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Hey everyone. I just released a new update for Chronicles Meteorfall, v3.0.9.3. This update is bigger than v3.0.9.2, but overall less impactful than v3.0.9.2 as it doesn't fix any game-breaking bugs, just minor issues and inconsistencies. If I would call this update anything it would be the "night overhaul update", as it greatly raises the production value and fixes some long-standing issues with night in Chronicles Meteorfall, aka the game's "hard mode." Now NPCs are no longer wandering about at night, breaking immersion, and the world is actually dark and night-like. But I'm getting ahead of myself. Here is the entire changelog for Chronicles Meteorfall v3.0.9.3.
Chronicles Meteorfall v3.0.9.3 Changelog
New Features
-None
Changes
-NPCs now disappear and buildings are now locked at night.
-Added a darkness gradient to night.
-Removed auto-coloring certain words, as it broken immersion due to unintentional placement.
-Fixed issue with Elheal, Healing Dance, and Holy Grail in that it was only single target. Now it can be single target or multi target, but gets weaker if it's multi target.
Bugfixes
-Fixed the infinite Dreamstone glitch where you could farm bosses infinitely in the dream realm since they always dropped dreamstones, even when you fought the boss in the dream realm.
-Fixed spelling and grammar errors.
-Fixed bug where at night the screen tint would not change.
-Fixed bug where you would not gain an additional skill slot for defeating Garnet.
That's it for now. Sadly, development on Ch9 has been going real slow. I haven't made any progress on it since the start of the month. I'm so sorry for that. Instead I've been working on the stat spreads for various monsters and bosses found throughout the game. Once I finish that, development on Chapter 9 will resume, which will require some work as many new and reworked maps will need to be made for that chapter in order to work in the required town revisits. I've also been playing a lot of Xenoblade 2 since the new update came out, hoping to 100% the game before September 17th. But honestly, that's probably not going to happen and I'll have to take another break from XB2 to play Trails in the Sky 2nd Chapter remake and Fire Emblem Fortunes Weave. All in all I still have a whole lot of exciting games to play! But that leaves little time for gamedev, especially when school starts back up. I really don't think I'll be able to finish this game before the end of 2026, and I feel like I've almost wasted the summer feeling burnt out for most of June and barely working on the actual game so far in August. But even if I don't finish the game by the end of 2026, I'll keep going and keep working on the game until it's done, even if it takes many more years to finish. Until next time, happy gammak everyone!
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Hello everyone. v3.0.9.2 has been released. This is a smaller update that simply fixes the broken post-demo feature found in the demo that would not activate due to an eventing bug. This error has now been fixed (I think) so you should be able to play the post-demo and the new quests now. Until next time, happy gammak everyone!
Notice: I have also updated the RMN link to download the actual game instead of linking to MEGA, as RMN has increased it's game size capacity from 450 MB to 1 GB. (my game is currently 564 MB)
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Hello everyone. v3.0.9.1 has been released for Chronicles Meteorfall. Here is the changelog:
New Features
-Worked on Ch8 a bit.
-Added new enemy sprites to the game for Ch8.
Changes
-Changed Baron Ozma's attack pattern drastically.
Bugfixes
-Fixed bug where Power Charge and Mind Charge were not usable in battle.
That is all. Happy Gamamk everyone!
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Hello everyone! June was a very productive month for me when it comes to developing Chronicles Meteorfall. I'm finally out of my early summer funk and ready to work on this game as much as possible this summer before school starts back up in the fall. I made a ton of progress this month, releasing updates to the demo both big and small AND finishing Chapter 7 of my game. Chapter 8 will 100% be done in July and possibly Chapter 9 and maybe even 10 as well, as Ch9 and Ch10 are very short, though I will be partially per-occupied with artfight and the 2026 Toasty Jam so we'll see. So far the game is set to release in November, maybe December if worst comes to worst. I still have pretty much all of august free with nothing better to do so I'll probably get a lot done that month. I can't release my game until after the next Steam Next Fest in October, so I have plenty of time to continue to work on my game and hopefully get it done by November or December.
As for the latest update to the demo, v3.0.9, it's a pretty substantial update, completely rebalancing the damage values on all skills to make them generally stronger, as well as fixing many, many bugs along the way. Most of this was accomplished due to my recent full playtest, proving once again why playtesting is so important to a game's development and to NEVER skip out on it. Anyways, here is the changelog for
Chronicles Meteorfall v3.0.9 Changelog:
New Features
-Added Ch7 in the backend.
-Added the alternate Gigantes EX boss during the Huntswoman of the Alfar sidequest during the post-demo.
Changes
-Gave Biggs, Wedge, and Dark Tayo their own portraits.
-Drastically changed damage formula. The old damage formula was this:
a.atk or a.mat * 4 * multiplier
Now the damage formula is this:
(base damage + a.atk or a.mat) * 4 * multiplier
In addition, the multipliers have been changed. Here is what the multiplier was previously:
Moderate: 1.1x
Major: 1.2x
Massive: 1.3x
Severe: 1.4x
Unreal: 1.5x
Incredible: 1.6x
Colossal: 1.8x
Insane: 2x
Absurd: 2.2x
This is what the multipliers are now:
Moderate: 1.2x
Major: 1.4x
Massive: 1.6x
Severe: 1.8x
Unreal: 2x
Incredible: 2.25x
Colossal: 2.5x
Insane: 2.75x
Absurd: 3x
Finally, here are the base damage amounts for each of the damage levels:
Moderate: 25
Major: 50
Massive: 75
Severe: 100
Unreal: 125
Incredible: 150
Colossal: 200
Insane: 250
Absurd: 300
-Multi-hit skills have been buffed. Previously damage was divided by the amount of hits. Now multi-hit attacks are reduced by 10% per number of hits, while random hits reduce damage by 5% per the number of random hits. For an attack that has both extra hits and random hits, both values are added together.
-Changed earth-elemental magick to have a chance to inflict stasis, not OKO.
-Heavily buffed the EX Art Guard Bash to make it no longer neigh-useless.
-Buffed Mind Blast to deal significantly more damage.
-Buffed Elgio Claw.
-Buffed Aquatic Wrath.
-Made Digiflare even more random.
Bugfixes
-Fixed bug in the Sister Sumire cutscene where Zenith and/or Stacy would not appear even if they were in your party but you haven't completed their respective chapter yet.
-Fixed bug where waiting to do Biggs' tutorial until after Ch1 was complete would not give you the tutorials for learn and equip and job classes.
-Fixed bug where certain quest rewards would be triggered as obtained even when they weren't and vise versa.
-Fixed bug where not all quest rewards would be displayed in the quest log.
-Fixed bug where the item obtain sound would happen after the textbox telling you about obtaining the Kairos classes from Ch1, not before.
-Fixed size and placement of press turn icons.
-Fixed dialogue in Ch1 still referencing the dummied out Greenhorn Club.
-Fixed all portraits to be equally sized, including Biggs and Wedge's portraits.
-Fixed the enemy press turn icon appearing for empty press turns instead of no icon appearing.
-Fixed bug where the battle theme would play in the overworld in Banna Woodlands and the battle theme would not change from the sad theme.
-Magnolia's intro cutscene now actually plays, for real this time.
-Fixed bug where darkness.ogg would continue to play during and after the Abraxas fight.
-Fixed bug where you would need to select to enter the post-demo twice in order to access the post-demo.
-Fixed bug where Snowscape would lower MAG, not RES.
-Fixed damage formulas of summoner arts to use "MAT" in the formula instead of the invalid "MAG".
-Corrected the Hexblade's physical arts to use STR instead of MAG.
-Fixed the EX Art "Future Past" to make it inflict anxiety (-1 press action) instead of Stasis.
-Fixed Oracle Garnet's fight pattern.
-Fixed Great Gunglaive to be heal elemental instead of banne elemental.
-Fixed Great Gunglaive to inflict reraise instead of divine energy.
-Fixed Rexidro to hit x2 4 random foes instead of x4 4 random foes.
-Fixed the Duel Inferno enemy art.
-Fixed the Snakebite enemy art.
-Fixed the enemy art Providence Revolt.
-Fixed the enemy art Belly Drum.
-Fixed the enemy art Spacial Rend to inflict anxiety rather than stasis.
-Corrected enemy screen placements.
That's everything. Onwards to a great summer full of development progress. Happy gamamk everyone!
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Hello everyone. After I recieved another playtester and therefore more feedback, I am now releasing a quick update for Chronicles Meteorfall, v3.0.8.2. Two updates in one day. How exciting! Anyways, here is the changelog for the new update:
Chronicles Meteorfall v3.0.8.2 Changelog
New Features
-None
Changes
-Added a new playtester to the credits.
Bugfixes
-Fixed bug that when Koros wakes up the music is slightly louder than it's supposted to be.
-Fixed Wedge dialogue.
-Fixed Ch5 Zerithia scene playing early if you choose to use the shortcut from Ari to Zerithia before Ch5.
-Fixed bug where Magnolia's join cutscene would not play.
-Attempted to fix Banna Woodlands repeating music bug.
-Fixed bug where the training dummy would appear too low on the screen and be covered by the dialogue box and healthbars.
-Fixed bug with the Helm Crusher action sequence where the purple afterimage would persist after the skill was used.
-Fixed spelling errors in Ch1.
-Fixed tints when changing zones.
-Parallel processes involving music shifts and nighttime have been cleaned up.
That's everything for now. Happy Gammak everyone!
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Hello everyone. A major game-breaking bug has been fixed in v3.0.8 of the Chronicles Meteorfall Demo that crashed the game upon boot. This glitch has been patched so now the game should be able to be played from beginning to end. Thank you for your patience.
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Hello everyone. v3.0.8 has been released for the Chronicles Meteorfall demo. This update isn't as big as the last update, but it is still pretty substantial, adding a new party member to the game, Magnolia! She's a temporary party member who joins at the beginning of Ch3 and leaves at the end of Ch5, but for the demo's purposes you'll have access to her for the entire rest of it once she joins. I suggest you replay the game at least from the beginning of Ch3 in order to see all the new scenes with her. Here is the total changelog:
Chronicles Meteorfall v3.0.8 Changelog
New Features
-Added a new party member to Ch3, Magnolia! She is a guest party member who joins at the beginning of Ch3 and leaves at the end of Ch5.
-Added a new area to Zerithia Wetlands, Omnia Academy.
-Added new cutscenes and expanded existing ones to feature Magnolia.
-Changed progression of Ch5 to require a visit of Omnia Academy first before visiting Zerithia.
-Added additional parts to the Crystal Caves scenario to accommodate Magnolia being in the party.
-Added a new rare enemy, the Zerithia Murder Hornet.
Changes
-Buffed Tayo by giving him more starting skills.
-In Ch4 you are now able to escape from the Baron Ozma fight if he catches you. When escaping, Baron Ozma freezes for 2 seconds before resuming his pursuit.
-Changed how damage works. Added a new hidden "damage mod" stat that modifies damage by a % based on level, similar to a hidden mechanic in the Octopath games. Damage Mod starts at 0.8x at Lv1 and goes up to 2.76x at Lv99. It does not raise past Lv99.
Bugfixes
-Fixed bug where the enter Banna cutscene would still permanently tint the screen blue if you went left or right after the first tile to activate the cutscene, but not the top tile.
-Fixed bug where trash cans would rarely spawn Vixi Princesses, not Yototop.
-Fixed repeating text in Tayo's flashback in Ch4.
-Corrected the name of the Prison Key in Ch5.
-Fixed repeating text in Ch5.
-Fixed wording on Zenith's introduction cutscene in Ch5.
-Fixed characters being stuck in fairy form after the Crystal Caves escape in Ch5.
-Fixed inappropriate screen shake in Nadia's battle arena and when revisiting the crystal caves.
-Cutscene after the Crystal Caves escape actually plays.
-Fixed conditional dialogue at the end of Ch5 depending on if you beat Baron Ozma in Ch4 or not.
-Fixed plot hole in Stacy's relationship to Sensayu.
-Updated and fixed credits page to properly credit certain artists.
In the next 4 months I will focus almost entirely on Chronicles Meteorfall, since starting in September I will be upon a massive way of major game releases like Trails in the Sky 2nd Chapter Remake, Fire Emblem Fortunes Weave, and the Xenoblade DLCs which will take priority, not to mention the games I'll be asking for Christmas including Final Fantasy Resonance and Adventures of Elliot and catching up on both the FF7 Remake series (I only played up to Wall Market in Remake in 2020 on my old PS4 that I no longer owned and I never played Rebirth due to no PS5 and garbo PC) and Trails. (tho I'll be stuck after the Crossbell Arc until I get a external GPU for my laptop since Cold Steel 1&2 aren't on Switch and my PC can't run them without an eGPU.) Plus I have Kingdom Hearts 3 to replay on Switch 2 in preparation for KH4 since I haven't played KH3 since launch and I never fully beaten the DLC. Hopefully I will get most if not all of CM done in the next 4 months, which will be major crunch time for me. I'll probably be working on the game for 8 hours a day as I have nothing better to do during the summer. I need to hussle and get this game done so I can focus on my next projects going forward. But until next time, happy gamemak everyone!
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Hello everyone! v3.0.7 has now released for Chronicles Meteorfall. Last week I received another round of playtesters and got a lot of good feedback on how to improve the game. v3.0.7 is a pretty major update, fixing a ton of bugs and issues and changing a lot of things in the game overall. Here is a total changelog:
Chronicles Meteorfall v3.0.7 Changelog
New Features
-Rebalanced buffs/debuffs completely to be states rather than the RM default in order to make them far more powerful and potent.
-Worked on Ch7 on the backend.
-Updated Aetheria with new NPCs/content.
Changes
-New dialogue has been added in Aetheria to account for going there early before Ch6.
-A sign has been added outside the Turbo Nerd's house in Aetheria.
-Changed dire rat's weaknesses to include smash.
-Abraxas' HP has been severely nerfed.
-Ultimate weapons for S-Classes now can only be equipped by the appropriate character, not for any character of that S-Class, with some exceptions.
-New advice has been added to the annoying cat.
-Renamed the Force element to the Nature element.
-The "traits" tutorial has been removed.
-Changed Love Shot and Love Shot γ to be solely love-elemental instead of being almighty elemental.
-Added love element to Butt Bounce, Heel Crush, and Embrace BunBun.
-Changed icons for Love Shot, Love Shot γ, Heel Crush, and Embrace BunBun.
-Rebalanced the EX Art Gravihand by making it pierce all DEF/RES and no longer have damage slightly randomized.
-Changed icon for the EX Art Gravihand.
-Changed icon for the EX Art Gorge Blast.
-Severely buffed buffs and debuffs. (x2 and x3 for Buffs Lv1 and Lv2, x0.66 and x0.33 for Debuffs Lv1 and Lv2)
-Reworked Tornado to now do 95% HP damage to normal enemies but be based on current HP and not max HP.
-Reworked Meteo. Now pierces all RES as well as no longer having a negative multiplier the lower the user's level. However it's AP cost has been dramatically raised to 500, becoming the most expensive spell in the game.
-Greed Blast now does Greed elemental damage instead of Almighty elemental damage.
-Buffed light armor to raise some RES as well as DEF.
-Buffed heavy armor and magick armor to give more DEF or RES respectively to make them worthy compeditors to light armor.
-Buffed Dream Robes to make them null slow.
-Temporarily changed Gungnir to require Lv40 rather than 200+ STR.
-Made description of Tayo's SP Gear more clear.
