I felt slightly embarrassed to have leftover typos and glitches lingering after release. Our testing team was extremely dedicated - but since this was a game developed over many years, with just two of us working full-time - some things slipped through.
Thankfully, our players so far have been amazing in pointing them out! And many have made it deep into the story without major issues—so that's great news.
Additions/Bug fixes for version 1.0.4: .Corrected various typos. .Corrected various graphical errors. .Fixed an issue where certain items were purchasable for 0 Gold. .Fixed a bug that allows you to exceed level up points for stats above their respective caps. .Fixed a bug where game can crash if loading from save point just before boss fight in Chapter 3. .Fixed an issue where game was auto-saving just before launching a shop in Chapter 1, causing issues. .Fixed a bug that can lower Johan's level when rejoining the party in Chapter 3 if player had leveled higher previously. .Fixed an issue where leaving Playa Omara map before visiting Mt. Apotheo can lock the player from progressing. .Added a "Rune" reward for catching a catfish in Jethro's pond. .Added an extra "Rune" reward for finding Playdough in Alexandria.
DAY 4 - Version 1.0.3
Thanks to everyone who continues to report bugs and help us find things!
Additions/Bug fixes for version 1.0.3:
Corrected various collision issues.
Corrected various typos.
Fixed audio not playing in Chapter 3 regions/swamp maps.
Fixed an issue where player is unable to slide upward on bottom left corner of ice sliding puzzle in Omalas Ruin.
Modified the defense of one of the final boss' forms.
Fixed an issue where one of the final boss' abilities would soft lock the game if casted on a play who just got their turn.
Corrected an issue where sometimes Relica was not immediately triggered when wearing the item's LuLu's Keepsake and Relica Ring.
Corrected an issue where music for Chapter 3's swamp area not correctly triggering.
v1.0.2 - Expanded Credits and temporary demo takedown
DAY 3 PATCH - Version 1.0.2
CHANGES/FIXES
Added new scenes to credit roll.
Fixed a bug where incorrect party members are present in final battle.
Fixed an issue where the first member of the party's stats displayed as all 0s in the status menu.
Corrected an issue where save time DISPLAY was incorrect when loading game.
POLISH
Corrected various graphical bugs.
Corrected multiple entrance transitions.
Corrected various typos.
KICKSTARTER UPDATE
We finally have the full contact info for all Kickstarter Backers in hand!
Now begins the tedious process of manually sending keys out to everyone who is owed them. This could easily take a few days, emailing >800 backers while trying to run maintenance on the game.
But we'll get those keys out to you as quickly as we're able!!
WHERE'S THE DEMO?
While there's still more bug-fixing to come, there have already been a handful of impossible to replicate bugs that have had us super stumped!
Today we came to realize that many of these bugs are likely tied to users copying their Demo saves over to the Main game! While this makes sense for a linear story, the 2 versions use different data sets, and can cause a litany of issues when they try to cross-communicate!
Until we are able to bring the Demo build up to the current standard, we are de-activating it. Our apologies for this! But it's our best course of action to stop the bug bleed. Hopefully we'll have an updated version available in a day or two - one that WILL allow you to carry over your save without issue.
Thank you for your understanding.
DAY 2 Patch - Version 1.01
Hi everyone,
Aaron here, the game's director/lead developer.
We've released an early patch, less than two days in, addressing several bugs and improvements. Here's what's included:
Day 2 Patch - Version 1.01
Fixed various graphical errors.
Corrected typos.
Resolved collision issues.
Removed "Relica LVL" from the status menu (leftover from older code).
Fixed a crash when opening the menu after receiving Amaterasu weapon.
Added a bonus "Lightning Rune" reward to the Wyvern's Kiss quest.
Added an "Ice Rune" reward for winning Ventti 3 times in a row.
Fixed the "Rune Hunter" quest completion count in Nysas (Chapter 4).
Corrected a +50 gold bug with the Shooting Gallery attendant.
