rare item instead. B Tier is a guaranteed Rare item, C Tier is a guaranteed uncommon item, and D tier are your normal stock items.

New Map Regions
In most maps now there are sub-areas. As the game is a completely open world, this helps out to those that are easily lost. Most NPCs will take talk about certain areas that won't be displayed on the map title, so I have regions to help name out certain areas around the map.
(Image below is an example of the region layout)

Even though it's a small detail, it's a great way to help those that are easily lost in the location they are in. It also helps to immerse the player into the world as well.

I'll be posting another update at the start of next month :)
~Somber

Posts

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author=orcaproductions
maybe doe to the game being about stopping evil iin 30 days, a guide could save the world
I removed that a long time ago. It’s no longer 30 days, but an infinite time like a traditional RPG. I just implemented certain things like day/night scripts and advanced weather. I just wanted to have that feel of days passing by instead of it just turning into a tinted screen out of the blue.

Plus with the 30 day timeframe I had, I wouldn’t be able to implement what I have into the game. It was a hindrance instead of something fun.
author=Somber
author=orcaproductions
maybe doe to the game being about stopping evil iin 30 days, a guide could save the world
I removed that a long time ago. It’s no longer 30 days, but an infinite time like a traditional RPG. I just implemented certain things like day/night scripts and advanced weather. I just wanted to have that feel of days passing by instead of it just turning into a tinted screen out of the blue.

Plus with the 30 day timeframe I had, I wouldn’t be able to implement what I have into the game. It was a hindrance instead of something fun.

Good that you changed that


by the way, a guide is still a good idea
OzzyTheOne
Future Ruler of Gam Mak
4696
author=Somber
author=orcaproductions
maybe doe to the game being about stopping evil iin 30 days, a guide could save the world
I removed that a long time ago. It’s no longer 30 days, but an infinite time like a traditional RPG. I just implemented certain things like day/night scripts and advanced weather. I just wanted to have that feel of days passing by instead of it just turning into a tinted screen out of the blue.

Plus with the 30 day timeframe I had, I wouldn’t be able to implement what I have into the game. It was a hindrance instead of something fun.


Maybe make it an optional "Hard Mode" for players that really want a challenge and that want to try to beat the game in 30 in-game days? Just an idea, I've also dabbled with ideas of making the passage of time in an RPG affect the main quest and such.
author=OzzyTheOne
author=Somber
author=orcaproductions
maybe doe to the game being about stopping evil iin 30 days, a guide could save the world
I removed that a long time ago. It’s no longer 30 days, but an infinite time like a traditional RPG. I just implemented certain things like day/night scripts and advanced weather. I just wanted to have that feel of days passing by instead of it just turning into a tinted screen out of the blue.

Plus with the 30 day timeframe I had, I wouldn’t be able to implement what I have into the game. It was a hindrance instead of something fun.
Maybe make it an optional "Hard Mode" for players that really want a challenge and that want to try to beat the game in 30 in-game days? Just an idea, I've also dabbled with ideas of making the passage of time in an RPG affect the main quest and such.
I will see, but with out it’s currently set up, it’ll be extremely difficult to pull off since I scrapped that entire concept some time ago. I do have a difficulty script set up to make things more interesting d:
OzzyTheOne
Future Ruler of Gam Mak
4696
It's always good to know when to trim the fat from a game and avoid feature creep or to get rid of features that you just don't enjoy working with. Always good to avoid biting off more than you can chew, or biting off things you'd rather not chew! xD
author=OzzyTheOne
It's always good to know when to trim the fat from a game and avoid feature creep or to get rid of features that you just don't enjoy working with. Always good to avoid biting off more than you can chew, or biting off things you'd rather not chew! xD
Learned that the hard way! Things are a lot more simpler than before. Like I have a single map for all the one map dungeon areas, and another map just for caves. It used to just be separate maps for each one but since I wanted to make the game fully explorable, I had to condense everything down to one single map when it came to these small caves or dungeons. Overall, I love how it all turned out.
OzzyTheOne
Future Ruler of Gam Mak
4696
I'm super glad to hear that! It's always exciting to follow a game's development when the dev himself is also excited about the progress they make. I also feel like it's a good learning experience, for all of these things for others to take into consideration as well when they work on their projects, I know that I will!
author=OzzyTheOne
I'm super glad to hear that! It's always exciting to follow a game's development when the dev himself is also excited about the progress they make. I also feel like it's a good learning experience, for all of these things for others to take into consideration as well when they work on their projects, I know that I will!
I am always happy to share. Honestly I guess you can say it’s taking time to release it is because it’s a complete learning experience!
Pages: first prev 1234 last