-Made the description of certain states more clear.
-Added state descriptions for slash break, smash break, and strike break.
-Biggs and Wedge now forcibly join the party in Ch1. You no longer have a choice. (unless you completely ignore them)
Bugfixes
-A sequence breaking bug involving reaching Ch6 early by simply heading to Aetheria before Zerithia has been patched.
-Spelling errors in Ch4, Ch5, and Ch6 have been fixed.
-The Annoying Cat in Ari no longer gives incorrect advice that no longer applies in the current version.
-The sprite for spiked knuckles has been correctly added.
-Fixed brightness in Ari.
-Fixed godray and brightness in the residental house in Ari.
-Fixed godray in Koros' House.
-Fixed tutorial text in the manual.
-Positioned enemies higher in the battlefield to account for the healthbars covering them.
-Fixed unknown element icons for enemies.
-Fixed character portrait's heads being cut off in certain screens.
-Fixed mapping in Banna.
-Fixed bug where stat boosters would disappear even if you refused their effects.
-Fixed hardwood infinite money glitch by raising the amount of wood you need to craft hardwood.
-Fixed issue where pushing the boulders in Banna Catacombs into walls would crash the game.
-Fixed SP Gear not being able to be equipped.
-Fixed the Chronoblade from replacing guard with Chronos Break.
-Fixed the Nightmare Bat replacing Guard with Nightmare Beat.
-Fixed Sonic Fist sprite not displaying.
-Caused Dusk to Dawn to actually be exclusive to Ravager.
-Fixed major bug where the race trait would give certain passive arts depending on the race.
-Fixed traits having incorrect and outdated descriptions.
-Fixed enemy names.
-Press Turn Icons made significantly bigger.
-Fixed Garnet EX's moveset.
-Fixed JP tomes causing them to actually be able to work.
-Fixed perminant blue tint after the Banna cutscene.
-Softlock at the beginning of the post-demo has been fixed.
-Fixed display message for all EX Arts.
-Fixed skill description and icon of the Rocket Punch EX Art.
-Made the messages of EX Arts consistent.
-Fixed Gorge Blast element from Almighty to Hunger.
-Removed Revolution Blade action sequence from the Bellowing Gale EX art.
-Fixed Demi, Eldemi, and Ardemi to ignore DEF/RES.
-Fixed the damage formulas for Demi and Ardemi to match Eldemi.
-Fixed skill description of Blood Absorb.
-Fixed Burnbolt description.
-Fixed enemy version of Divine Expansion to actually apply the state.
-Fixed Staff of Dreams to null slow instead of null exploit.
-Fixed Staff of Dreams description.
-Fixed the Faerie Dress item to actually double stats while in faerie form.
-Fixed description of weapon charm and anima charm.
-Fixed description of Zenith's SP Gear to include all effects.
That's a lot of changes and bugfixes! Well, what's next? Well, for next month I am planning on updating the demo again to v3.0.8. This won't be a bugfix/balance change focused update like v3.0.7, but rather it will add a new party member! This member, Magnolia, will join at the beginning of Ch3 and be available all the way until the end of Ch5. This will involve adding many more cutscenes to flesh out Magnolia's character as well as adding a new major area in Ch5, Omnia Academy, which will be available in the full game. This will be done to help better balance press turn by allowing you to have 3 members much earlier, (Early Ch3 instead of 2/3rds through Ch5) as press turn only really works with 3-4 party members.
As for development progress elsewhere, Ch6 is pretty much fully done and Ch7 is progressing slow but steady, So far I finished making the enemies, the overworld, the town, the shops, and the NPCs. Next is the Blacksmith shop and after that the dungeon Mt Gara. The main reason I wasn't able to get Ch7 done this month was because of my depression, which struck back this month with a vengence. It was less so a sad depression than a demotivating depression, but now I am back in the swing of things after getting some new meds and I'm ready to give it my all this June to finish Ch7 as well as maybe Ch8 as well.
That's everything for now. Happy gamemak everyone!
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Hello everyone. v3.0.6.5 has been released for the Chronicles Meteorfall demo. This is a smaller update mainly made to fix some minor complaints people had with the game on Steam. Here is the total changelog:
Chronicles Meteorfall v3.0.6.5 Changelog
New Features
-Chapter 6 has been fully developed in the backend.
Changes
-The Cleric's Elheal has been reworked. It now starts off significantly weaker but becomes more potent every 5 levels. (Former formula: MAG * 15 new formula: MAG * (5 + (level / 5))
-Death animations for bosses has been significantly improved.
-Healing can now be used against enemies, and can now be properly used to damage undead enemies.
-Buffed teleport stones to allow travel to any orange save crystal instead of automatically teleporting to the Ari orange save crystal.
Bugfixes
-The Dark Knight's arts are no longer free, and now cost their proper HP values.
Hope you all continue to enjoy Chronicles Meteorfall!
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Hello everyone. Today is the final day of March, and also my birthday! This also means a new State of the Game. Regardless, Chronicles Meteorfall's development is still ongoing. Unfortunately I wasn't able to reach my goal of getting Ch6 done before the end of March as I have been extremely busy with schoolwork this month, which has probably been my most intense month of school so far. Currently, Ch6 is mostly complete, but not fully. The main dungeon of Ch6 is almost completely done, leaving only the second dungeon to put some of the finishing touches on (yes, Ch6 has two dungeons) as well as implementing the route split, bosses, and story content. Overall I would say Ch6 of Chronicles Meteorfall is around 80% done, and will most likely be complete in the first week of April 2026, leaving the rest of April's focus on working on Ch7. Can't believe it's only been 3 months of 2026 and we're already on Ch7! Crazy.
In other news, I have fully updated the game on Steam to the newest release, v3.0.6.4, so now the Steam version should be up to date with the itch, rmn, and website builds of the game. Now I'm confident in updating Steam with the new versions, so that shouldn't be a lot of trouble anymore with updating the game on Steam and using Steamworks.
That's pretty much everything I wanted to share with you all. Onwards to completing Chronicles Meteorfall! Hopefully I can get the entire game done by the end of year. Until next time, happy gamemak everyone!
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Hello everyone. After some major bugs came to my attention found in Ch2 of the demo I have quickly developed a hotfix to fix these issues and a few more. Here is the total changelog:
Chronicles Meteorfall v3.0.6.4 Changelog
New Features
-3 new songs have been added, "Hollow Nightmare" (Nightseeker's Theme), "The Forbidden Power, Lit Ablaze (Radamathus' Theme), and Nico-Team Mimik Master (Master Mimik's Theme).
Changes
-The song "Death Match" has been removed from the game.
-The song "Determination", used for battles in the final dungeon, has been replaced with the song "For Boundless Determination" which also plays during certain superbosses. (Creator Barbello)
-Updated the currently inaccessible jukebox menu.
Bugfixes
-Game-breaking bug in Banna Catacombs has been fixed involving moving the tablets into the hole resulting in a soft lock.
-Bug fixed where the Ch2 transition screen would not appear.
-Fixed bug where the sad music would keep playing in battle even after you left Ari.
The March State of the Game will be released on my Birthday, March 31st. Hopefully by then I will have Chapter 6 complete. Until next time, happy GameMak everyone!
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Hello everyone. v3.0.6.3 has been released for the Chronicles Meteorfall demo. This is yet another hotfix that fixes some minor ixxues, but mainly serves as future-proofing future updates for the full game to fix some issues the full version would run into before I forgot about them. Here is the full changelog:
New Features
-None
Changes
-Improved a large majority of character portraits.
-Improved animation on some skills.
-Added new sprites on the backend.
-Added more maps to the backend for Ch6.
Bugfixes
-Added missing sprite for the Astralibra weapon.
-Added missing sprite for the Mage Masher weapon.
-Fixed bug with some skills being linked to incomplete action sequences.
-Fixed the Saintblade art "Final Cross" to be able to be learned due to previously requiring a dummied out skill.
-Fixed skill progression for the Warlock class.
-Fixed skill progression for the Summoner class.
-Fixed Nut Cracker enemy art to be actually usable.
-Fixed Divebomb enemy art to be actually usable.
-Fixed the description of the Mermaid Splash enemy art.
-Made the Mind Blast enemy art actually usable.
-Added functionary for the Death Kiss art.
-Made the Healing Flame enemy art actually usable.
Unfortunately I didn't get a lot of progress done on my game during the week I was off school, but I did make at least SOME progress, mainly on making one of Ch6's two primary dungeons. I also got a lot of artwork done including new weapons and redone and update portraits for many of the characters, bringing the portrait art up to my modern standard. You may notice the file size for v3.0.6.3 is a lot bigger than v3.0.6.2. That's because for v3.0.6.3 I didn't delete unused assets, as I felt like it was safer to include all assets already in order to prevent any potential bugs from appearing due to missing assets. Also because I was lazy and didn't want to scrounge through all my assets again looking for stuff to delete, even with a program to identify potential unused assets XD. But yeah, that's it for now. Hopefully by the March state of the game by the end of this month I should be able to tell you all that Ch6 is complete, but we'll see. Until next time, happy gamemak everyone!
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Hello everyone. v3.0.6.2 has been released for Chronicles Meteorfall. This update is just a small update fixing some small bugs and making some small balance changes to the game. Here is the total changelog:
New Features
-None
Changes
-Clarified state descriptions.
-Buffed Berserk (x3 boost instead of x2)
-Changed name of Critical Exploit to just Exploit.
-Buffed Heal Boost from +50% to x2.
-Debloated all unused assets for the demo.
Bugfixes
-Fixed bug where using the Diffusion or Expansion states would crash the game.
-Added missing state descriptions.
-Fixed incorrect state description on Impaler's Glory and Unleash.
-Fixed ailment guard/null to also block charm and stasis.
-Fixed invalid state resists on the nullify state.
-Fixed Duelist passive art.
-Fixed Evil's Bane passive art.
Sorry I didn't post this update sooner as I honestly forgot I didn't post a changelog until later. Sorry about that. That issue has been rectified with this newest update. I am currently hard at work on Chapter 6, and after that is done I will work on the update character sprites for Koros, Zenith and Stacy to better match their official art. Until then, happy gammak everyone and happy Mario Day! Wahoo!
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Hello everyone. February is almost over, which means it is time for another state of the game for Chronicles Meteorfall. This one is a bit more negative than previous state of the games. Don't worry, the game is not cancelled, but multiple difficulties have arisen that have made development of the game this month difficult, to say the least.
First of all, unfortunately we completely missed Steam Next Fest. Neither the demo download or the trailer could be completed in time for Next Fest, and thus my game was taken off the roster. This is very unfortunate, as Next Fest could have gotten a lot more eyes on my game. I have not been keeping up to date on my Steam page and for that I apologize. I still do not have a trailer made, and I don't know when a trailer is going to be made. In addition, I have no idea how to actually publish my demo to Steam. Steam says that my demo is published, but multiple people have complained that the demo has not been published on Steam and I myself cannot check since I am the game creator so the page appears differently for me. I don't know how to fix this, and no one I know IRL knows how to publish games on Steam. Hopefully the next Next Fest is better for us, but I still have my doubts.
Secondly, very little actual development was done on Chronicles Meteorfall this month for a variety of factors. The first of these factors is school. College has been my #1 focus since I've joined, including many extracurricular activities, leaving me very little time to actually get gamedev done. Secondly, against my better judgement I joined a gamejam this month on RMN (rpgmaker.net) called "A New Start" where I was working on another project seperate from CM. When I did work on gamedev this month, that new gamejam project was primarily what I was working on. Thirdly, since Sunday this week (the 22nd) I have been extremely ill with some mix of the Flu and a severe cold, making doing anything extremely difficult. Combined with poor nutrition and sleep, it has made working on anything, including fun things, basically impossible. All last week I have been bedridden unable to do anything due to my sickness. It sucks. Yesterday I was feeling a lot better and I thought the worst was already behind me, but apparently not as today I feel even worse than I did yesterday.
So yeah, for these reasons (school, gamejam, and sickness) I have been unable to get any work on CM done this month. I am so very sorry. Hopefully march is a better month for both me and CM and I get some more good progress done that month. At least finishing Ch6, is not more. Until then, happy gammaek everyone.
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Hello everyone. v3.0.6.1 has been released. This update is just a small hotfix that fixes a game breaking crash caused by the updated v1.9 corescripts for RPG Maker MZ not being compatible with one of my plugins, FOSSIL MZ. FOSSIL has been temporarily removed from the plugin list until I can get my hands on the new FOSSIL update. This shouldn't break anything as the only MV plugins I used in the game were HimeWorks, so if it breaks anything it would just be small things like viable levels for enemies and skills that are based on said levels like Garnet's Meteo spell. Once I get my hands on the new FOSSIL update (I can't download it because I'm permabanned from RPG Maker Web/the official forums) I'll re-add fossil, but I think the MV plugins I used (HimeWorks) are compatible with MZ anyways due to their small size and simple nature, but we'll see. So far I've tested that the game at least runs and it does, so please message me if you find any more issues with the newest update. Until next time, happy gamemak everyone!
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Hello everyone! As you can now see, version 3.0.6 has now launched for Chronicles Meteorfall. A ton has happened this month and a ton of development was done on Chronicles Meteorfall. I can now say with 100% certainty that the game is not only 60% complete, but is also progressing at a rapid pace to the extent that the game will most likely be complete before the end of 2026!
In addition, I have launched the official Steam page for Chronicles Meteorfall! You can now download the demo directly from Steam as well as add the game to your libraries. Make sure to wishlist the game on Steam as it really helps me out and my analytics. Here is the link to the steam page: Steam Page Link
Also, in a surprise twist, the old rpg maker forum I used to visit, rpgmaker.net, is now back online! My game is also live on there, though uploads currently aren't working on that site so you will need to download the game off of mega instead. Here is the link to the game's RMN page: RMN game page link
Finally, here's the general changelog for v3.0.6. It's a big update so make sure to read it all!
Chronicles Meteorfall v3.0.6 Changelog
WARNING: Saves pre-v3.0.6 are NOT compatible with v3.0.6. If you play this version of the game you MUST restart from the beginning. Otherwise the game will be completely glitched and unplayable. Sorry!
New Features
-The Lens of Truth item has been fully implemented, allowing you to see the hidden secrets of NPCs.
-Chapter 5 has been fully developed on the backend.
-Chapter 6 is about 25% complete in the backend.
-The end of the demo now has a proper ending screen allowing you to save your game, start the post-demo, or exit to the main menu.
-The title screen now has new features including a “credits” and “exit game” option.
-Added “post-demo” option, allowing you to continue the demo past the Oracle Garnet fight, keeping all items, EXP, JP, classes, and the extra art slot gained from the fight while rewinding time to before the fight took place.
-The post-demo comes with new content including new quests in Banna normally locked to completion of Ch3 and a new superboss completely EXCLUSIVE to the demo build.
-Two new optional dungeons tied to those quests, the Deepwoods and the Dream World.
-A new town, the Hidden Alfar Village.
-A new mini-area, a small segment of the post-game
Ferris Farlands area.
-A new optional boss, Gigantes.
-A new superboss, .
-Added lore about The Fins cult.
Changes
-Weapon Arts have been renamed to EX Arts due to encompassing arts learned with both weapons and armor.
-S-Talents have been completely cut from the game, though a few S-Talents have been reworked into the new “EX Arts” system.
-Racial arts have also been cut. However two of the racial arts have been reworked instead of cut completely. The alfar’s pixie dust racial art has now been reworked as an EX Art and the succubus’ Death Kiss racial art has been reworked to be a regular enemy art.
