
Long lost siblings must reunite to restore their family's honor and save a distant world in this retro 90's style JRPG.
Modeled estimate, not a reported figure. How we estimate →
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About

Word From The Developer:
I started this project in 2004, thinking it would be a novel. I finished it in 2025 as this video game. No team, no fans, no budget... but I did it anyways.
Neverspring Chronicles started as a book idea called Durance of Magic when I was a teenager. I didn’t have the patience or attention span to write a novel back then, but the desire to tell the story stuck with me. So in 2009, I switched mediums: I’d make a game instead.
I started taking myself seriously by being brutally honest with myself. I had no idea how to code. I didn’t understand proper game flow or how to write dialogue that worked in-game. I didn't have money to take any writing classes or anything so I had to teach myself... Coding, scripting, writing, pacing—all of it.
I taught myself what I needed to know with whatever I came across, and it probably shows. My only real storytelling education came from two YouTube channels—one focused on movie screenwriting and one on film critique. So the way Neverspring tells its story might feel different from your average JRPG, because it's shaped by cinema.
In 2022, I finally had something playable. It wasn’t perfect, but I put it out on Steam Early Access to motivate myself. The second I did… I realized how far I still had to go. I had learned so much during the development process that all I could see was how amateur it was. So I did the hardest thing for any game dev: I scrapped it and started from scratch.
I rewrote the game from the ground up, then released a new demo. A few kind souls left some encouraging comments but... still mostly silence. I learned a lot along the way, but the biggest lesson I learned as a solo dev? It's that nobody cares. And you can’t blame them! Everybody is busy living their own lives. Even friends and family who said “That’s amazing!” never so much as pressed the like button on a YouTube trailer. They never played a build. Never followed up.
So I stopped asking. I stopped posting. I just... worked.
Meanwhile, real life didn’t stop. Relationships came and went. I was in and out of the hospital. At one point I even lost my home. Literally homeless, car and tent, wiring a marine battery to my alternator to charge my laptop so I could keep working. There were days when I thought: ‘Why am I even doing this? Who is this even for?’
But I kept going. I had come too far and I had to finish this.
In March 2025, I hit publish and released Neverspring into the world, probably to sit quietly among thousands of forgotten titles... Part of me sure it would simply disappear into the same obscurity from which it came.
I couldn't help but remember what my dad told me as a kid when I said I wanted to be a writer:
He took me to a bookstore and pointed to all the fantasy novels on the shelves.
‘That’s your competition,’ he said. ‘You’ll never make it. You’ll be lost in the crowd. Don’t waste your time.’
Maybe he was right.
But what he didn’t know was what it feels like to create something for no one but yourself... And finish it!
No paycheck. No fans, no followers. Just a smoldering ember of hope and the need to create.
So if you're reading this, if you're out there working on something in silence and no one is watching... you’re not alone. Keep going.
And if you want to see what 20 years of quiet effort looks like… Neverspring Chronicles will be here.
Blurb & Synopsis:
Marrick and Natasha were just kids when a violent coup in the Imperial Senate took their father's life and split them apart. One became a street-wise thief on the run from his past. The other, a prodigy sorceress raised in secret behind monastery walls. But fate will bring them back together when a mysterious relic offers them a clue to their father's murder.
Step into another world where ancient gods slumber, waiting to be awakened by the wrong hands. Lead a party of reluctant heroes caught between the ambitions of a driven adversary and the mysteries of a shattered realm. Explore ancient ruins, treacherous forests, and forgotten temples, all while building relationships with a cast of unforgettable characters in a strange and fantastic world.
Features:
A traditional 90's era style JRPG from humble origins almost 20 years in the making. Experience a rich and dynamic narrative for a classic story-driven adventure.
Average playtime of 15-20 hours.
Show your support for the little guys and see the hard work of multiple independent artists and musicians come together to form a strange and fantastic world.
Interact with a cast of 10 playable characters through a well-paced story on a distant world.
Traditional sideview RPG combat with just enough modernization to keep things fun and engaging without losing that 1990's feel.
Explore hand-crafted maps bristling with riches and danger. Lots of easter eggs, hidden secrets, and optional content easily missed by the hasty adventurer.
Enjoy a brand new fantasy world rich in established lore and history full of secrets to be unraveled. Your efforts will be rewarded with gold, power, and knowledge against your enemies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
A pretty solid one! Not sure how to put it into words, but you can really tell it's a passion project: there's a lot of love that shows into a lot of aspects of the game. Several aspects caught me off guard by being surprisingly better to what I expected going in (having played the old-school Final Fantasy games beforehand). For example, unlike old-school RPGs, I never felt like I had far too many resources: you really need to upgrade your equipment to catch up with the game's level, but you don't have unlimited resources of cash to do so, which leads to interesting choices. Also, the game is fairly stingy with mana replenishment, which makes an awful lot of sense within the worlbuilding. Also, the story is surprisingly nuanced, especially when compared with, say, Final Fantasy IV and the such. You can really see the motives of several parties and "understand where they¡re coming from", with the "irredemably evil" archetype used only sparingly and to great effect (both because it aids the story and because "Disney evil" every once in a while can be a lot of fun). On the flipside, I must comment that the experience was a bit buggy here and there: I almost softlocked myself a couple of times, and I reckon I unwittingly performed a sequence break or two. There were also some minor glitches that I found super relatable as a fellow RPG maker user (members of the party being in a different order than what the game expects, and "forced skills" —e.g., the animation and the second part of "scan"— being performed by the wrong party member). But none of it was that big a deal, and I reckon it could be easily fixed with a few more layers of testing. Finally —and I guess this is both a good and a bad point— I was kind of expecting a "second part" of the game, like, once again, the Final Fantasy games of old. There are several plot points that were left loose, and I was eagerly waiting for the moment in which I would be allowed free transportation, to freely visit locations I had already been at and get a feel for how the world operates "outside of the main plot". I suppose that this is building up for a sequel, and the fact that I found myself both expecting and wanting for more should serve as an endorsement of the game itself, even though it felt somewhat bittersweet. Overall, I have to commend the developer's efforts, and I will look forward for whatever they have to offer in the future.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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