Project update #2

It’s been more than one year since my last update, but no worries, I’m still working on it daily. I really should give updates more frequently, right?

About the project progression, I would say that 70% is done (even if it doesn’t mean a lot). For the first time after all these years I start to see the end of it. Sure it will still take at least 2 years to be finished but there’s less and less work to do to made it!

Now, let’s talk about new features and stuff.

New Aptitude: « Call Bird »

Call Bird_zpsydqeytqh

If the player learns this aptitude he’ll be able to use a carrier pigeon to do some shopping even when he’s in the wild. The only condition is to be in the open. Call the bird, do your order and it will be back quickly.

For each village the player go, the pigeon will be able to bring back new kind of items according to what the shops offer.

So does it mean the actual shops would be obsolete?
No, because you can only order medecine type items and not everything.
This is a good support aptitude when you’re in a pinch in the middle of nowhere.


Simu-Com complete overhaul

It’s been a while since it was planned but now it’s in. The first Simu-Com menu was functional but far from perfect. Thanks to DynRPG this menu will be far easier to use for the player and will have more useful informations.

1514840365-new-simu-com-3 (1)

-The levels, types and visuals of the Simurions are now directly shown within the list.
-You can browse quickly every Simurion’s pages by pressing left/right.
-You can change your team more easily by swaping Simurions.
-The stats of the Simurion are displayed on its page.
-A new description has been added for each Simurion.



Don’t catch a cold!

I’ve just finished a big part of the game that takes place in a snowy mountain called Kholony Peak. This is a barren area with a lot exotic gameplays where the player have to find its way to a hidden relic.

Snowstorm : Kholony Peak is constantly subjected to a snowstorm. It will be difficult to explore, if your body temperature drops below 32 ° you will lose consciousness.


This region is very large and to keep track of your progress you’ll need some landmark flags. For instance, you can put a flag in front of a cave you want to explore later, or the opposite, mark the places you already visited.



Slippery floor : If you walk on a slippery floor you’ll slide on a straight line without being able to move. Pretty hard to progress in these caves but maybe there’s a way to counter this…



Ice cubes puzzle : These blocks slide forward when you push them. Stay cool to find the solution of these puzzles.




Simurions, gotta Synch ’em all !

At the moment, the total number of playable Simurions reached 88 out of a total of 120 (not counting the special end game Simurions).

There were 67 in the previous demo. I officially overtook half of them! It’s a long process but little by little we’ll get there!

Here’s 3 of the latest I integrated:1509478283-new-simurions-x3

Nuclemia has an ability that make its skills cost less SP, Lunarkaiser is protected against the « Bug » status and Yggdracell regenerates a little SP after a fight in the green.



« Space Traveler » integration

When you reach a certain point in the game you will earn the « Space Traveler » relic. It’s a practical object that allows you to fast travel between the different towns.



This is all for now, I hope you’ll like the updates.

As for the next demo, it’s not ready yet, but it will be released later this year. You can still try the Demo #3 here.
See you next time. =)


Demo 3 released

Hello robot masters!

cutscene-campfire poste-de-police-2

The last demo has been released! It features about 12 hours of play time, has more than 40 playable Simurions and a lot of new areas to explore.

Play it with a friend! You can transfer your robots to other players.

Have fun! Download page

(Note: You cannot play this demo using your saves from the previous demos.)

adventurejack transfer_02


New Feature! The Soldering System

Hello, Robot Masters!

Recently I added a new system in the game. It will allow players to fuse 2 accessories together to create a newer and stronger one.

For instance, if you mix 2 of the same accessory which protects 50% against a status, you’ll end up with a new item preventing this status completly.

Another case will be to fuse two totally different piece of accessories and combine their effects.


The Soldering System will be available in the next demo coming later this year.

Project Update #1


The project is doing well, I’m working at least one hour per day but I try to do 2 or 3 hours each day and more on the weekend. It’s by working regularly that you can accomplish long projects such as an RPG. I’m kind of proud to see how I’m sticking with the project for 7 years and never really lost motivation since then.
I finally arrived at the stage where the first Simurions we found in the game are going to upgrade! It was one of the long term goal I set from the start of the project. From time to time it felt like I wouldn’t make it. But I eventually did… after all these years, haha! 😀

God Simurions Battle
The dream team…



Since the demo #2 I worked a lot on the polish for what comes next. Before that, there was not a lot of events or story. But I wanted to add some to drive the adventure a little more. I think this can be a good motivation for some players.
I tried to keep the « lonely exploration feel » I wanted for this project so integrating these stories was not easy. I had to find the good timing for adding them without doing too much.

CutScene Campfire Alexander__Troops_newReis and Troops Rencontre Hoxikrom



Exploration aptitudes are the next big thing I’ll tackle soon.
What will the player will choose first? To cut bushes? Clear the rocky roads? Or see in the dark caves? Even for me it’ll be a surprise.