I'm deeply humbled by the positive feedback from those of you who have already started playing the game! After years of hard work, I truly couldn't ask for more. It filled me with joy to hear how some sections have resonated emotionally with players.
If you enjoyed the game - feel free to leave us a review! Even a few short sentences definitely helps our visibility!
Very warmly, Aaron
Beloved Rapture - OUT NOW
Whether you've been following this project since the very beginning over 15 years ago - or since the revival in 2014, the rebooted development around 2018, the Kickstarter in 2019 - or at literally any time in this historic production the result is the same:
BELOVED RAPTURE IS OUT NOW!!
Often cited as one of the most ambitious RPGMaker 2003 titles of all time, Beloved Rapture is finally fully playable! Boasting a ~25h average playtime, we're confident that it is worth the wait!
FEATURING:
6 playable characters to level up
Classic JRPG exploration
Choose from Classic or Story modes
Active and Wait Mode turn-based combat options
NO random encounters or filler quests
Gorgeous hand-crafted pixel art
A full 16-bit inspired OST
SOUNDTRACK
Speaking of... A purchasable Steam OST for Beloved Rapture will be available SOON! This full 47 track OST was composed by the wonderful Andreas Kotsamanidis, spanning well over 2 hours of music.
Final mastering was being done on tracks right up until release, so it wasn't quite ready for out launch. Our apologies for that! That will go live as soon as it's ready, and will be available for $7.99 USD. It will also have a launch discount - and will be offered in a Bundle with the main game (with the ability to purchase the soundtrack separately, while still getting that bundled discount retroactively!)
KICKSTARTER
This update is the most painful to share! In a perfect world, all Kickstarter backers would have received their copies before anyone else. That was always the plan leading up to release...
Late in September, as we were gearing up to send those keys out, we learned that Kickstarter will actually expire contact lists!!? Suddenly we didn't have ANY names or emails of our backers!
The keys are sitting, waiting to be sent out. Our bottleneck right now is waiting on Kickstarter support to generate us a new contact list. We couldn't have anticipated this holdup, and we're so incredibly sorry to keep you waiting. The minute we have that list in hand, we'll be firing off emails!
tl;dr If you previously backed the game, please be patient! Your Steam key(s) will be sent out as soon as we're able. Thank you for your understanding.
----------
NOVUS ORBIS
This is Graeme, from 2 Left Thumbs, chiming in to share an upcoming game that I think would appeal to this audience!
Novus Orbis is similarly inspired by classic turn-based RPGs, with a deckbuilding roguelike spin, borrowing from genre-defining games like Slay the Spire and The Binding of Isaac. There is an extensive demo available now. Please check that out, and give it a Wishlist!
Also similar to Beloved Rapture, this project has an upcoming Kickstarter, that could use your support. Please give that a follow so you don't miss the campaign!
Scheduled Release Date - Oct. 7
Hey everyone!
Aaron here, creator of Beloved Rapture.
It feels surreal to say this, but after so many years, we're in the final phase of development!
This is a huge milestone for me—personally, creatively, and spiritually. It's been both the toughest and most rewarding project of my life...
What started as a half-baked RPG idea I dreamt up as a kid has... with a LOT of luck, patience, sacrifice, and years of hard work, grown into something I'm now proud to share with the world.
Looking back on the whole development, I can see all the ways in which Beloved Rapture aspired for that sense of wonderment, escapism, and genuine adventure I loved as a kid—inspired by so many of the classic JRPGs.
But it also evolved alongside my matured life experience.
It resulted in a dark fantasy story that has plenty of lightness, heart and whimsy too.
The game has grown in scope / length over the years also - even beyond my original expectations.
Soon enough, I'll be happy for everyone to experience it firsthand.
BETA TESTING
Our final rounds of beta testing have begun, as of last week!
If you're interested in helping with this, please, get in touch with us on Discord!
We still have a few more spots.
(Feel free to also join us on Discord to ask any questions about the game! Or just for general chat, too!)
