
Prevent a world-ending Calamity your way! A player-driven old-school RPG inspired by both the Japanese and western classics of the 80s and 90s.
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About
Two decades ago, your adoptive father prevented the end of the world, but the deeds of his adventuring party were pushed to the side and forgotten. Now, that which threatened us is stirring once again, and it's your turn to combat it. Travel freely in the empire of Asterna and the islands surrounding it, seek power and allies, and prevent the next coming of a world-ending Calamity.

Build your characters by mastering and switching between over 20 classes, learn more than 150 active and passive skills, use several hundred items and pieces of equipment.
Find, recruit, and get to know more than 15 companions to form your party.
Freedom to do what you want as you prepare for the final battle: no mandatory quests, no specific order of story events you must see, no hand-holding. Pick a side in a civil war, fight in an arena, hunt monsters, make money by trading - whatever gets you what you need is a valid way to play.
Turn-based combat at your own pace; no need to hurry to make decisions, no long waits as animations play or you transfer to and from combat.
Graphics, gameplay, and music reminiscent of early 90's role-playing games.

New post-game story and dungeons.
New quests and bounties.
6 new Ascended Classes with their own skills.
More than 70 new pieces of equipment to further tweak your character builds.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I expected this to be a crappy rpg-maker game that I'd refund in like an hour so imagine my surprise when I didn't just beat it but can even call it one of the best rpgs I've ever played. Words fail to discribe how much I love this game. The only real issues I have with it other than the decent at best soundtrack is that the early game is miserable, especially if you don't know what you're doing. The encounter rate is also a bit of an issue for me. It's not so bad in the overworld but in dungeons it can get really bad, from what I can tell the main issue with this is that there's no minimum amount of steps needed to trigger an encounter so you can get an encounter, walk one tile and get another encounter. A minimum amount of steps before an encounter as well as maybe an item or skill to influence encounter rates would go a long way. Edit: Literally less than an hour after writing this review I start a new game and one of the first things I find is the skill Stealth which lowers random encounter rate. Also seems like a lot of things in this game are semi-random so it's also replayable. Other than that tho, ♥♥♥♥♥♥♥ amazing and easily one of my favorite rpgs I've played so far
I got progressively more and more pissed off with this game. It starts very easy, but each dungeon around where you start has one enemy, which has an attack that one-shots the party. Fine, I just skipped those. Reach the boss, most of his attacks do nothing, except once again for a single one, which one-shots someone. Used enough revives and fought him until he finally didn't spam that single attack too much. After that point the game becomes insultingly easy. You see, it's kind of an open game, where you can more or less do stuff in whatever order you feel like. The problem is the enemies barely scale up, that's why the first dungeons, whichever you pick, has random bollocks one-shotting attacks, when everything else tickles you. At the same time though, you become the master of the universe. Still, the combat was enjoyable enough to play in the background, while watching stuff on a second monitor. The game was not done with me though. I make a choice at some point which locks me into a horrible class I didn't care for at all. The thing is, I didn't notice for quite some time, cause of how the game works. You max out your class, unlock skills and a permanent bonus, and then you are free to do that with another class and so on. By the time I maxed that one and noticed it was permanent, hours had passed, but I said to myself it doesn't matter, not far from the end and it's piss poor easy anyway. I reached the final area, I faceroll through every enemy I came across, whom I have already faced many a time already, until I face a new group of enemies and I die. Yep, I completely underestimated them, but why wouldn't I, when for the last 30 hours no one has even gotten a second turn? Few even got to play once. Hadn't saved, lost like 4 hours or something and I don't feel like going back. To add insult to injury, I would have won had I not have that stupid class.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There are a lot of amazing ideas in this game. I'm a huge fan of the class mastery system and like the abilities that each of the classes have, my only gripe is that party members have a limited pool of classes to select from but I can imagine that's to give them a bit more identity. This game has been a lot of fun so far, but it feels like it's been shackled by the rpgmaker game engine. I hope the developer uses the experience from this game and it's awesome rpg systems and apply it to a better engine, I've heard that game maker is pretty good and it's very affordable. Godot is completely free but requires a bit more programming knowledge to use. Please move away from this terrible engine in the future and I am certain you will achieve great success.
woof, listen... is the game good? wrong question; irrelevant actually. It's true to form for very old rpgs with all of the good and bad that entails. It has Random encounters, unrewarding; harder than necessary generic fights, long windows of grinding, huge text blocks and uncharacteristic info dumps of exposition. all of these are bad on their own and they wore on me quick. The fights are classic and have a lot of depth and characters and class options and expression, i just won't get to see for a while because i can only play it for 15 minute stints before getting 1 shot by every wolf and goblins makes me wanna commit sudoku while get interrupted every 4 steps on the way to recover. the lack of modern QOL is noticeable. If none of that matters to you, give it a shot, i've heard more than enough from trusted enough sources to know the RPG bits of the game are good.