-EX Arts’ TP costs have been lowered by around 25%.
-EX Arts no longer replace the guard command, now being part of the art menu regardless of them not being equipped as long as the associated Weapon/Armor is equipped instead.
-Rage Dragon and its associated mechanics have been removed from the game.
-Each dragonstone SP Gear now grants a different separate “morph-type” EX Art instead of all the dragon transformations all being grouped under the singular dragon morph S-Talent.
-The same goes for Summons for Stacy but for “Summon-type” EX Arts being taught by equipping different summon animus into Stacy’s SP Gear slot.
-The Sage, , and Guardian classes final skills are now considered regular talents rather than S-Talents.
-The musical element of S-Talents has been removed.
-Tayo’s SP-Gear has been reworked. Now his base SP-Gear is the “Clergy Badge” which merely grants +2% HP Regen. Tayo’s next two SP-Gear are the Baetal Badge and the Pure Badge. The Baetal Badge teaches the EX Art Meteo Reign and grants +2% TP Regen and the Pure Badge grants Overheal and +2% AP Regen.
-Zenith now has two new SP-Gear, the Zerith Memoire which teaches the Melody of Purity EX Art and the Fairy Wand which teaches the Pixie Dust EX Art.
-Jeht's “Gear” has been cut. Instead he only has one SP-Gear, the Toolbox, which allows him access to the EX Art of the same name.
-Now a whole lot more scenes now have emotion bubbles instead of being static.
-New animations have been added and assigned to different weapons/arts.
-More animations now have sounds.
Bugfixes
-All known spelling errors have been fixed.
-Fixed bug where the “Expiration” weapon was light elemental instead of dark elemental.
-A bug has been fixed so that Biggs and Wedge no longer gain EXP or JP from battle.
-Fixed bug where bosses would not drop their racial crafting materials.
-The ambush enemies in Ari Caverns have been fixed to be Dire Rats instead of the much stronger Unes.
-The sprite of the ambush enemies in Ari Caverns have been fixed to be representative of the enemy encountered instead of just being generic ghosts.
-Fixed bug where Koros would disappear after the banished form Ari cutscene.
-Corrected lore inconsistency with Amadeus’ real name.
-Changed NPC in Banna’s name from “Maria” to “Wella” in order to not contract with an NPC in Ari named the same and to have consistency with the design document.
-Fixed lore inconsistencies involving Amadeus and Aaron’s backstories.
-Fixed lore inconsistencies involving Baron Ozma. (and a cheesy rhyme)
-Fixed lore inconsistency with Magnolia’s name. (Koros called her Sonia in one scene.)
Now, for the general state of the game. As stated before, development is going extremely well, far better than I could ever hope. Currently we are on v3.0.6 of the demo which is a long ways from the first version of the demo v3.0.1. And on only a few months too. As for the full game, everything up to Chapter 6 is fully complete, when at the beginning of this month we were still on Ch4! Finishing Chapter 6, one of the game's biggest chapters, will most likely be the main focus of February, but we might be able to squish in full development of Ch7 as well. That's a lot of development!
You may be curious about the sidequests I added in the v3.0.6 update. These quests are available after you complete the demo and reload a save, allowing for some small post-game content. In the full game, these quests are available after Ch3 is compete, where the demo normally ends at. One of these quests is the long-awaited "huntress of the alfar" quest, personally requested by my biggest fan, Hero at the End! Hope you like the quest I made for you buddy.
Anyways yeah, that's all I really have to say about the new updates. v3.0.6 is out, Steam and RMN versions and pages are live, and development on the full game is going smoothly. Until next time, happy gamemak everyone!
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Hello everyone. Long time no see, huh? As you may be aware, between April 2024 and January 25th 2026, RMN (rpgmaker.net) was down. In addition, I was suspended from the site between December 2023 and June 2024, making me unable to access the site between December 2023 and now. A lot has happend since then and I would like to take you all through it as well as a refresher on the history of this project, leading to it's current state.
I began developing what would become Chronicles Meteorfall in November 2019. Back then it was called "Meteo Chronicles" and supposed to be the start of a new universe, the "Chronicles of Chronicles Series". I worked on that game tirelessly, releasing new chapters as I had finished working on them on RMN before "finishing" the game in late 2021. However I rushed the finishing touches on MC, refusing to playtest the game past a certain point leading to the game being broken, unfinished, and unfun.
So, starting in 2022 I decided to make a "remaster" of Meteo Chronicles, also known as "1.0", called "Meteo Chronicles R". I worked on MCR throughout 2022 and released many different versions of the game as demos containing some early parts of the game before delisting all of them to prepare for a full release. However, in late 2022, disaster struck. My computer, which I was using to develop MCR, cracked open, making the computer completely unusable and requiring me to buy a new one. That would already be bad enough, but what made things worse is that my BACKUPS FAILED, causing me to lose progress from the ENTIRETY of 2022. A complete disaster.
This required me to completely restart development on MCR, also known as "2.0", back from the base of 1.0. I already kind of wanted to restart development of MC completely from scratch, so I decided to do just that and started work on Chronicles Meteorfall, shortened to CM or 3.0. I started development of CM in early 2023, but I ended putting that project on hold for most of that year to work on another project, my game Noel and the Tower of Doom.
Once I was done with NToD I began work on CM for real in early 2024. Early on in CM's development I decided to go full commercial as after working 5+ years on a single project I felt that I deserved to be paid on my hard effort rather than making this massive passion project for no financial incentive, as since my time on RMN had passed I had matured and realized the value of money after graduating from high school and working multiple jobs.
CM was worked on from January 2024 to September 2025 when I released my first demo for the project, containing the first 3 chapters of the game and some bonus content. Afterwards and since I have been working on the rest of the chapters (Ch4 and 5 are fully done and Ch6 is 25% complete) and constantly updating the demo to fix bugs and other issues with the game. I have a dedicated team of beta testers helping me test my game and am doing a lot better in terms of mental health. I even got my game released on Steam!
So yeah, that's basically the jist of everything that's happened since I started working on CM. The v3.1 update, basically the full release of the game, will release in late 2026, and afterwards I will be able to move on to work on Chronicles II and everything that comes after. Until then, happy gamemak everyone!
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Hello everyone! It's time. 2026 is finally upon us. And to be real with you all, 2026 will be the year. 2025, in retrospect, was one of my worst years ever. Crazy political nonsense every day, severe constant night terrors, and the worst depression of my life leading me to actually get hospitalized for an entire month in late summer/early fall. Thankfully all of that is now behind us, and I am now on new meds for my depression. My overall mental problems aren't fixed, far from it, but at least my depression and gender dysphoria is now back to a more management, less life-threatening state like it was back in 2020 instead of how severe and life-destroying it was last year. Like, I literally couldn't get out of bed most days it was that bad.
But honestly I think my mental health crash-out was a blessing in disguise. Thank to the increased focus put onto my mental health by both my family and the state, I am now approved for Medicaid, which I had previously been on a wait list for over a decade, so now I have actual money coming it that I can use to help support myself and live independently. The state now pays for my new appartment, which I will be moving into in just a few days. In addition, me being sent away from how to live at a residential facility for a bit over a month allowed the doctors there to take a closer look at my medicine and change some things, most notably my antidepressents, and almost immediately I saw a massive change in my mood and general behavior. 360 degree mood change and went from so depressed that I couldn't get out of bed and spent most nights crying myself to sleep and wishing to die to instead still being depressed but much less so and much more managably.
2025 was originally intended to be the year I released Chronicles Meteorfall, this massive project of mine which over 3 versions had taken a total of 6, going on 7 years of development. However, due to my severe depression that was at it's absolute worst in 2025, I wasn't able to get nearly as much as I wanted done for most of the year and therefore couldn't finish the game. I'm sorry for that.
However, the great news is AFTER I got home from residential and released my demo, development on my game has gone faster than I ever could have imagined. I am now done with not just Chapter 4, but also most of Chapter 5 as well, and I've realized as long as I actually hanker down and get stuff done, I can work REALLY fast and make A LOT of progress in order of a matter of days. The main issues with development weren't the amount of content, but rather my own laziness and procrastination, who's core was my continued struggle with depression, and once that issue was dealt with development on Chronicles Meteorfall has sped up to a tremendous degree.
It is all but garenteed that the entire game will be fully completed and ready for release by the end of this year. No if, ands, or buts about it. The game's development is going smoother than ever before and at a rapid pace and I can't wait to share more with you. In fact, I will right here. Here are some screenshots from Chapters 4 and 5! Take a look!
So yeah, development on future chapters is going incredibly well, far better than I could ever hope or imagine. My mental health is far better than before, but not perfect, and I am finally moving to my own place in less than a week and starting college for real in a bit less than a month. So exciding!
As for the state of the currently released demo, things are also going well there. I now have a team of beta testers playtesting new versions and checking for any bugs, which there have been many. The current version of CM's demo, v3.0.5.4, while not fully complete, will be the standard version of the demo for quite some time. v3.0.6, the next version of the demo, will likely be the final build of the demo unless additional hotfixes are needed for that version. v3.0.6 will launch alongside the Steam build, which will be discussed later. Currently v3.0.6 of the demo is on hiatus until Ch5 and potentially also Ch6 of the backend are complete, which should be the case by the end of January. v3.0.7 of the demo is also in the works and will include redone graphics and potential voice acting, but that's still not fully in the cards yet and will require a lot more work that will likely not be considered until the full game is close to completion.
Speaking of the Steam build, the Steam build is currently a WIP. I have the game page and the payments filed, but I've run into a few issues with Steam publishing including distribution, which is a lot more complicated and hard to understand compared to itch, issues with the screenshots, and issues with Early Access. I keep delaying dealing with those issues, but they will be handled eventually and hopefully be fixed before Steam's first Next Fest of 2026 where my game will be displayed. Trust me, the Steam version IS coming and likely this very month. It will just take some more time. Please be patient.
All in all, happy 2026, and hopefully this year is a better year for us all than the absolute cesspool that was 2025. Onwards to 2026! Happy gamemak everyone!
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Hello everyone. After a bit of a delay due to me spending most of the day celebrating my brother's birthday, v3.0.5.4 has now been released for Chronicles Meteorfall. This update is a pretty small one. Just a hotfix for a pretty major bug found in v3.0.5.3 that broke the game and made it unplayable if you started a new game on that version. That bug has now been fixed along with one other change: changing one of the freelancer's passives from the unusable "boast" to the much more universally usable "Dexterity Up" passive. Thank you for playing Chronicles Meteorfall. Until next time, see you later gamers!
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Hello everyone. A game breaking bug was just discovered in Chronicles Meteorfall v3.0.5.3. For now the version has been downgraded to v3.0.5.2 while I work on a fix. v3.0.5.4 will release later today fixing that bug and a few others. Thank you for your patience.
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Hello. Version 3.0.5.3 has been released. This update fixes a few small bugs found in the early game of Chronicles Meteorfall. Here is the total changelog.
New Features
-None
Changes
-Xelos' name changed to Zchell.
Bugfixes
-Enemies have been placed higher on the screen.
-The burning village screen can no longer be seen for a few frames before the fade out when starting a new game.
-You can no longer move inside shop doorframes.
-A gather point in Banna now has a proper tree graphic.
-The Dust Devil now has a defeat animation.
-The guards escorting Koros at the end of Ch1 now have a different movement pattern and no longer walk through walls.
-The blue tint effect when Kairos talks no longer gets desycned and persists after the cutscene during the cutscene in Ch2 when you first enter Banna.
-The sad music that players during and after you get banished from Ari now plays correctly.
I will focus the rest of this month on finishing Ch5 and possibly Ch6 internally. Until next time, see you later gamers!
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Hello everyone. Another hotfix has been released for Chronicles Meteorfall, this time fixing an issue with arts being unable to be learned. Now they should be able to be learned. Sorry for yet another hotfix being needed for this update. Geez.
Did you know I have a website? You can check it out at this link: https://krimsonkatt.net
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Hello everyone. v3.0.5.1 has been released for Chronicles Meteorfall. All this update does is act as a hotfix for the broken upon release v3.0.5. Sorry about that. I didn't properly test v3.0.5 to see if it even functioned even though I very much should have. Everything is now going back on schedule and should work as planned in the v3.0.5.1 update that was supposed to be what v3.0.5 should have been at launch. Sorry.
------------------------------------------------Hello everyone!- I am proud to announce that Chronicles Meteorfall v3.0.5 has released just tonight! Wahoo! This should be the second to last update for the demo version before development completely switches to the full game. This update is one of the biggest updates yet, so lets go over the changelog.
New Features
-Added internal data for Ch4 and half of Ch5.
-Added numerous internal sprites for Ch4, Ch5, Ch6, and even the post-game.
-Added help descriptions for Anxiety and Severe Anxiety.
Changes
-Reinstalled and updated all plugins so weird coding/formulas are now no longer active.
-Night now has new mechanics tied to it. Randomly at night monsters can become "frenzied" which doubles their stats and grants them +1 action. Frenzied monsters drop "Source", a rare new crafting material.
-Frenzied night monsters can now drop "High Source", an even more valuable crafting material.
-Certain bosses during night enter their "EX Forms", becoming significantly harder. Playing at night is pretty much the new version of Hard Mode from previous versions.
-Most crafting beyond crafting T3 items now requires Source, creating higher required investment for crafting which was previously too OP.
-Both standard and night monsters can spawn during night. Day monsters are no longer exclusive to day.
-After encountering Kairos, the game would automatically transition to day if you were playing at night.
-Redid almost every sprite in the game, adding shadows and fixing some minor spriting errors.
-The sprites for few enemies, including Slimes from Ari, the Bullders from Beasteria, and the DLC boss Dark Lepus, have been drastically redesigned.
-The size of the ice draken and fire draken enemies, as well as the associated dragon transformations, have been drastically reduced.
-Noel Krimson has been given facial feminization surgery.
-Gave Amadeus a weaker staff so that you couldn't steal his staff and give it to Koros to become OP.
-Vixi has been given 99% physical damage resistance so that you can't OKO them.
-Added extra dialogue to confirm that the traveling merchant has connections with Morda Vael labs to get tons of grass whistles.
-Changed "Zodiark Armor" to "Prometheus Armor" and made it craftable.
-Added the new crafting materials "Source", "High Source", "X-Source", "Soul of Might", "Soul of Flight", "Soul of Flight", "Solar Silk", and "Astral Silk".
-Added the new magick armors Sol Dress and Astra Leotard.
Bugfixes
-Fixed bug where Amadeus would give you a Skeleton Key instead of a Lethe's Tear. This was not game breaking as the Banna barrier also required a skeleton key, but this could ruin future balancing.
-Fixed bug where the Pyromancer's Burnbolt was anytime use instead of battle only.
-Fixed bug where the EXP Tome and Shard of Xar items would not work as advertised.
-Fixed bug where the banished from Ari cutscene would not play, which caused other related bugs.
-Fixed bugged gather point in Ari that gave a placeholder item.
-Fixed bug where healing at save crystals or at an inn would remove Estoma.
-Numerous spelling errors have been fixed.
-Fixed the Blitz skill.
-Fixed bug where selecting Crystal Caves, Aetheria Skylands, or Everfrost Crypt would move the Koros icon instead of the marker.
-Abraxas' sprite was moved lower on the screen so now he fits.
-Fixed Koros' birthday in the statue in Ari Caverns.