RELEASE DATE
Our scheduled release date for Beloved Rapture is Monday, October 7, 2024!
As of this writing - only two short weeks away!
Myself and my collaborator, Cameron, are still working hard on this, even now - correcting any remaining bugs, testing the final dungeon, & finishing the ending cutscenes.
We're planning on polishing it until the absolute final moments.
We're scheduling this release in such a way where testing the game, and finishing the ending, will happen at nearly the same time! Giving players the chance to get started with it as soon as possible.
Expect more announcements, videos, and details on the game's systems, to be posted frequently in the coming days. As well as any evolving details on the release itself!
----------
NOVUS ORBIS
This is Graeme, from 2 Left Thumbs, chiming in to share an upcoming game that I think would appeal to this audience!
Novus Orbis is similarly inspired by classic turn-based RPGs, with a deckbuilding roguelike spin, borrowing from genre-defining games like Slay the Spire and The Binding of Isaac. There is an extensive demo available now. Please check that out, and give it a Wishlist!
Also similar to Beloved Rapture, this project has an upcoming Kickstarter, that could use your support. Please give that a follow so you don't miss the campaign!
RPG Direct & PixElated Festival
Beloved Rapture is thrilled to be featured in not just one, but TWO indie game festivals this week!
The PixElated Festival is a celebration of the very best pixel art games have to offer. From retro-style classics to contemporary indie gems - all in one place! A huge thanks goes out to Brave At Night Games for hosting this event, and for accepting Play Rough as a participant.
✨ discounts ✨ live streams ✨ art contest ✨ demos ✨ developer chats ✨ all centered around your favorite games
BEETLE NINJA
Got an itch for more pixel art indie RPGs? Why not try out the totally FREE Beetle Ninja?
Hi all. One new feature we added this week, that I thought I'd mention:
Level Up - Bonus Boosting
After any character levels, the game will now prompt you to allocate bonus points "BP" for a particular stat increase!
See an example below.
*These changes will take effect only in the final release-date version.
I was inspired the likes of Super Mario RPG and other titles — but our approach goes a step further by letting the player assign multiple boosts at once.
Each BP can boost one of the following:
HP or MP
Attack
Defense
Magic
Speed
Once you choose how to allocate, the UI displays how much it boosts!
The amount is based on the number of points allotted, but the exact number is It's not always 1:1 with BP!
We added this for three main reasons:
Customization: Characters have loose archetypal stats, but strategic play allows players to shape attributes based on their preferred style. Replayability: We aim for unique playthroughs each time. Leveling is no longer a strictly linear process. Combat Incentive: As players invest in a character's evolution, collecting BP becomes self-rewarding. Boosts are a supplemental bonus, requiring a commitment to see a substantial difference over time.
We're currently testing the game to ensure optimal balance. Enemy strength, EXP levels, and battle frequency may be adjusted. We're aiming for Beloved Rapture to still be challenging on its own terms, so this won't necessarily make the game "easier."
Release Window + Demo 3.0
Hey folks,
Aaron here - the creator Beloved Rapture. Just dropping in with some updates for your patient souls. Despite a bit of silence on written updates, the development flow is actually running pretty smooth...and I'd like to share some happy news. We've entered the home stretch, the final 20% of the story!
Myself and the team have been grinding away; drastically expanding the game's world, fleshing out side quests, coding mini-games, finalizing cutscenes - and of course, wrapping up the stories of our beloved characters. It's been a dramatic ride—filled with obstacles and challenges—but also, many creative victories to savor. I can safely say; this experience overall has definitely changed me as a person.
From our humble beginnings on Kickstarter and the RPGMaker forums, things have evolved quite exponentially. Especially in the last 15+ months, thanks to 2 Left Thumbs as our supportive publisher.