Ok so obviously I haven't beaten this game at time of review and also obviously this game isn't octopath traveller or triangle strategy AND the cover art is garbage BUTTTTT I love this game. I love Johannes, I love the music and I love all the mechanics. This game was clearly made by someone who loves the genre and you should give the game a shot.
Very cool and fun game. I believe its old school aesthetic is part of its charm. Sure, there are some pretty rough looking sprites. But there are also some really good looking sprites. And the gameplay is really fun. All around, good game. Would recommend.
Usually I am a bit sceptical of RPG Maker games however recently games such as this and Fear and Hunger has changed my opinion on that. Eve of Calamity has a lot of variety in terms of character builds, unique character interactions across the game world and has a lot of replay value. Usually with single player games like this it is a one and done however I keep coming back for multiple playthroughs due these different experiences you find in the different character interactions. I would highly recommend mixing up your companions each time to get the most of the game. The developer is also a mega chad dishing out outdates for bugs very fast. For the price, it's a definite buy even for one playthrough.
Found this game through the YouTuber Humblemud, like many others in the comments, and got it on sale. After playing for a few hours, I regret not buying this at full price. This game is DEEP with how much you can change between playthroughs, and there are a lot of different choices to be made that will drastically change the story, so no two save files are the same. A ton of love and effort was poured into this game, and it doesn't go unnoticed.
This is a game about that everything good and bad may be connected in a great way and that the right thing to do is not always good. This game is a fair, balanced RPG with a great combat system, original ideas and many surprising mechanics. One can definitely see the developer, yes, one guy, clearly not only has talent but also had much fun. Two things I hate is that your character sprite is so ♥♥♥♥♥♥♥ ugly and the other is the fight win sound, which is off-key and should be replaced by something you can listen to on loop and not find off-putting. These can luckily be ignored and you can have much fun with all the side content, stories and encounters in the world. This is one of the most underrated classic RPGs out there and I really recommend it.
I will update this review once I finish a playthrough. Here's what I have to say for now: the game is interesting. Yes, the visuals are eclectic, but not always in a bad way. In my opinion, the enemy sprites in combat and the spell animations are very good looking, it's mostly characters and environment that suffer from the art. The gameplay itself is where I've enjoyed the game the most. The classes are diverse and well defined, the levelling is not grindy at all (unless you want it to be, in which case the game reward whatever choice you want) and the difficulty is fair. The most interesting aspect has to be the reactivity. The game offers plenty of choices that can alter your character's class with unique classes or allow you to recruit unique party members. Characters that can be recruited seem to move around sometimes, as i found a few of them in different locations in my first and second playthrough ( i restarted once I got the gist of it to start strong). Quests have multiple endings with different rewards. There's progress in the world, ie, things change based on your actions (or lack thereof). From the start of the game, some events are timed in real time. You're never forced to do anything fast, but there are narrative and gameplay reasons that justify hurrying up a little. I suspect speedrunners would actually really love this game, it seems purpose made to be enjoyable to those who like to challenge themselves out of choice. BTW charisma is a stat that influence your chance to inflict ailments/debuffs (which are VERY strong in this game, worth using) and some dialogues (though the game doesn't tell you, it seems to roll in the background). Just telling you because it's the only stat that isn't self explanatory. My only gripes: encounter rate can be a bit too high, If there was more options to lower it at will, I'd appreciate it. the stealth skill that says it does doesn't seem functional. Also, more distinction between elements. I feel like each element should have at least a debuff on their medium damage single target spell or something... I suggest -speed on water, -defense on fire, -magic defense on lightning, -power on earth and -magic on wind. That way, even with a rebanlancing of enemy resistances, each element would still serve some purpose. Idk, just a suggestion. They could even inflict ailments, anything to make them more interesting than colored damage buttons. Imo, games that distinguish elements with playstyles tend to be more rewarding to play.
Momentum
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Audience
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