-Fixed what the cancel option defaulted to in the Banna and Beasteria blacksmith shops.
-Made the command selection menu wider to accommodate Amadeus' "Ultimate Magick" while shortening it to "Ult. Magick"
-Removed line about Amadeus and Treck being about the same age. (plot hole/bad writing)
-Fixed small error where Amadeus says that he had lived for over 1000 years, which is technically true, though it's actually more like double that! (Amadeus is 2006 years old by the time of Chronicles Meteorfall)
-Fixed bug where due to enemy levels no longer being displayed internally all enemies would be marked as Lv1, causing issues. Now all enemies are marked as the real level internally.
As you can see, this is a pretty big update! Not only does it completely rework how night works in the game with completely new mechanics such as the Frenzy system and EX bosses, but is also fixes some of the last few bugs that needed to be addressed before the game could become completely bug free. Thank you to my beta testers on Discord ETKnight, bgillisp, Azrael_Astaroth, and HawkZombie for your continued support! One more final update for the demo is planned, but we'll get to that during the state of the game for December 2025, which is coming up now!
November 2025 was honestly one of the most productive months in the game's development. Not only did I release multiple major updates for the demo going from 3.0.2.3 all the way to 3.0.4.3, I also ended up completely finishing Chapter 4 as well as finishing the overwhelming majority of Chapter 5! Honestly if it wasn't for my poor physical and mental health the past couple of days and my focus on fixing the demo as of now, Chapter 5 would probably be 100% done along with Chapter 4. Honestly it will only take 1 more day of focused work to get fully done with Chapter 5. I'm so close!
Along with that, as stated before only one more major update is planned for the Chronicles Meteorfall demo, barring potential hotfixes of course. This update is v3.0.6 and will be a pretty big update, though not as big as v3.0.5 considering that they're likely won't be any more bugs to fix. This is everything that is planned in the final demo update v3.0.6:
1: Fully implement the secret event "Something in the Toilet."
2: Fully implement the "Lens of Truth" tool that has been in the game since v3.0.4 but has never been properly implemented. This will allow you to discover the hidden secrets of each and every NPC in the game, allowing you to uncover hidden truths about the characters, world, and story.
3: Fully implement the Nightmare Hour event, which will grant access to all-new superbosses and new special gear.
4: Expand the title screen to include the "Exit Game" and "Credits" options.
Along with the continued development of the full game as well as updates to the demo, I am also proud to announce that the Steam release of the game is very close to completion! The initial fee has been paid and currently I am awaiting for Steam to accept my tax information so I can get started making my game page.
I will also be participating in a few events during the start of the new year. RPG Maker Fest 2026 is happening in Febuary of 2026 which my game will be participating in through my game's demo and Steam page. Along with that I will also be participating in Turn Based Fest 2026 in March of next year, and during the livestream I will reveal my game's first major trailer as well as the release date! Get hyped!
That's all for the state of the game for December 2025. My main goals for the rest of the December are first to get my Steam page up and running and get accepted for those events. My next goal is to then release v3.0.6 of my demo, then get as many chapters of my game done before the end of the month as possible. Currently my biggest hope is to get up to Chapter 8 complete considering I got both Ch4 and Ch5 done in only a matter of 4-6 days of constant work, so if I continue that work ethic through December I should have up to Chapter 8 done, which would be huge for Chronicles Meteorfall's development!
Until next time, see you later gamers!
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Hello everyone! Sorry I have to release a bugfix so close to the last one, but this should be one of, if not the last bugfixes for the demo build of the game awaiting the full release! Here is the total changelog:
Chronicles Meteorfall v3.0.4.2 Changelog
New Features
-None
Changes
-Drastically rebalanced all enemy stats.
-Restored the default RMMZ EXP formula, which meant drastically rebalancing the EXP given by every enemy.
-Removed difficulty features from the game.
Bugfixes
-The music in one area of Banna Woodlands has been fixed.
-Fixed the inn in Banna actually costing 5 Bx instead of being free.
-Krimson GS now works in battle as well as in the menu.
-Fixed bosses not being flagged as bosses.
-Fixed ignite powder not being able to be sold at shops.
-Fixed the Bacteria's sub element to be dark.
-Fixed bug where the flame barrier in the Kairos event changed sprite when interacting with it.
-Fixed bug which would allow access to Ari after Ch1 if you didn't have Biggs and Wedge in the party.
-Fixed bug where Koros' sprite would appear as the fallback sprite after Ch1 if you didn't have Biggs and Wedge in your party.
-Corrected Oracle Garnet's alignment.
-Fixed bug where the collision leading to the secret grotto was incorrect.
-Fixed bug where Ari would still be avalible after Ch1.
-Fixed boss patterns being incorrect.
-Fixed the secret yototop encounter crashing the game.
-Fixed teleport crystals to have cancelling = leaving instead of branching.
-Fixed puzzle at the demon shrine.
-Fixed battle axe item having it's sprite appear.
-Fixed command arts being able to be equipped when they shouldn't be.
-Fixed severe lag during night.
-Fixed bug where the cursor would disappear in the world map after moving it to any location.
As you can see, lots of notable bug fixes! The biggest change however was the complete balancing overhaul the game received, with every enemy with all their stats and EXP values being drastically altered due to the removal of certain plugins that were causing issues with the game balance. Difficulty has also been removed as it was intertwined with said balancing issues, mainly involving the scaling enemies, so that has been fixed up.
I hope you all enjoy this new and improved version of Chronicles Meteorfall. Until next time, see you later gamers!
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Hello everyone! After receiving some feedback on a certain discord server, I have released a new update to Chronicles Meteorfall that hopefully fixes a lot of the bugs, including game-breaking bugs, that you have all been experiencing. This is the total changelog:
Chronicles Meteorfall v3.0.4.1 Changelog
New Features
-Added an optional new dungeon. Currently inaccessible in the demo, but you can progress a tiny bit to obtain a new item.
Changes
-The tutorials have been completely reworked. Now tutorials are all found when using the "tutorial log" item. The plugin that I was using to host tutorials, CG Mailbox, is bugged, so I am using a different option for now. Tutorial messages still pop up when they appear.
-NPC logs have been reworked. Right now they are removed, but in a future update you will be able to use the new item from the optional dungeon to view them through typical show texts rather than through a plugin.
-The day/night system has been overhauled. Now time only changes when you rest, not naturally over time. Some quest objectives and NPCs are only available at night and some events will change the time to night automatically.
-Enemy HP has been rebalanced to scale more dramatically in the early-game.
-Updated the books in Koros' house to match current lore and game state.
Bugfixes
-Dummies no longer appear as random encounters in Ari.
-A random gather point that does nothing has been removed from Ari.
-A game-breaking glitch involving the torches in Ari Caverns not activating has been fixed.
-A game-breaking glitch involving a softlock when you transfer maps after obtaining a tutorial but before entering another battle has been fixed.
-A game-breaking glitch involving a softlock when you open the map has been fixed.
-A game-breaking glitch involving a softlock when doing the tutorial but not accepting Biggs and Wedge into your party has been fixed.
-Bosses now properly appear instead of being a random other enemy.
-Fixed bug where you could enter Banna without the raft due to a misplaced conditional branch.
-Fixed bug that said you obtained x3 ignite powder when you can only obtain one.
-The stats for the starting rings have been fixed so that they only grant stat +x% instead of giving +base AND a +x%.
-Bullion sell prices have been doubled to match their stated sell prices.
-Many events have been cleaned up and unused content removed.
-Fixed many spelling errors.
As for the state of the game, Chapter 4 development is still in it's early stages. Albeit it's only been about a week since the last update, but still I have been primarily focused on getting the new update for the demo out rather than working on Chapter 4 of the full game. Along with that, even if more glitches don't show up for the demo, there is still things to be done such as fully implementing the new Lens of Truth item, upgrading the graphics with full expressive portraits and text boxes, and giving the music of the game (mainly the overworld themes and the regular battle theme) a makeover. But that's all lower on the priority list. The main priority for this month is finishing Chapter 4 and maybe Chapter 5 as well since most of the work for Chapter 5 has already been done, similar to Chapter 4.
In other news, the full game is DEFINITELY not releasing in 2025, but a 2026 release date seems set in stone at the rate I have been going and the progress I have been making. At least I got the demo done long ahead of schedule (December 2025) so at least that's a positive. If I continue to work hard a 2026 release date seems very possible.
That's all for now. Until then, see you later gamers!
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Hello everyone! Following numerous feedback I have received from a few streamers playing my game, including HawkZombie, I have updated the demo to v3.0.4. This update fixes a lot of issues those streamers found with the game, including the confusing tutorials, lack of direction, and enemy balance. Here is a total changelog.
Chronicles Meteorfall v3.0.4 Changelog
New Features
Added Biggs and Wedge as optional temporary party members for Ch1.
Replaced the Greenhorn Club with training dummies in Ari.
Added the “Records” menu to view tutorials and NPC logs.
Added the yototop random event.
Added Vixis as rare spawns in every area with their own unique battle theme.
Added NPC outside Ari Caverns to give 5 free Silver Lenses and 1 free teleport stone every in-game day during Ch1.
Added a new world map menu inspired by Pokemon Platinum,
Changes
Greatly revamped tutorials.
Renamed the “filer” item to “records.”
Changed EXP Tomes to give +1 level instead of EXP.
Changed Shards of Xar to give +3 levels instead of +1 level.
Changed the EXP values of all enemies to be more balanced.
Drastically rebalanced the EXP formula in general. Now you always only need 100 EXP to level up for every level, but the EXP enemies give scales drastically based on level difference, with you getting significantly more EXP from enemies if you're a lower level but significantly less if you're above.
EXP is now split between active party members after Tayo joins the party.
Updated the names of many dragon transformations.
Sea Serpent > Wyllos
Wyvern > Rosethorn
Earth Dragon > Mateus
Divine Dragon > Astraea
Dark Dragon > Necrofate
Changed the element of Nidhogg from dark to thunder.
Changed the effect of Rosethorn/Wyvern's ability to give a thorns effect instead of a force elemental attack.
Changed the menu display names of many of the dragon transformations and summons.
Rage Dragon > R.Drgn: Dark Rage
Fire Whyt > F.Whyt: Fireshock
Ice Whyt > I.Whyt: Iceshock
Thunder Whyt > T.Whyt: Thundershock
Fire Dragon > F.Drgn: Firebreath ∆
Ice Dragon > I.Drgn: Icebreath ∆
Thunder Dragon > T.Drgn: Thunderbeam ∆
Sea Serpent > Whyllos: Deluge
Wyvern > Rosethorn: Agony
Earth Dragon > Mateus: Regio Claw
Divine Dragon > Astraea: Ehtriabreath
Dark Dragon > Necrofate: Necrosis
Fafnir > Fafnir: Fernal Breath
Nidhogg > Nidhogg: Voltaic Roots
Kaiser Dragon > Kaiser Drgn: Exaflare
Changed the name of the Wyvern enemy to Rosethorn Wyvern.
Reorganized all database items.
In most battles in Ch1, only one enemy now appears.
Likewise, in Ch2 only 2 enemies usually appear.
Replaced VS enemy levels with Hime enemy levels to improve game balance and reduce issues with enemies scaling when they shouldn't.
Censored some of Krom’s dialogue to cover up potential slurs.
Changed the secret events to better match the design document.
One of the secret events now has a new sound effect.
Reworked save crystals to have healing at them only cost 1 Bx per level universally instead of 5 Bx per level.
Enemy HP has been drastically reduced.
Added a new NPC to give important player tips.
Bugfixes
DDi
Fixed Yawn to apply slow rather than critical exploit.
Change Imp to use dark rather than yawn.
Lowered Bunnit’s base AP to 20% so that they only use White Wind once.
Made the traits no longer appear in battle over characters' heads.
Fixed bug where after sleeping at an inn it would display “the nightmare hour is coming” dialogue every time.
Fixed bug where the teleport to Ari would not work from Ari Caverns.
Fixed but where the teleport stone item did now work.
Fixed bug where using the World Map item would softlock the game.
Character sprites in the overworld and battle now properly change when switching classes.
Functionality has been added for some of the dragoon's passive arts as well as the passive arts of some of the S-Classes.
Fixed the fog in battle in Banna not being properly displayed by removing it entirely. (in battle)
The ranger’s “great outdoors” and the dark Knight's “close quarters” passive arts now work correctly.
Fixed bug that caused the guard skills to target enemies, not allies.
Fixed bug where break and guard skills were considered orders instead of being enemy arts.
Fixed some spelling and grammar errors.
Save crystals now allow you to change your difficulty universally.
Fixed bug where the amount of Bx needed to heal at a save crystal wouldn't display correctly.
Fixed bug with the difficulty selection when starting a new game.
Fixed the fast travel unlocked notification showing up every time you interact with an orange save crystal.
Fixed the difficulties and made them properly implemented.
Fixed a handful of mapping errors.
Fixed a glitched tile in Banna that would teleport you into a wall.
Fixed sprite quality for actor portraits and the iconset.
Fixed icons for certain arts to display the correct icons.
Fixed bug where you could skip the Kairos event by using a teleport stone right after the ThiefMaster24 fight.
Do note that many aspects of the game, including the demo, are still a work in progress and may be subject to change in future updates.I do plan on continuing to update the demo as i also continue to work on the main game, so stay tuned for that.
As for the state of the game, Chapter 4 still hasn't been completed, but at the current pace Ch4 as well as Ch5 should be done by the end of this month, November. Ch4 is very short and not very hard to complete, and Ch5 doesn't require much work overall either. I mostly spent October working on the 3.0.4 update, so not much work could be done on Ch4 during that month. But regardless, November's main focus should be on completing Ch4 and maybe Ch5 as well. Until then, see you later gamers!
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Hello everyone! Following feedback received during the streamer HawkZombie's lifestream yesterday (Teusday the 16th), I have updated the Chronicles Meteorfall demo to fix some pressing concerns with the game, fix bugs, and generally improve multiple major parts of the game that were causing issues for some players. Here is a list everything that was fixed in the new update:
New Features
None
Changes
Characters now have unique level up quotes in battle.
Many unused assets have been removed.
The overall file size has been drastically reduced
Bugfixes
The random common event activating when directly below the Ari Caverns teleport crystal has been fixed.
Teleport crystals will no longer have the activation notification show up every time you interact with one.
Some traits no longer cause strange and unusual effects.
Passive states and traits are no longer shown in battle and in the menu.
Some enemies now properly appear in-game instead of being a black box.
A revenant can no longer sometimes appear in Ari during the day.
The beta splash screens no longer appear when loading up the game for the first time.
The font used for damage popups has been changed.
There are still some changes I wanted to make which will soon be patched in an upcomming v3.0.3.1 update. I planned to add them in v3.0.3, but I forgot to add them. Sorry. There are also other features I plan on adding that are either not currently possible with my skillset or are too time consuming to add at this moment. Here is everything I plan to eventually add to the demo:
Things to add
v3.0.3.1
Raise EXP gains/check enemy EXP gains
Change character/battler sprites based on class for each actor.
Fix the fog in battle in Banna.
Add functionality for many of the later passive arts, mainly for the dragoon class and many of the s-classes.
v3.0.4
Add voice acting for all scenes.
Incorporate musical battles into all s-talents.
v3.0.5+ (potential future updates)
Add complex animations for the Dragon Morph S-Talent
Comission more detailed character battlers.
Test out Persona/Metaphor battle UI.