Capacities Menu

I want to reward the players for exploring and I plan to add a lot of story in these optionnal paths. The player will discover more about the past by finding pieces of informations such as documents and old video logs of the Pemikians. But the players will also be rewarded with gameplay items, rare hardware, new Simurions, short cuts and useful NPC advices.

It’ll be long but I’ll tried to make it for the 3rd demo which, hopfully, will be for the end of 2016.


1st review of the game

Legitimately impressive, unexpectedly great. The only major problem being RM2K3’s slow DBS.

DISCLAIMER: So far, I’ve only played the « Mechanical » side of the game, so all my impressions are based on that playthrough alone. If there’s anything I left off, I apologize.

So, I played the demo, and wow, just… WOW. When I saw all the stuff the developer planned to do for this project, I thought he was clearly biting far more than he could possibly ever chew, but when I played the actual game, I was absolutely blown away by how amazingly he delivered everything I dared hope to see in a game like this.


The world is open for exploration with vast expansive maps (after a few introductory parts, that is), and it’s always a wonder to just travel to all accessible places in it, as the maps look lovely and refreshing to explore, from canyons, to forests, to cities and even to crazy-ass arenas, everything is fun to investigate. That not to mention the music is always stellar, getting us pumped when we have to be pumped, and worried when we have to be worried. The graphics, the music, everything looks and sounds great in this game, and I was really impressed when there was kind of an anime cutscene when I faced the first Arena Champion for the first time. Wow.

As far as the story of the Simurions themselves go, I feel sort of how I felt in Pokémon, but with a greater sense of purpose, like in a more « serious » RPG, because of all the tragic backstory of the Simurions and all that. I really like how this game does give us that Pokémon feel, but at the same time, it delivers more maturity than that plot-wise. I also like how every single « quest » you have to do in the game (such as getting a ticket for the Arena) is accompanied by something of a « mini-story » of their own (such as getting the weird guy by the city’s outskirts free from the goons that were screwing up his business).


Gameplay-wise, I really like the adventurous feel I get from exploring the vast maps, and how careful exploration is pretty much sure to yield some nice things. For instance, there are certain robot reconstruction items you can only get through exploration. I was glad I explored enough, since my Ponuma was the key factor in defeating the first Champion, and I needed Earth Cells to bring her to life. The exploration factor was done to near-perfection in this short demo, every place that contains a rare item has a certain feeling of « importance » about it, and every little corner might contain something that may come in handy later on. There were certain paths that were blocked by apparently destroyable objects, and I can’t wait until I have the skills needed to open up said paths and explore some more (which will probably have to wait until the full game, unfortunately 😦 ).

I also like how in order to get a Simurion to your party, it takes more than simply « catching » its soul, you have to gather parts to reconstruct them, and certain parts need to be earned, you know, through exploration and curiosity!

The only things I don’t like about this game, and those are really minor gripes of mine, are:
– The usage of the RM2K3 DBS: it’s way too hard to make a battle fun in RM2K3’s DBS, and unfortunately, while the gameplay « around » the battles is pretty enjoyable in this game, the battles themselves felt grindy and slow due to RM2K3’s DBS’s sluggish nature.
– The grammar in the dialogs is oftentimes awful, but that’s forgivable, since you’re obviously not a native English speaker (neither am I, lol). I’d rather have an awesome game with bad grammar than a crappy game with perfect grammar.
– Not being able to construct more than one Simurion of each species. I’m pretty sure that could be accomplished by cleverly playing with RM2K3’s « class » mechanics: I’d do something like leaving all heroes blank, and when a robot is reconstructed, set a blank hero to said robot’s class, and add him to a « roster » of sorts to be added to the party, but given how far into the development you are, that’d probably be way too huge an endeavor to undertake in such a moment.


This game blew me away in the best way possible. I originally expected this to be an amateurish, lackluster attempt at a Pokémon fangame, made by a completely unprepared fan, but instead, what I got was pretty much the best RPG Maker game I played all year. The only thing that drags the experience down a little is the RM2K3 DBS, but that can’t he helped, since making a CBS for a game of this magnitude would be a gargantuan endeavor I don’t really expect anyone to attempt.

There was a point in which I was just happily grinding in order to get my Ponuma to level 3, which means I was taking the game just as seriously as I normally take Pokémon, and that’s quite an accomplishment for an RPG Maker game! I named my Simurions after planets, and I can’t wait to add some little-known exoplanets to the mix by getting more than eight of them :3

So, to sum it up: wow, just WOW. If you’re a fan of Pokémon, or just open world RPG games in general, be sure to check this out. I’ll be cheering for this in 2017’s Misaos, hopefully! 😀