A downloadable game for Windows

Download NowName your own price



Sacred Earth - Reverie is a fantasy RPG with visual novel elements, inspired by both classic and modern JRPGs. Follow the story of a former knight of the kingdom as they go on a personal journey through the countryside in order to uncover hidden truths and long lost mysteries of the past.

Explore dungeons, interact with your allies and the townsfolk, build your characters with equipment, abilities, and perks, and test your might against foes in fast-paced turn-based combat.


Dungeon Exploration

Utilize point and click functions to explore dungeons and study the environment. Seek treasures and interact with your allies to learn more about each other and your surroundings.

Town Interaction

A colorful cast of townspeople await in the town of Istina. Learn about their daily lives and those of your allies as you pass the times together with them between bouts of dungeon exploration.

Combat

Engage in fast-paced turn-based battles against dangerous enemies utilizing various resources. Each character has a unique skill set with special interactions and conditional effects. Learn what each of your allies can do, Chain together Arts for big damage, and manage your resources in order to come out on top.

Multiple Endings and Choices

Your actions will decide the fate of these characters. Experience multiple endings depending on how you approach exploration and the story.

Available Languages: English, 日本語

Release Date: Q2 2025

Wishlist on Steamhttp://store.steampowered.com/app/2937520/

Twitterhttps://twitter.com/MirageV_

Download

Download NowName your own price

Click download now to get access to the following files:

Reverie Demo.zip 583 MB

Comments

Log in with itch.io to leave a comment.

I beat the demo at level 7-8 on Nightmare. I hope our demo save files are compatible in the complete version.

Thoughts:

  • It feels weird to call the classic skills EX Boost and EX Recover when they now consume Limit Index.
  • Is there an in-universe explanation for how the party returns to town after clearing a dungeon, no matter the distance? It seems weird for Kanna to complain about fatigue when clearing the dungeon normally, only for the party to walk back to town anyways. My headcanon is that Kanna set up her own warp system using some kind of advanced Ether Art.
  • The names of the two possible protagonists feels ominous.
  • I saw that Sacred Earth Desires reference in the first dungeon.

Tips for new players:

  • I recommend using arrow keys to chain into EX Arts and EX Limits, and not the mouse.
  • Before trying to go for a chain, always check which arts are on cooldown.
  • Always keep a pre-boss save, in case you don't have enough money to buy everything in town. The game is strict about not letting you leave dungeons until you clear them, as well as disallowing you from reexploring them.
  • Unlike most SE games, you can grind infinitely before taking on the dungeon boss. Consider this your safety net for suboptimal shopping and AP allocation.
  • Use the champion of each dungeon as a measuring stick for how ready you are for the boss.
  • Kanna's passive for blessing will always target someone other than her, thus allowing her to manually bless someone else so that all party members will be blessed.
  • Before taking on the second dungeon, buy a spare set of rank 2 gems for another mage character.
  • For skill allocation on new characters, I recommend starting with learning a second EX Art so that they have something to do if one EX Art is on cooldown.
  • If you're low on TP, save before your encounter index fills.

- You... have a point. EX Boost and EX Recover no longer make sense as names since they use Limit and not EX.  Maybe I should come up with another name.

- Haha, perhaps she did set up some kind of warp system. I could add a tidbit like that to address it.

- Demo saves should be compatible with the full game. But don't hold me to that 100%. Nothing should change so much to break them, but you know how funny things can happen.

Feedback: The in game mouse cursor appears to be disconnected from the hardware mouse cursor, most evident in the hub and travel screens. Clicking causes the ingame cursor to travel to the point of interaction. It's just odd.

Hello,

This is intended functionality, but I may consider changing it to follow the actual PC cursor. 

Thanks for your thoughts!

I <3 the amount of polish that has gone into this game. As a fellow RMMZ dev/Visustella user this looks spectacular. Dowloading now.