Purchase UI Maker plugin on itch
Make new menu UI.
add sound effects for each of the new animations.
purchase all animations on itch (very expensive)
Make all new bought animations (very time consuming)
reorganize all database items
During all this I will still be working on the full game of Chronicles Meteorfall, which is still planned to launch March 2026. I also need to start working on the final updates for Chronicles the Lost Page and Noel and the Tower of Doom as well to get those games fully up to snuff. Other than that, I'm doing pretty good all things considered. I finally got my demo done and now I'm ready to continue onwards to whatever else this project has in store for me. Onward to finishing Chronicles Meteorfall. Until next time, see you later gamers!
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Hello everyone! At long last, the demo for Chronicles Meteorfall has finally released! You can download it right now on this very website, so feel free to give it a shot. This demo includes the first 3 chapters of the game, or about 2-4 hours of content. The demo has been playtested and no major bugs have been found. The demo will only be on itch for the time being, but may release on Steam on October 13th 2025 as well as part of NEXT fest 2025, an event on Steam where people show off new demos for their upcoming games. This will hopefully get some new eyes on this project. The final game will be released in early 2026 if no further delays take place. Updates are planned for the demo release, which will continue the 3.0.x version number, as v3.1 will be the first version of the full, complete game. This version is v3.0.2.1. Thank you for supporting this project for so long. Until next time gamers!
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Hello everyone! I have very happy news to share with you all today. At long last, the demo for Chronicles Meteorfall now has a release date!
As for the final, complete game, that is still yet to be determined. Right now I am primarily aiming for a Q1 2026 release date, which is from January 1st 2026 to March 31st 2026. It is possible this deadline cannot be reached. If so, the game will be delayed until the end of Q2 2026. (April 1st 2026 to June 30th 2026) Hope you all understand.
This demo contains the first 3 chapters of the game, or about 3-5 hours of gameplay based on how much you explore. I hope you enjoy my game once the demo releases! The full game, as stated earlier, will release in 2026, and will cost $11.11 USD. In addition, a Steam page of the game is currently being worked on, and will release as part of Next Fest 2026 on October 13th 2025, a month after the itch.io release.
After the full game (v3.1) releases on both itch and steam, both paid DLC and a mobile version of the game on Google Play/Android called Chronicles Meteorfall: Pocket Edition will release. I am primarily making a mobile version of the game as a failsafe in case someone tries to steal my game and release it on the app store for profit. There will be 4 DLC "quest packs" each containing 2 additional lore-relevant quests and worthwhile rewards each priced at a very reasonable $1.11 USD. There will also be a 5th DLC that adds an ultra-hard difficulty to the game that completely changes how the game is played. That DLC will also be $1.11.
That's it for now. See you all on September 13th. Till next time gamers!
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Hello everyone. Late last month I posted a dev log called "The Future of this Project". There I displayed my worries about the current and ongoing mass censorship that PayPal and Mastercard have levied against video games as a whole, especially NSFW games. This game, Chronicles Meteorfall, is not NSFW, but does contain elements intended for mature audiences as well as heavy LGBT+ themes, so there was a possibility that this game as well as this entire account could be de-indexted, or even worse completely deleted. Since the initial bannings, including itch.io banning hundreds of games and accounts and delisting over 15,000 more, a lot has come out about this whole situation. Here is the basic rundown.
1: On Steam, only around 150 games were banned. Most of these games were highly immoral. Pretty much entirely rape sims or incest visual novels, which already broke Steam's TOS of "highly objectionable content." Steam already has a history of banning games considered too taboo and vile for even their platform, such as RapeLay or No Mercy, so it makes sense why Steam would do this even without the payment processor's influence.
2: On the itch.io side, itch.io larely over-reacting to threats from payment processors and in a heavily rushed overnight move de-indexted (NOT banned) all NSFW games on the platform as well as fully banned a handful of them. To be clear, itch.io already has bans targeting games promoting or glorifying, rape, incest, and/or child abuse. All the games that were actually BANNED, not de-indexed, were horrific games that I couldn't speak the names of here that by all means should have been banned a long time ago.
3: Itch.io is currently working on using alternate payment processors, most likely Discover, to circumvent MasterCard and Paypal's restrictions. In addition, they are working on re-indexing all NSFW games, but this is an ongoing process and will take some time. They mainly de-indexted NSFW games only TEMPORARILY in order to cover their asses legally, and didn't intend to ban any games.
4: Neither itch.io nor Steam intentionally banned any LGBT games (unless they glorified rape, incest, or child abuse) or de-indexted SFW games. If they did, that was mistake and they asked if you are having issues with your game being unfairly banned or de-indexed to contact support. That was largely misinformation spread by leftists on BlueSky fearmongering and doomposting.
5: Famous NSFW games like Mouthwashing, Fear and Hunger, and Black Souls were not banned or even de-indexed. That's misinformation. In addition, Mouthwashing has not been available on itch.io since mid-2024. The download button on itch now just links to the Steam page which has been the case for over a year.
6: Currently, thanks to efforts from pretty much every social media site, including unlikely allies like the anons on 4chan, Visa, MasterCard, PayPal, and a new enemy, Stripe, have been absolutely HOUNDED by calls and emails condemning the restrictions on NSFW. Multiple petitions against said bans have signatures in the millions, and entire call centers are shutting down because these companies are flooded with so many calls. They have heard our voice.
7: Both PayPal and MasterCard have given condescending responses that basically just had them doubling down and them claiming they have only been "restricting illegal content." Last I checked, hypnosis isn't illegal, and is not only is it a widely practiced form of therapy, but is also fully consensual by design. Just a reminder that hypnosis is one of the things payment processors are against, consider to be equivalent to rape, and think its depiction should be banned in all media. The fight has not been won yet, but if we keep up the pressure and they see a clear drop in profits, they WILL cave.
8: Finally, multiple bills are being proposed in the US Senate and House restricting payment processors from preventing the sale of legal content. Both bills have non-partisan support from both republicans and democrats.
At the end of the day, Chronicles Meteorfall will not be affected by any of this, because Chronicles Meteorfall is not NSFW and the bans on LGBT+ content on Steam and Itch.io were largely a hoax.
In other news, we have good news and we have bad news. The good news is that my demo is nearly complete! Almost everything is done, all that's left is the playtesting and bugfixing and some small final touches. The bad news? In the last three weeks I suffered from the worst depression of my life and even had another "attempt", so now I'm going to be sent to a residential service for a month in order to obtain intensive therapy and treatment for my severe depression. I'll be gone for a month, and I will be leaving on Sunday, August 10th. Around 8 PM to 9 PM on Saturday, August 9th tomorrow, all access to my major social media sites (Reddit, Discord, YouTube, BlueSky, Tumblr, and DeviantArt) will be blocked and will remain blocked until September 12th 2025 when I arrive back home. I will not be able to bring my 3DS, Switch 2, or Steam Deck, but I can bring my phone and my switch. This means that I can work on my games during that time, but it would be unwise to post my demo during that period as I would not be able to market it through social media.
The good thing about going to residential is that I now have a solid release date for the demo to Chronicles Meteorfall!
Chronicles Meteorfall Demo Release Date:
But yeah, that's everything that's going on right now. After I finish my demo during rehab and get some people there to playtest it, I will work on the final updates for Chronicles: The Lost Page and Noel and the Tower of Doom, which unlike CM will be posted ASAP instead of me waiting until I get back to post the CM demo.
See you later gamers. I see you all after therapy.
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Hello everyone. This may be my final message to you all.
Itch.io is currently on a mass ban wave banning any and all NSFW and LGBT content off the site by the request of Paypal and MasterCard, who were pressured by a far-right pedophile hate cult called "collective shout" to mass ban NSFW and LGBT+ content off the entire internet. People behind the scenes are working to counter this hate campaign against freedom and creative expression through various laws, petitions, and mass protests, but that will take time. In the meantime, itch.io is currently going on a mass ban wave/purge of all LGBT+ and NSFW content. This puts my game into jeopardy, as my game contains heavy LGBT+ content and is intended for mature audiences. (though it is not pornographic or NSFW) In the next few days my game may be banned from itch.io entirely, as well as this entire account. While my games and account have not been banned YET or even de-indexed, that is a very likely possibility if something is not done to fight this wave of hate and puritan censorship.
In the coming days I will be setting up a personal blog to archive my games as well as the ability to purchase my games via mail-order. Basically you send me money via Zelle or Venmo and then I send you the game files in return, like people used to do with shareware like the original DOOM back in the day. Older games pre-Chronicles Meteorfall will be free to download off the site on a Google Drive.
Here is my new website: https://sites.google.com/view/krimsonkatt/home
Updates will be posted periodically on the website as well as itch.io for the remainder that I am on this site before potentially being banned.
Do you want to stop this mass wave of unconstitutional, puritan censorship? Well, I have some resources:
Sign this petition: https://www.change.org/p/tell-mastercard-visa-activist-groups-stop-controlling-w...
If you live in the US, UK, EU, or Australia, contact your local senator!
Here is the website to local your local senator if you live in the US: https://www.senate.gov/senators/senators-contact.htm
Doesn't matter if they're republican or democrat, labour or torrie, we need everyone's support on this! Being against censorship should be non-partisan! Contact your local politician as well!
You should also contact PayPal and Mastercard/Visa directly via a formal complaint. They're doing what they're doing right now because they got a petition with only 1000 signature. We can get millions! Message PayPal and MasterCard/Visa with this pre-written response:
Customer Complain Dept,
This message is to lodge an official complaint about the ongoing rampant restrictions your company has placed on legal sales by legitimate businesses.
These restrictions are not only counter to the very concepts of freedom of speech and expression, but they also harm consumers, businesses, and your company's bottom line.
The following actions are absolutely necessary to protect the freedoms of your client base and the sustainability of legitimate business practices:
Remove from your terms of service any mention barring the use of your services for the purchasing and/or selling of legal goods and services.
Contact Steam (Valve), itch.io, and any other company you had previously put pressure on to retract your content restrictions.
Put in place protections and guidelines to prevent such restrictions from being put in place in the future without ample warning and time to contest them.
If these changes aren't made I and many others will be forced to seek other options for processing payments.
Sincerely, a Concerned Customer
Here is the website to file a complain against PayPal. Choose "discrimination" as the option: https://www.paypal.com/uk/cshelp/complaints
Here is the website to file a complaint against Mastercard/Visa: https://usa.visa.com/Forms/contact-us-form.html
Make your voices heard! Stop the mass censorship and deletion of countless games, including my game Chronicles Meteorfall!
Even if you morally disagree with pornography, this issue is less so about "porn is bad", and more so that we don't want these payment processors stopping legal payments from legitimate buisnesses! Americans should make their own choices as long as it's legal, not be told what to do by these payment processors who are being hounded by these far-right pedophillic feminist LARPers who want to ban all art from existance. We must stop this! Stand against censorship! Contact your local politicians, sign the petition, and file complains with PayPal and Mastercard/Visa! We can win this if we work together! Don't let LGBT+ games be banned from the internet! We can do this!
Sincerely,
-KrimsonKatt
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Hello everyone. Sorry I couldn’t get a progress update out in June. June was a pretty hard month for me and I was nearly hospitalized, twice. In better news, development on Chronicles Meteorfall is continuing to go smoothly, especially in the past week or two. I don't know when the demo will be released as honestly I've been procrastinating way too much and focusing on other things gamedev related that are getting in the way of getting the demo out in a timely manner. I'm really sorry for all the wait, but I'm still hard at work on the demo, just doing some final touches before the playtesting begins.
Anyways, here are all the things I've worked on for Chronicles Meteorfall in the past month and a half:
1: I created around 25 new weapons and armor, an ultimate exclusive weapon and armor for each class, as previously there were only exclusive armors and not even for every new class.
2: Making numerous new weapon sprites not just for the new weapons, but also for the older weapons. Currently I have made weapon sprites for every weapon in the game minus fists and bows, which are the hardest weapons types to draw. This mainly involved finally getting down and drawing all the sprites for the staves in my game.
3: Cleaning up various unused code and info.
4: Restructuring the database for the millionth time, this time to add the new weapons and armor, re-arraging the items to be more organized, removing the books, letters, feats, and titles from the database as those would now be handled by plugins, etc. This also involved going into the game and re-doing all the evented items drops as the IDs for the database items had been changed.
5: Developing the game’s crafting system by adding the crafting requirements for each craftable item, weapon, and armor in the database while also creating a “master document” that had all the basic crafting info in it that I could insert into the game.
6: Beginning work of the viewable map system, which is still in its early stages.
7: Beginning work on the FMV background of the Deviant fights, which will be A LOT of work but totally worth it for a truly immersive, chaotic fight.
8: Fixed various bugs and glitches I came across.
9: The biggest one, finally finishing the Greenhorn Club, the game’s tutorial area, in its entirety.
10: Finished making the evented battle intro as well as the evented game over sequence.
11: Reworking the town of Banna to now include a blacksmith as well as a residential building similar to Ari.
For the record, here is everything I still need to do before the demo releases:
1: Finish making the blacksmith and residential house in Banna.
2: Implement some of the secret reports as well as the documents system.
3: Implement the NPCs section of the Journal.
4: Finish making the weapon arts. (still haven't done that)
5: Implement the Personazio UI plugin. (hopefully, if it doesn't work it doesn't work.)
6: Mark which passive arts work and which ones don't.
7: Make the sprites for the 2nd and 3rd bows.
8: Make the viewable maps for both Ari and Banna.
9: Make the viewable map system in general.
10: Add in the game’s first sidequest.
11: Add in all the quests to the quest plugin up to the first side quest. (all story quests and EX Quests)
12: Animate Koros' first S-Talent. (Dragon Morph)
13: Make sure the game boots upon loading up.
14: Fix any plugin incompatibility errors. (there's always something)
15: Playtest the game (Ch1-Ch3) while fixing bugs.
16: Release demo.
I can't wait until the demo for this game finally releases. Then I can make a trailer and maybe even release the game on Steam. Hope you are all looking forward to it. Until then, see you later gamers!
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Hello everyone! I am back to give an update on Chronicles Meteorfall. So far, development has been going good. Slow but steady. My goal was to have the demo out by June and the full game out by December, but as the months go on that seems less and less likely. However, I have made a TON of progress in the past month on Chronicles Meteorfall! Still no screenshots yet, but I've been doing a lot of work behind the scenes to refine the game and improve current systems. This is everything I've done in terms of Chronicles Meteorfall's development in the past month:
1: Re-added traits back to the game, which I was really questioning if I wanted to include or not. The end answer: yes! Adding traits greatly improves the understandability of the game to the player as well as reducing my workload when it comes to making extremely detailed passive states for every which thing that could otherwise be accomplished with traits, which apply to both actors and enemies.
2: I added racial art, special art that are unique to each in-game race: humans, dragonkin, alfar, wingli, succubi, androids, and beastkin. Due to implementing racial skills I also had to mix around some of the class arts in order to accommodate the new arts, such as relocating the Empress' pixie dust art to the alfar's racial art and other such things. Racial arts also fill out certain niches that characters couldn't reach otherwise, like an ability to transfer to your TP to AP, essential in the early-game to give TP any use whatsoever. (human racial art.)
3: I added two new party members and 3 new classes. One of the party members is Amadeus, the wise old sage you meet near the beginning of the game who joins you temporarily. However, upon reaching the final chapter you can re-recruit Amadeus to join your party permanently, coming with the ultra-powerful archsage class! The other party member is a secret and a major spoiler. As for the classes, the previous sole secret character Asta now has her own class incorporating the previously enemy-exclusive "element guard" arts, Stacy's old enchantress class has been retooled as the "Summoner" class inspired by Eupha's class in Metaphor ReFantazio, and a spoiler class that I cannot reveal.