While the game still operates on a small budget, even by indie standards—I believe this project has come much closer to including a full-fledged RPG world, just begging to be explored. (Closer, at least, than I could have first imagined!) A world that is a character unto itself; that beckons the player to venture out and soak up the sensations all around them. A game that rewards exploration and curiosity, just as much as strategy and discretion. A kingdom that feels like a real place, not a contrived game level. All of this took countless hundreds, or thousands of hours.
And I have to give credit where it's most due: I would've never been able to accomplish any of this without the help of some new artists, or the addition of Giznads, our battle director and game general programmer.
Also, a general endless thanks to... Vagrant Pixels and Lijj for the beautiful portrait art. Fabian for his luminous tiles and pixel environments. Andreas for the nostalgic and lovingly crafted soundtrack. Andrew for his story consulting and mapping help. There are really too many to name in a single blog post, but it's been an honor to be able to work with every one of them.
Beloved Rapture has evolved beyond the simple character arcs I had first envisioned for this story—it’s grown into something a bit more ambitious, to say the least. Yet those central characters and themes are still the heart and soul of the game. They’re still the main thrust of the story, as I hope the players will come to appreciate.
With all that being said, after weighing the options, I've decided to pin the final release window into Q1 of 2024. After many years of investment...it felt like the best decision to go out with a bang! And I'd like the game to be as seamless & polished as it possibly can can be. Having at least a couple of months for beta-tests and revisions can surely help with that goal.
If you've hoped to experience the game *now*, we're still looking for more beta testers. Email me at BelovedRaptureGame@gmail.com, and tell me a bit about yourself and why you're interested. We're taking a dozen volunteers at least - to make sure no corner goes unturned.
Demo 3.0
In other news - as some of you may have noticed, Demo 3.0 for BR has landed on Steam as of October 2023. We updated the core build last month, so newcomers can play through Chapter I with our most recent coat of paint. Plus, returning players can witness some changes, adjustments and additions we've made. It's far closer to the "final build" that players can experience on launch day.
- Faster Swim Speed Options. - Battle adjustments, enemy difficulty shifts. - Adjustments to the Fishing System. - Extra puzzles, maps, and cutscenes for those who seek them out. - New dialogue branches. - QoL fixes, including menu adjustments. - New items and Gear.
For any casual feedback - good or bad - the Steam discussion boards are a great spot too!
In the coming months, I also look forward to posting some more comprehensive character profiles, trailers, videos and other promo images that can help set the stage for the game's launch.
Cheers, Aaron / Blind
Demo 2.0 Uploaded
Hello everyone!
Since launching the demo in October 2022, we've received a tremendous amount of support and critiques from all across the spectrum.
I wanted to personally thank everyone who's played the game thus far - it truly means the world to us!
Over the past months, Cameron and I dug into all the feedback, and rebalanced many aspects of the gameplay experience itself. In some cases, we added entire new systems (such as swimming & fishing).
The demo will still contain the game's first chapter, but with some significant overhaul & refinement. I believe this version represents a more accurate picture of what the final game might feel like!
A list of changes
Added GUIDE Menu: A sub-menu allowing the player to check the map, view quests, enemy details, game mechanics, and more.
Swimming: Certain bodies of water are now traversable! The player can also dive to reach hidden gold, chests or underwater switches!
Active vs Wait Modes: The player can now CHOOSE if they want battles to run on ACTIVE mode (a FF7 style ATB), vs WAIT (enemies won't attack continuously until the player chooses). This can be changed at any time in the menu.
Maiden Statues Rebalanced: Statues will now only give a GODDESS TEAR item if the game is running on Story Mode. Otherwise, they only offer a single-use heal.
Fishing: Use your fishing rod + lure at certain locations throughout the game! Over 15 unique fish to catch!
Item Messages: The "Item Found" message boxes now will show a small visual icon of each item once it's been obtained!
Golden Chests: New varieties of treasure. Chests will look visually distinct if they contain Gear/Equipment.
Stats Rebalanced: Some enemies adjusted according to player feedback.
New locations: Chapter 1 has been greatly expanded with over 4 new optional areas & hidden treasures.