4: Along with the new characters/classes I've also added new Talent arts for those classes, but those talents are more akin to the other character's S-Talents in terms of them being highly cinematic and having special voice-acted chants accompanying them.
5: I finished (nearly) all of the enemy arts! All enemy parts, both learnable and unlearable, as well as potentially all weapon arts as well, should be done by the end of the month!
6: I drew a full art of Baron Ozma and Trello! They should be on the game page here today.
7: I started work on the Greenhorn Club, a tutorial area for Chronicles Meteorfall that optionally explains some of the game mechanics to you. Chronicles Meteorfall is pretty difficult especially starting out (about as hard as SMT5/Vengence), so you will need all the help you can get in preparing for the road to come.
8: I fully separated the swords from the katana into different weapon types, which required me going through and changing all the weapons and equips to match.
9: I completely removed the "MultiTarget" element from my game as it's existence messed with the battle system. I need to find some other way to raise damage on multi-target skills when the "diffusion" buff is active
10: I created a world map for my game that is only going to be used for directional purposes. You can't actually explore it. I plan to have an item in my game called the "World Map" that when opened stores your current map and X/Y coordinates in variables before bringing you to a location on the world map based on those coordinates.
11: Thanks to me subscribing to CasperGaming's patreon I gained access to A LOT more plugins from him, allowing me to improve and fully realize mechanics I already had planned like gathering spots for ore and wood (for crafting) a proper "reports" system that allows you to store and read documents you've obtained, a CG gallery, and various plugins to prevent errors from occurring while playtesting.
So yeah. that's everything I've done this month when it comes to my game's development. Like I said, development is going slow but smoothy. I should have a demo out by the end of june, if not that early july. Hopefully. Maybe. We'll see. Until then, see you later gamers!
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Hello everyone. Here is the next monthly update on Chronicles Meteorfall's development. I hope you like it.
I haven't really gotten much done since mid-march since Xenoblade Chronicles X Definitive Edition launched and I've been playing it non stop every day for as long as I possibly can. I'm over 70 hours in and I'm absolutely hooked. Literally just started Chapter 9 and then I'll get my flight module and be able to fully explore the world!
But that's a bit off topic. What you came for is more news on Chronicles Meteorfall, yes? Well, since the last update, which I believe was in early march, I have made some changes to the game. Nothing major, no new combat system or anything, but some changes none the less. Here are some of the new features and changes I've added.
The first one is the biggest, new party members! The original version of this game, Meteo Chronicles, had 5 party members which were all on the field at once. Originally, Chronicles Meteorfall was going to have 3 party members on the field at once with 6 party members total, 5 required and 1 optional. However, this party setup didn't mesh as well as I hoped in regards to the job class system and build senergy between characters. However last saturday I talked with one of my adult friends and she gave me a genious story idea! I won't tell you all what that story idea was here as it's a major spoiler, but this new idea for what to do with one of the characters really spoke to me and caused me to decide to re-arrange some things in my game to acomidate this new-ish character. However, if we include the previous 6th party member, the optional one, that would be 7 party members, which wouldn't be an even number. However, I already had another party member, Amadeus, who joins temporarily in Chapter 2 and then leaves the party forever. But what if you could get Amadeus perminately?
Including the 5 main characters, Koros, Tayo, Zenith, Stacy, and Jeht, and the three optional bonus characters Amadeus, Asta, and the new spoiler character, that would be 8 characters total. This would allow me to expand the available party from 3 to 4 to make it even with half of the full party active and the other half in reserves at all time.
Amadeus being a permanent party member also meant I had to retool a major sidequest involving him and make it have more story attached to it instead of it just being a random fetch quest. But otherwise it went pretty smoothly. The spoiler character is where I ran into some issues and had to rewrite certain parts of the story to acomidate, and I'm still working though the exact sort of senarios I want in their recruitment and how that will all work out.
Another thing that is changed is that previously Asta, as the only optional party member, had a unique gimmick of being able to use any character's S-Class (ultimate class), but this became irrelevant in NG+ when you could switch any characters class to anything, removing Asta's main nitche. Now Asta has a new exclusive class, the overseer, and Amadeus has a semi-new class as well, the Archsage. I can't say the spoiler character's class because that's also a spoiler, or will at least heavily hint at who the spoiler character is, so no speaking on that yet.
Asta's new class is focused on putting up elemental shields to protect against certain elements, a skillset previously only reserved for enemies and Zenith after unlocking her S-Class. She also has some slash/almighty attacks similar to Koros' Infinity Blade, but they do not pierce DEF, unlike Infinity Blade.
Amadeus' Archsage class is less of a new class and more so of a retooled Enchantress, Stacy's old ultimate class. While the Archsage's passives are different, the actual offensive arts the Archsage has access to is the same as what the Enchantress' used to be. So, what about Stacy's S-Class. Well, I have given Stacy a brand-new S-Class, the Summoner, inspired by Eupha's class line in Metaphor ReFantazio. After defeating scions you obtain their "vessel" alongside their animus, which can be used to learn Stacy's summoning magick. Summoning Magicks are very powerful elemental attacks that call on the power of a specific scion and are alternate versions of a scion's typical art used in Stacy's S-Talent "summon", but cost a lot of AP to use.
As in other news, development is slow, but steady. I know I was supposed to release the demo for this game last December and I'm sorry for all the delays, but trust me, it will be worth the wait. Hopefully I'll be able to release a playable demo before June, which afterwards is when the real development grind begins. I did make one new acomplishment working on the game in the last few months, and it's a new title screen! I was originally going to comission it, but after nearly getting scammed by AI "artists" mutliple times I didn't take any chances and drew it myself. Please, take a look.
Pretty cool, right?
Anyways, here is the current ongoing plan for what I'm going to be tackling next in CM's development:
1: Correct traits to trigger the correct passive states
2: Change every fire skill to inflict the correct "hit by fire" state.
3: Finish creating arts for Archsage, Warlord, and Overseer.
4: Create all the enemy arts and weapon arts.
5: Add traits and passive states to enemies.
6: Create portraits for Amadeus and Ozma.
7: Fix plugin settings to allow for 4 party members instead of the current 3.
8: Create all in-game quests up through chapter 3.
9: Replace all existing AI art and Aekashics enemy sprites in the files with new sprites.
10: Replace copyrighted content in files. (sound effects mainly.)
11: Add in tutorials and additional NPCs to explain combat and gameplay mechanics. (possibly add in the Greenhorne Club from FF6?)
12: Add in the mechanics for each JS passive skill one by one to see if they work or not.
13: playtest the game.
14: release demo!
I'll hopefully have more to show come next month (May) and we near closer to the demo's release. Until then, see you later gamers!
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Hello everyone. The last couple of months have been really hard. For a while I suffered from the worst depression of my life, making it very hard to work on anything. I’ve also been addicted to the new game Metaphor ReFantazio, so not much progress could be made on the maker side of things. While trying to gather footage of my game for a sizzle reel for the upcoming RPG Maker direct, I ran into numerous MAJOR issues in my game that made my game nearly unplayable. From what I understand, my game has gotten WAY too bloated and overcomplicated, too much for its own good. Even after multiple scalebacks, it’s too much. For a good few months there (November to January) I believed that to make my game stand out, I needed to really hammer in on the graphics to create a stunning visual experience and draw people in. Well, after 4 months of numerous setbacks, technical difficulties, and visual and technical nightmare after nightmare, I have learned a hard lesson: no matter what I do, I am not within my current means to create the graphics I desire for my game, and ultimately that is okay.
To get my game to a playable state in the next couple of months, I need to cut back on a lot of things, mainly the states, enemy skills, and graphical presentation. I need to cut back on all those crazy graphics and UI plugins to go back to the default RM/visustella style, even if it hurts my game visually. Go back to side view and side view UI, ditching all those complicated perspective shifting battle visuals I was planning on. RPG maker just doesn’t have the means to make that sort of visual spectacle work without completely custom plugins to manage everything, despite my best efforts. This I what I plan to do to cut back on various aspects messing with my game’s performing, quality, and technical status:
1: Cut back on plugin use. Only use the plugins I ABSOLUTELY need. This means removing a large handful of plugins including all of SRD’s plugins, message letter sounds, most of the CasperGaming plugins, a minimap plugin, and various others.
2: Heavily cut back on the amount of states present. Reduce the 30+ ailments with just the bare minimum: Poison, Burn, Slow, Paralysis, Daze, Blind, and Curse, plus the element breaks. (which don’t really count imo.) No more sleep, bleed, constrict, silence, dread, disease, charm, stop, corrupted, sin statuses, tar, or infection statuses. To make things clear, here is what each of these states becomes:
Bleed, Infection -> Poison
Sleep, Stop -> Slow
Constrict, Tar -> Paralysis
Charm -> Daze
Silence, Dread, Disease, Corrupted, -> Curse
Sin Statuses -> Removed
This also means removing, rebalancing, and renaming certain restorative items in the game to compensate for this new change in statuses. These are the new items:
Poison = Antidote
Burn = Ice Chunk
Slow = Krimson GS
Paralysis = Soothing Sands
Daze = Trifold Map
Blind = Eye Drops
Curse = Holy Water
Break = Neutralizer
Debuff = Dispel Stone
All = Remedy
3: Removing Fatigue from the game straight-up. Too hard to implement and too frustrating for players. This means removing all fatigue states as well.
4: Removing the nightmare hour event. This means removing the Tinker Toy, Boo Boo Bear, and Bugaboo Wall bosses from the game and having the Oni and Archfiends moved to specific locations in the world map after certain conditions have been reached. The Oni will only appear at their specific tablets after breaking the seal at the Oni Shrine in Eternia, and the Archfiends will wander certain isolated areas at night in the postgame/NG+. This also means removing the regular nightmare bosses’ associated weapons and armor from the game.
5: Heavily restructuring enemy arts. Now there are far less enemy arts, as most of them have been cut or combined. Similar enemy arts that could be replaced with regular class arts were removed and enemy arts that were very similar to another enemy art were combined into a single art, like combining all claw-related arts (Fire Claw, Ice Claw, Hellfire Claw, etc) into a single “Wild Claw” art. This basically means that many of the arts have been “genericfied” so that they could work on multiple enemies instead of just one, cutting back on the amount of arts and development time.
6: The Dragoon class has been drastically rebalanced. Their “Jump” art has been replaced with “Jump Strike”, a simple strike-elemental physical art that merely pierces 10% of DEF, as the previous incarnation of the skill, which mimicked dragoon’s jumping ability from Final Fantasy, was far too complicated for RPG Maker to handle. Due to this many of their passive arts had to be changed. Speaking of which…
7: Many active and passive arts that previously required complicated JS effects to work have been changed to be different kinds of arts or have different effects. For example, the Dragoon’s “Chrono Force” and “Sky High” passive arts have been replaced with “Draconic Power” and “Draconic Defense”, which raise STR/MAG or DEF/RES respectively at the beginning of battle.
8: Cut back on the UI changes and revert solely to the “MZ/Visustella” default, mainly involving the visuals involved with my press turn battle system.
Hopefully these changes and more will cut back on the game’s overall bloat and keep things running smoothly going forward so I can focus on making the actual game instead of making graphics, UI, and fixing all sorts of technical errors. I will now go on to reset all my plugin settings and remove all the JS code from my game’s skills and states and see what that fixes. Then I will add the new JS to each of the skills and test them individually. Hopefully all of this will improve my development workflow and help me finish the game much faster than before, or at least get the demo out the door before the new deadline of June. I have also recently fixed some lore inconsistencies in the itch.io page for Chronicles Meteorfall. Thank you all for your time and patience. Happy gammak, and I’ll see you all next month for another update!
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Hello! Today is a very special day. Not only because it's Christmas mind you, but also because this is my 10 year anniversary of using RPG Maker! Yes, 10 years from this day, December 25th, 2014, I opened RPG Maker VX Ace for the first time and started work on my very first game. Man… it’s really been 10 years, a whole decade. Time really does sure fly! Throughout these last 10 years I’ve had many highs and lows, made friends, lost them, made games, and built a small yet thriving fan base. I’ve improved by art, storytelling, writing, and general game making skills tremendously in the past 10 years, from the humble beginnings of Zero Gear Fighters to the grandness of Chronicles Meteorfall. While I’ve had my own ups and downs, and many years where I felt lost and confused on what to do, I still pushed forward and continued making progress on my games, no matter what form that takes. Heck, the fact that I’m even standing here today and not dead and buried in a ditch somewhere is testemount to my determination to push through adversity, fight back against all my hardships, and make actual content.
As for the actual updates this month for Chronicles Meteorfall, that will come later in this post. But for now, let’s celebrate these 10 years and look back on all the memories made, from 2014 all the way to this fleeting year, 2024.
2014
I discover RPG Maker VX Ace while searching Amazon for “video game creation software no coding.”
I put RPG Maker VX Ace on my Christmas wish list.
I receive RPG Maker VX Ace for Christmas and begin work on my first ever RPG Maker game, The Legend of Light.
I discover RMN (rpgmaker.net) from the book RPG Maker for Teens that I received alongside the engine for Christmas.
2015
I complete my first game The Legend of Light, though it remains unreleased due to its poor quality.
I start developing and then almost immediately cancel a game called Elvengard. It’s ideas would later be reused for Chronicles Calamity.
In April 2015 I create my RMN account, originally called “dragonsprit99” (“spirit” spelled incorrectly)
I begin work on my second game, Zero Gear Fighters.
I release Zero Gear Fighters to the public as well as make numerous updates to the project.
I begin work on the sequel to ZGF, Dragon Ascension, originally titled “Zero Gear Fighters 2.”
Zero Gear Fighters receives scathing reviews, greatly upsetting me.
2016
I continue to work on Dragon Ascension throughout most of the year, releasing updates expanding the game periodically.
In April I create a short meme game called Crypt Challenge, now known as Crypt Challenge Classic. This will be important later.
I planned to develop a short game called Strange Dreams that was more like an exploration game with minimal to no combat, but it got cancelled partway through.
In December 2016 I become severely depressed, losing all motivation for developing Dragon Ascension and leaving the game on a cliffhanger after the 4th to last dungeon right before the last town.
I receive RPG Maker MV for Christmas, an upgrade to my previous engine of choice VX Ace. However, I quickly found out that the engine was unusable due to our family’s old Windows XP computer not being powerful enough to run MV games. (It had like 2 GB or RAM. $100 school laptops were better than it, no joke.)
2017
For an RMN event called “Swap in the Middle With You” I planned to make a game called “Slime Quest” that would carry over some elements from Crypt Challenge. The project ended up becoming too ambitious and I had to scrap it and quit the event.
I created my RPG Maker Web account, which I became much more active on compared to my RMN account.
I began work on my next game, Stardust Saga, which would later be known as Draco Anima Origins.
I stop development on Draco Anima Origins due to scope issues (I wanted to have FMVs) and our family getting a new computer, which also led to…
Me losing the files to The Legend of Light as well as all my other cancelled/unfinished projects. Thankfully I was able to recover the files for Zero Gear Fighters and Dragon Ascension via backups on RMN, but those were the only ones that survived the purge. This purge included the loss of all the files for Draco Anima Origins, but finally allowed me to make use of MV for real this time. But then…
Xenoblade 2 happened. A game that is both simultaneously my least favorite and favorite game of all time. It’s systems are so complex, so baffling, so overly-complicated, barely explained, and it’s QoL so poor that the game frustrated me to the extent that I got burnt out of RPGs for an entire year and didn’t find them fun anymore. Later on I grew to not only like, but ADORE Xenoblade 2 after giving the game a second shot after playing XB1 and watching a combat guide+speedrun of the game. This, obviously, made developing MY OWN RPGs very difficult.
To keep on going with the list of failures 2017 had to offer, I planned to start work on my magnum opus, Firebrand Chronicles, but I was super indecisive of what I wanted the game to actually BE so it never got past the planning and databasing stages.
2018
The year that I accomplished the least amount of work, for sure. However…
Most of this year I was beginning the groundwork and planning stages for my massive overarching series that would bridge all the stories I already had together into one cohesive narrative. All games previously made would be rebooted into this new series through various remakes and reimagining, and my plans for this series would be written down in a disconnected series of google docs, sketches, and story outlines.
I changed my username on all my socials, including RMN, to “KrimsonKatt.” This is the name I’m most known by online.
When I wasn’t making the plans for my grand series, I was developing a new game, “Generic RPG Quest III.” It originally started out as a simple game lazily parodying FF1, but later in development evolved into something far more ambitious.
During this year I experimented with placing my games in various different existing continuities, from Fire Emblem to Shining to Legend of Dragoon. I eventually decided on making up my own setting taking elements from all my favorite game series and mashing them all together, able to make various diverging genres fit together by all taking place on a vast timeline of 20,000 years.
2019
I ended up scrapping Generic RPG Quest III due to the files becoming corrupted through multiple file transfers between PCs. I only released up through the second major dungeon, but had developed most of the way through the third before the files went kaput.
In October 2019 I finished my first full released game since Zero Gear Fighters, which I made in only two weeks: Crypt Challenge DX, a reimagining of Crypt Challenge made for RMN’s “revive the dead” event. It received average reviews. CCDX also served narrative as an epilogue for Meteo Chronicles, which would later become known as Chronicles Meteorfall.
Immediately after finishing Crypt Challenge DX I began work on Meteo Chronicles, the 1.0 build of what would later become known as Chronicles Meteorfall. (the 3.0 build)
2020
I created my itch.io page sometime early this year. (Probably February)
I spent most of this year tirelessly working on Meteo Chronicles.
In December 2020 I realized and accepted that I was trans. It would take a few years before I would fully come out to everyone, and even now 5 years later it’s still a process.
In the same month I received my very own laptop PC!
2021
I finally released the “finished” 1.0 build of Meteo Chronicles. It was received very poorly due to numerous issues including tone and lore inconsistencies, extremely poor balancing, dull gameplay and combat, and glitches so numerous and game breaking that the game was literally unplayable past a certain point and it was impossible to see the ending.
Due to MC’s poor reception I decided to remaster the game as Meteo Chronicles R, the “2.0 Build” of what would eventually become Chronicles Meteorfall.
I spent the rest of the year working on Meteo Chronicles R.
2022
During interim periods between developing Meteo Chronicles R I developed Crypt Challenge EX, also known as Chronicles I Epilogue, a remaster of Crypt Challenge DX, which is in itself a remake of Crypt Challenge Classic.
In October 2022 I developed and released a short horror-themed RPG called Chronicles: The Lost Page. It ended up receiving actually positive reviews for once and was praised for its non-linear structure, combat, and difficulty, but was criticized for its tonal issues (mainly in the Chimera Den dungeon) occasional glitches and obtuseness, and mildly annoying level design. (mazes of both the regular and teleport varieties)
My computer completely shattered one day after my backpack fell down the stairs, the back completely opened up and all the parts went flying. New parts for my specific model of laptop were very rare and expensive so they couldn’t fix it. I had to get a new computer.
Due to my losing my computer, all my files for Meteo Chronicles R were lost. I needed to get a new PC, which I did that Christmas. (my current laptop!)
Due to losing the files for Meteo Chronicles R, I decided to start fresh with a brand new game made from the ground up, Chronicles Meteorfall, the game which I am still working on to this day.
2023
2023 was the year of one big distraction, my game Noel and the Tower of Doom. Originally intended to be, and I know you’ve heard this before, a short, simple game made for an RMN gamejam, ballooned into a much bigger and more ambitious project that took the entire year of 2023 to develop and release. Noel and the Tower of Doom has received very little critical feedback so far besides being called “so bad it’s good” by a random commenter on Reddit and the opening monologue being heavily panned for lore dumping way too fast as soon as you open the game. That’s not the best sign.
2024
All year I worked tirelessly on Chronicles Meteorfall, and will continue to do so going into 2025, hopefully the year of this long-anticipated game’s final release.
RMN shut down in April of this year due to server issues. The mods got a new server, but the website couldn’t run well at all on the new server because the source code was so outdated. Now the website is being remade from the ground up and will release sometime in the future.
Like I said, lots of ups and downs. I had good moments, like finishing my games, and I had bad moments, like multiple canceled projects and other various mistakes. But I learned from them, I grew. The last 10 years was like the prologue of my gamdev journey. Learning the engine, learning art, learning code, learning storytelling techniques, playing new games that helped inspire me, and yes, learning proper social skills and online etiquette. And don’t forget me facing myself like I was in Persona 4 and discovering what I truly wanted, who I am as a person, and what kind of person I wanted to be. It was straight up a plot from a Persona game. I was so lost within the fog of my own doubts and insecurities that I became wrapped in some insane far right anti-woke conspiracy cult.
This is why they should reimagine Persona 4, not remake it. Golden is perfect as is and has aged spectacularly minus the 3D graphics, which while outdated, still have their charm. The same themes, the same message, the same small-town countryside setting, the same “vibes”, but with a new cast, a new storyline, a new OST, everything. The original Persona 4 can stay as is, but there is SO MUCH missed potential in Persona 4’s themes that went completely untapped in the actual game. The spinoffs COULD have remedied this, but instead they just shifted the themes from “truth, perception, fake news, inner struggles, accepting your flaws, etc” into just “friendship is magic.” The themes in Persona 4 could be SO GOOD if modernized and brought to the forefront instead of going all wholesome chungus 100 best friends happy funtime like pretty much every release after the PS2 P4 leaned towards. Go all-in on the misinformation and fake news angle, which is INCREDIBLY relevant in the modern age with the rise of AI, russian-led misinformation bot farms, social media altering people’s perception of reality, etc. I could be a nice change of pace from the inevitable Persona 6, which will likely have an environmentalist theme and message as implied from the few things and leaks we know about the game. What I’m asking for is basically Persona 4-2, not Persona 4 Rewind which would just be the same game again but with P5 graphics, shift, thurgies, and more broken skills. Maybe a Youske romance route and reworked Naoto social link if we’re lucky.
But, rant aside, what about my own game, Chronicles Meteorfall? Well, there’s a lot I got done this year for the game. Currently, the game is 95% feature complete up through Chapter 3, (missing 1 sidequest) though some content for all the other chapters has already been made. All but one of the overworld maps are done. The only one missing is Baetas. All the enemy sprites are finished up through Ch3. The database is 100% done minus the enemies. All arts are functional and all game breaking glitches are fixed. Honestly, if I used sideview rather than frontview, the demo would already be out by now. But since I want to be special, I have to have custom front view animations for each of my characters. Currently, I only have the animations for Koros, and he was so hard to make that I’m constantly dreading making the other ones. The second thing I need to make for my demo besides the animations is the menus. I want my game to have a distinct look and feel, and for that I need a good menu. I have the pro version of SRD’s HUD Maker EX, but making a menu that can be traversed with the arrow keys rather than the mouse is easier said than done when using HUD Maker. So I’m still working on that. The last thing I’m making is the filters for the game to help my game stand out. Reflections on the water, leaves blowing in the wind, pixi filters, visual overlays, etc. I will need those if I want my standard RTP game to stand out in any way. The last step is to actually playtest the game and make sure everything works as envisioned. Then I can make the trailer and release my game’s demo on itch.io and maybe Steam??? IDK, still thinking about it.
But yeah, that’s my game so far. But what have I been doing this month, since the last update? Well, I haven’t been really able to get too much done because most of my time was being spent doing my yearly Terraria playthrough with my brother. We’re currently post-mech and about to fight Plantera and T2 Old One’s Army, which if you aren’t familiar with Terraria is around 3/4ths through the game’s progression. But I did get some stuff done, that “stuff” being making unique sprites for nearly every weapon in the game! Currently, I have every sword, every katana, every dagger, every axe, and every spear made. Making fists and bows is really hard, so I’ll probably only make the fists and bows that are in the demo and then go on to make all the staves, which are much easier to sprite. But yeah, that’s the current progress of Chronicles Meteorfall. I’m a bit disappointed that I wasn’t able to get my game or even my demo out by my 10 year anniversary, but these things take time, especially for a project as ambitious as Chronicles Meteorfall. So, I say to you all, merry Christmas, and here to another 10 great years of KrimsonKatt! May the legacy live on!
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Hello everyone! My name is KrimsonKatt, and this is my first blog post released on itch.io for my game Chronicles Meteorfall. This game has a long story behind it, so stay tuned for all the juicy details. Anyways, you may know me from another site, rpgmaker.net. However, this April, April 2024, rpgmaker.net met it's unfortunate end, at least for now. Since then the servers for that site have gone kaput, and the website likely won't return for years on end. With RMN largely gone and relegated mostly to it's discord community, so goes my original community, but also my infamy. You see, I wasn't exactly... the most well liked person on RMN. I got into fights, I got combative, I said a lot of stupid things many times, and was just overally not the nicest dude. But what can I say, I was an emotionally unstable teenager back then before I really got my stuff together. I'm not BANNED from that site, don't get me wrong, but I definitely wasn't in the good graces of the mod team over there and was kind of on thin ice due to repeated mistakes, mostly in my youth. (alongside one really big misunderstanding regarding game reviews)
Anyways, with a new website comes a new start, and I'm happy to say that itch.io, at least for now, will be the new home of all my games, both released and future! Gone are the days of RMN, and now lies a greater, more professional, more mainstream future. Anyways, who am I? What am I about? What is my history? Well, I'll tell you.
It all started in the Christmas season of 2014, before a lot of you were probably born. Since I first got introduced to video games in the late 2000s with the Nintendo Wii, I had always wanted to create my own video games and tell my own unique stories through that medium. I tried to write a few silly comic books and mini-novels in my elementary years, but they weren't really able to fully capture what I was going for and what sort of crazy ideas were in my head. A video game is the perfect medium to tell a story in, a perfect combination of visuals, music, fun, and interactivity. You weren't just watching events happen, you were actively participating in them by controlling the characters. Detailed stories turned into living, breathing worlds, far more in-depth, expansive, and explorable than worlds portrayed in movies, TV, or books. You could actually talk to the characters, explore in real time, and the entire story was gamified into a sort of evolved board game with rules and gameplay that perfectly intertwined with the stories being told. I wanted to create my own video game so badly.
However, I ran into a major problem. From everything I learned about making games from my friends and family, you NEEDED to understand and write code to be able to make ANYTHING. Some of my friends used the website "scratch" to make crappy maze games and the like, but even that was too complex for my math-hating brain to handle. Was there any way for me to be able to create my own video game without a single bit of coding knowledge? Well, one day, while looking for things to add to my wishlist on Amazon and with making my own video game on my mind, I randomly searched on Amazon "game creating software no coding". And that's when I discovered it. True magic. RPG MAKER!!!
It was like a dream come true. A software to make my own video games, without any coding knowledge or even any artistic skill? What sorcery was this? I was amazed and flabbergasted that a software like that even existed. I immediately put the software in question, RPG Maker VX Ace (deluxe physical box set version), at the very top of my wishlist, and that Christmas day I not only got the software, but also a book. "RPG Maker for Teens." It was this book right here: https://www.goodreads.com/book/show/11414448-rpg-maker-for-teens This book was a MASSIVE part of my childhood and basically introduced me to the RPG Maker community through it's detailed chapter almost fully consisting of shilling the website rpgmaker.net. I couldn't join then since I was only 12, but I joined the second I turned 13 and began posting my games there. Thus, the legend of Dragonsprit99 (misspelling unintentional) began, and eventually, the continued legend of my current username, KRIMSONKATT!!!
My first ever RPG Maker game was called "The Legend of Light." It was very bad. While technically a finished product, it used almost entirely RTP including the built-in skills, enemies, and items, just slightly edited. The game was full of bugs due to not fully understanding the engine and having absolutely no idea how switches and variables worked. I finished the entire game in only a few months, and in spite of how poor the overally quality of the game was I was EXTREMELY proud of the finished result. Sadly I no longer have the files to that original game and I'm afraid that it is lost forever on my old Windows XP home computer that's long since been recycled and trashed, so it's impossible now to directly see how far I've grown and improved since the very beginning, the absolute origin of my gamedev career.
After The Legend of Light wrapped up, I immediately began work on my next game, which was also my first publically released game, Zero Gear Fighters. You may have seen that game floating around on this very page. I released it on RMN and expected tons of praise for my hard work. Instead, I got very harsh but fully constructive criticism, which I did not take very well to at the time. What? I was 13. I was a child. It was impressive enough that I was able to create ANYTHING, let alone an RPG. Nevertheless, ZGF defiantly deserved a 1/10 for it's laughably bad quality, multitude of glitches, overall bad and amateur design, unbelievably bad and childish writing quality, poor balance, and other such factors. The only praise it's got was for it's "charm", aka it's "so bad it's good" and "a little kid definitely made this aw so adorable" qualities. Me, an immature 13yo with a massive ego, insecurities regarding my masculinity, and severe lack of self awareness, took my game being called "adorably terrible" as a grave insult to me as a person, and had an entire multi-week long temper tantrum over getting negative reviews. Honestly one of my lowest points on that site imo, something my reputation never really recovered from.
While ZGF was getting slammed by makers who actually knew what they were doing, I was actually making a sequel to ZGF. Originally called merely "Zero Gear Fighters 2", I renamed it in development to "Dragon Ascension" to disconnect it to Zero Gear Fighters and removed all details of it being a sequel despite the game obviously being one. Dragon Ascension was also pretty notably bad with damage sponge bosses and a broken class system, but something was changing. With every game made, with every failure, I was becoming better and better at making games. Not only in design, but also in writing quality, creativity, art, and gameplay. I was evolving.
Dragon Ascension's development didn't end smoothly. I never ended up finishing development the game, and took a long hard break from RPG Maker for 2 to 3 years, both due to my depression and due to being burnt out in RPGs in general, but that's a whole other story for another time. (My Complicated Relationship with Xenoblade Chronicles 2, movie coming soon to YouTube) When I came back to the RPG Maker community for good in 2019 after multiple failed attempts to get back into gammak such as the doomed "Draco Anima Origins" game and various event games on RMN, the RM scene had drastically changed. MZ, a very contraverisal engine, was on the verge of releasing. Yanfly, the biggest RM plugin developer, had quit out of sheer spite after one Russian scumbag stole and illegally resold his plugins, paywalling all his plugins when they were previously free and started attacking the community viciously. The dreaded plugingate, though thankfully that's all calmed down and Yanfly's new team, visustella, is on good terms with the community now, I think.
But due to Yanfly's actions combined with multiple other factors such as RMN shutting down, the quitting of the majority of the old guard (Yanfly, Galv, SRD, Echo, etc), stricter rules in the community over rips and piracy, and the shift from paid content (plugins, assets, music, games themselves, etc) being heavily looked down upon to being outright expected, and the "professionalization" of RPG Maker, the engine and it's community were changed forever, and maybe not nessessarily for the better. 2019 was the beginning of this transistion for the RM community, and it wasn't the only transition happening. Also at this exact same time, I myself was breaking down. Short answer: gender dysphoria baby! Long answer? Let's just say that I was in denial of my true self for quite a long time after initially questioning my gender after discovering genderbend fetish content on DeviantArt in 2017 or 2018 or so, and used hatred and bigotry to cope, being led down dark places by the people I hanged out with online and the videos I happened to watch. "SJW" this, "woke" that. If you didn't realize already, I'm talking about the alt-right pipeline, and I nearly fell head first into it. Using hatred and conspiracy to cope with my own self-loathing and dysphoria. Not healthy. My own breakdown due to my long-standing insecurities and delinquency at school as well as the total breakdown and cultural restructuring in the RPG Maker community caused everything to fall apart, in my life both in reality, and online.
But then, in the endless darkness, there was hope. A woman reached out to me, a woman of light. I cannot name her due to privacy concerns, but let's just call her... "the lorekeeper."
Early on in 11th grade, I was expelled from my high school due to repeated poor behavior skipping class, running away from school multiple times, deception, general rudeness, and other disorderly conduct. Before I got expelled I had detention every day, partially because my teachers were total authoritarian butts, and partially because I was just a bad kid. I got sent off to a school for kids with emotional issues, and honestly it was a HUGE help. Yeah, it completely ruined any chances of me making a single friend since my new school had like 25 total students and not a single one liked the same things as me, but I did make an adult friend. A shining light to give me hope, the lorekeeper.
She helped me work through my issues, helped me confront my inner darkness, my insecuries, my fear, my hatred. With her guiding hand, I broke free from the chains of hatred, and decided on my own to abandon the sons of hate and move forward down my own path. I faced my fears and began to explore my gender as the pandemic hit and we were all left locked inside. At long last, after many years, I finally discovered myself. I was actually a woman all along, repressed and confused all this time. Through breaking free from all that hurt, I was able to discover who I really was and who I really wanted to be. Who I was CREATED to be. And through that revelation came greater spiritual understanding, and through that understanding came a revelation. The Legend of Light, Zero Gear Fighters, Dragon Ascension, Draco Anima Origins, even earlier stories like Super [Redacted], Duper [Redacted]. the Adventures of Ninwalk and Aussie, Ninheys, and the Legend of Zinja, all led up to one revelation. One world, one sky, one beautiful new universe. A grand tapesty of space and time, a story to tell for all the ages, a tale so grand that it would transcend all that came before. A story everlasting, repeated over and over across the ages, echoing across all worlds, all made one through it's transcendance, this is...
My series. My life's work. The culimiation of everything I had made thus far and everything I will ever make. The tale above all tales, the story above all stories. This story, this "Chronicles of Chronicles", will be my life's mission. The series that will change the world. And it all starts with this one little game, the game who's page you're on right now.
But it wasn't always like this. Originally, the series was going to begin with "Generic RPG Quest III". Originally just meant to be a short parody FF1 clone made to tide me over until I finished "Firebrand Chronicles" (more on that later), inspired by my research on gnosticism, the plot expanded into some massive metanarritive discussing free will and the human condition. The game's development never got to that point as the game being larger than it seemed was going to be a major lategame revelation, but unfortunately (or fortunately, depending on how you look at it) the files to this game, Generic RPG Quest III, were corrupted and therefore lost. I thus had to find a new start for this ambitious series.
During this time, 2019 and 2020 in particular, I was slowly starting to piece together this grand series, this epic tale of light and darkness, of hope and despair, of order and chaos. The various story arcs set across 20,000 years of history, going from the dawn of man all the way to the far future battle of Armageddon, were all being planned and plotted out. Various sagas from Genesis to Crimson Meteor to Dark Chronos to Rebellion to Incursion to Endbringer, all tying together to make one grand story stretching across the legacy of an entire world. But where to start? Of course, we could start at the very beginning, with Chronicles Genesis and the war between Ryu Satori and Archon Adonis, but what long-lasting stories do you know of that start at the very beginning of the timeline? Lord of the Rings, Chronicles of Narnia, they never started at the beginning, there always being a prequel to tell. No, they always started near the beginning, but not at it. A "second arc" chronologically if you would. So, that is where I would start my grand series, not at the very beginning, but merely at the second saga. The crimson meteor saga. And thus, development of my first game in my grand tale, the Chronicles of Chronicles, began, "Meteo Chronicles."
Development on Meteo Chronicles did not go as planned. While incredibly ambitious, the game just didn't turn out in the way I hoped. This is due to a combination of factors, ranging from my experience with game development and writing not quite being there, a rushed development expecially near the end, and a major lack of playtesting lead to Meteo Chronicles being a disaster upon it's initial launch in early 2021. (I began development in December 2019) This also included a large amount of planned content being cut for time, leaving a large amount of in-game areas obviously incomplete and lacking. While I wanted to start working on the sequel, Chronicles 2: Zero Gear Saga, immedatiely, I couldn't leave Meteo Chronicles in the state it was in. It was too much lost potential, and there were so many more ideas I wanted to impliment, so many things I wanted another shot at to tell the story I wanted to tell. Thus, development on Meteo Chronicles, the "1.0 Release", came to an end, and I began development on a new version of the game. A "remaster" of sorts, "Meteo Chronicles R."
Meteo Chronicles R's development went arguably even worse than the OG Meteo Chronicles. I was extremely indecisive on the direction I wanted the game to follow. I constantly switched engines from MV to MZ back to MV. I switched battle systems and mechanics in and out constantly. Almost every month I could completely restructure the skills of my game to make everything JUST right, or change the terminology of some lore thing or some system on a creative whim. Development of this version was a complete mess. I almost wished I could start over from scatch with a blank canvus, to start anew without the pressure of fixing a broken game and story into something I was truely proud of. However, I was too attached to what I already made, the countless years I spent on Meteo Chronicles, both 1.0 and 2.0, and didn't want to throw it all away for the sake of another whim. I was stuck in a endless loop, reinventing the game over and over. Weeks turned into months, and months turned into years. When would this god-forsaken project ever finish?
However, during this time of endless stagnation, there was other things that I was doing. Well, mainly one thing in particular. In October 2021 RMN hosted an event called "Miselanious Book". Based on a book of ideas by the famous horror author HP Lovecraft, each entrient would be randomly given one prompt from the book to make a game out of, of course after filtering out all the sus/racist ones. FYI, HP Lovecraft wasn't a very good person, even for his time. He was kind of messed up, and was an exceptional racist and bigot even for a late 1800s New England commoner. Sadly, these pregediouses are reflected commonly in his works, which sully a normally exceptional horror author that created an entire new gnere or horror with his sheer genius and writing prowess. But regardless, I too participated in this game jam event, and was given this prompt:
"A vast colossus waits in a vast desert. None have gazed into it's one eye and lived."
My imagination immediately started doing it's thing, and what imediately came to mind upon hearing this prompt was the game Octopath Traveler, which I had recently played. Particularly the monster redeye from Hannit's story from that game. The "colossus" in the story promt seemed very similar to redeye from that game, and I immedatiely started making connections in my head between the two. An eldrich golem that turns whoever gazes into it's crimson eye to stone... the perfect horror monster! Then I thought, "where could I fit this sort of storyline into my established continuty?" Desert? Horrific monsters? Spooky setting? "Eureka!" I shouted. "The period directly after the fall of the crimson meteor would be the perfect setting for such a game!" I had my setting, but what about the protagonist?
Well, my game features a long line of heroes, the Satori Family Line. However, during the period of the Crimson Meteor's fall, there was not a single member of the Satori bloodline that I have thought of that would inhabit such a time period, 1000 years before the events of Chronicles Meteorfall. During September/October of 2022 I was playing Fire Emblem: The Binding Blade for the first time. (translated ROM) In my playthrough I used a certain cavalier who I got MAJORLY RNG blessed with, to the extent that he was able to outclass the Jagen of the game, Markus, within only a few levels. His name? Treck. Treck Satori. That would be the protagonist of the new game. An alchemist and master of runes, Trck would be the sole warrior to take on the collossus in my newest game only developed within a single month, "Lost Colossus," later known as "Chronicles: The Lost Page."
The game was fully developed, finished, and released within only two weeks. long before the October 31st deadline. Safe to say, I was very proud of finally getting a finished game out there after all these years of stagnation. And best of all, when people actually got their hands on the game, especially after multiple updates improving the game and adding new content, they loved it! Well, loved is a bit of an exaggeration, but I got 7/10s! That might not seem like much, but getting that sort of score for a developer used to 1s and 2s is extremely exciting! I finally had my first real success!
However meanwhile, Meteo Chronicles R's development was going as rocky as ever. But soon, disaster would stike, a blessing disguised as a curse. Well, I guess I finally got my wish. One day my computer that I had for 4 years completely cracked open. Screen cracked, CPU and storage damaged, hinge completely busted, parts falling out all over the place, it was a disaster. I thought I had things covered with a file backup service that came with my hard drive, but when I tried to install the recovery software on my replacement computer, it wouldn't let me, as the software was no longer supported in any way! My files were encrypted with that software too, so besides the files I already uploaded online, I had lost everything!
But this disaster might have actually been a blessing in disguise, because with the loss of all the files for Meteo Chronicles R, my regretful wish was finally granted. The wish to start anew from a fresh canvas, a new beginning for Meteo Chronicles. Thus, with newfound vigor and determination, Meteo Chronicles died. And it it's place, a new project rose to the occasion, the true version of Meteo Chronicles, the game I invisioned all along.
Yes, it's this game. The game you are looking at right now. The culimation of 5 years of work and struggle. And soon, it will finally be complete. Well, relatively soon. I still have a long way to go before it's truely finished. However, the demo for this game, which I have worked tirelessly on for all year, IS GOING TO RELEASE NEXT MONTH! Can you believe that? Mark your callenders, December 24th 2024 is when this epic demo is finally launching for the whole world to see, right before the holidays. Featuring 4-8 hours of stunning gameplay with the first 3 chapters of Chronicles Meteorfall made avalible, this demo isn't going to be something you want to miss!
Finally, if you came here from RMN's fall, or are new to my ongoings due to joining from my BlueSky or Tumblr, here is everything that is currently completed in Chronicles Meteorfall's development, and everything that needs to be worked on:
The overworld maps for Ari Flatlands, Banna Woodlands, Beasteria Highlands, Zerithia Wetlands, Aetheria Skylands, Eternia Frostlands, Ozma Darklands, Baetas Boglands, Alphes Drylands, Omegas Badlands, and Ferris Farlands. (may be redesigned in the future)
The dungeon maps for Ari Caverns and Banna Sewers.
All eventing for the first 3 chapters.
1/13 of the secret events.
All actors and their information, minus the biographies for Jeht, Amadeus, and the Tayo alts.
All sprites for all the actors and NPCs. (may be replaced in the future)
All classes.
All items.
All weapons.
All weapon images for Swords, Katana, and Daggers. Around 20% of the axes have images.
All armors.
All active arts for all classes.
All passive arts for all classes.
Around 20% of the enemy arts.
95% of the states.
All enemy listings.
All enemy statistics through Ch3.
All enemy sprites through Ch3.
All cutscenes through Ch3.
The in-battle UI.
The 3/4 of the battle animations for Koros. (human and base forms)
Most of the plugin settings. (I think)
About 85% of the OST.
Playtesting in any meaningful form.
The overworld map for Uran Deathlands.
The map for the town of Aetheria.
The dungeon maps for Bronn Cave, the Crystal Cavern, Dragon's Eye Cave, Magitek Gardens, Aetheria Castle, Skyseal Ruins, Mt Gara, Everfrost Crypt, Shou's Manor, Ozma Keep, Memoria, the Cavern of Torment, the Proving Grounds, the Accursed Well, Castle Naughtmare, the Tower of Babel, Hero's Rest, and the Forsaken Cavern.
The area maps for Downtown Eternia Interior, Monster Isle, The Villa, Silkwood Isle, Miner's Paradise, and a few more.
Eventing for Chapters 4-12.
Bascially every single sidequest.
The rest of the weapon images.
The majority of the enemy arts. (80%+)
Coding the remaining states.
Added stats and moves for the enemies and bosses in Ch4-12 and all the quest-exclusive enemies and bosses.
Making the enemy sprites for Ch4-12 and the sprites for the quest exclusive enemies and bosses.
The cutscenes for Ch4-12.
Custom UI for the menus, including brand new menus like the "party menu" that consolidates a ton of seperate menus into one space.
The final battle animation for Koros. (using magic)
The battle amimations for every other possible battler. (Amadeus, Tayo, Zenith, Stacy, Ascended Tayo, Jeht, Ascended Koros, Ascended Zenith, Ascended Stacy, Ascended Jeht, Asta, Evil Tayo, and Young Tayo)
The rest of the OST, mostly composed by me once I get and learn FL Studio (title screen, opening song/dead alive timeline, crimson premonition redo, fighting fury redo, penultimate boss theme/Knight of the Fallen Meteor, final boss theme/Meteor Crushing the Earth, the nameless god redo, barbello battle theme/the answer, king of rebellion redo ft lotus juice, overworld themes redos/edits, credits theme)
12/13 secret events.
The new enemy encounter system.
The nightmare hour event.
The DLC quests and encounters.
Redone overworld map with new graphics. (parallax mapping+oil painting style)
Voice acting (featuring me and only me under a bunch of advenced voice filters, I have theater experience)
New overworld sprites for every character including NPCs.
Hats, different for each class.
As you can see, there is still a lot more to be done outside of just the work needed for the demo, and development will continue well into the following year before this game, Chroncles Meterofall, can see it's long awaited, final release as v3.1. Thank you for reading all of this if you made it this far. Can't wait to release my demo. See you all soon! Happy gammak!
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Hello everyone, it's been a while, hasn't it? The last time I posted on this blog was 6 months ago in January to announce the end of my hiatus. That hiatus did not continue, and I have still be working on making games since then, just not this game. Instead, I have been working on a shorter project called "Noel and the Tower of Doom" which began in April and has been in development ever since. The game is currently 80% complete with the only things not done yet being the battles, most of the cutscenes, and the last 2 main floors. If I don't get lazy I'll probably get the game done by the end of July, so that's fun. I definitely want to get at least one game out this year for Masao potential after all. Anyways, as for Chronicles Meteorfall, since April when NToD started development I have barely worked on Chronicles Meteorfall at all, but progress will resume as soon as I finish NToD, don't you worry. Getting the game out by the end of 2023 seems like an impossibility, but getting the full game released in 2024 is very much achievable and would be a worthy celebration of a decade of KrimsonKatt! 10 years... time sure does fly by. However, that's not to say no progress has been made. Two new custom battlers, Lord Trello and Mitalis, have been made by Aekashics and now I have full, complete, final character each for each of the 5 main party members. It's about time! Anyways other than that development is going smoothly. I'll be at my dads next week so I hope to work a lot on RPG Maker while there and hopefully get NToD done during that week, as the week after I have a class learning unity (will probably release a game there but who knows?) so I will have no time to work on non-unity projects that week, making me have very little time left for July. Once NToD is done I can go right back to Chronicles Meteorfall to finish the game at long last. Hope this clarified a few things on where I've been and what I have been doing for the last few months. Bye for now!