The current official demo can be downloaded via here. (Approximately 2-3 hours of gameplay!)
The IndieDB download will be available in the next version!


Legends of Astravia is a story-driven, puzzle-based RPG inspired by classic Super Nintendo games like Final Fantasy, Chrono Trigger, and the Legend of Zelda.

The game starts off in the small town of Mordin Village, bordered by forests and swamps on the western edge of Astravia. After being rescued by the local swordsman, Baldric, you find yourself at a loss for any of your past memories. Under the assumption you were a courier from the city of Valica to the east, you decide to prepare for your venture there, with hope that the familiar environment will help you regain your memory.

However, your plans quickly change when you discover a member of Mordin Village is in danger...

This game is in active development and will continue to receive periodic updates. It is free throughout its development cycle, until it becomes approximately 50-75% complete. From there, demos will be available to project contributors, until the game eventually becomes complete!

Current estimated project completion: 15%

I look forward to completing this project and hearing everyone's feedback!

Story Introduction

Over a century ago, a horrific, apocalyptic event known as the Great Cataclysm threatened to wipe out the world of Astravia.

Upon the brink of destruction, two heroes used their magical prowess to stop it, then vanished--overwhelmed by the strength needed to stop the apocalypse. The people of Astravia hailed their sacrifice.

However, the world's salvation was not enough to save it from discourse. At the brink of extinction, tensions grew between the sister kingdoms of Valica and Anatas. An imbalance of power between the knights of Valica and mysticians of Anatas erupted. A war ensued, and countless deaths could not be prevented.

Years passed and this this war eventually ended, and the two kingdoms formed a reluctant treaty. For a short while, it seemed Astravia would finally see peace.

Yet, it would not be long before the casualties of war would brew a hatred and malice that would bring forth a new threat to the world…


(Some features listed below are planned for the full game and are not available in the current demo)

  • Fast-paced “Action Timed Battle” system that relies on strong decision making.
  • Multiple party members with individual combat styles
  • Plenty of monsters, but avoidable combat encounters for flexible play styles.
  • Various dungeons, caves, and towns to explore with unique puzzles and characters.
  • Various side-quests with special rewards.
  • Crafting / Extraction / Enchantment system for weapons, equipment, and items.
  • Dynamic lighting, weather, and a fully-functional day / night cycle.

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It's been a while, but it's safe to say the less you hear from me, the more I've been working. Here's another developer's log to update everyone on the state of the game and what I've been working on since the last update.

As a reminder, you can follow the game's Twitter or join the Verified Discord server to get updates more frequently.

New Battle Sprites + System Improvements

In the last devlog, I talked about the various changes I was making to the ATB's design. Now, 4 months later, that design has been refined and pulled together with a new interface--and new sprites!



(Click the images to see them full-size)

Visually, a lot has changed, but here's a breakdown of the improvements made, both shown and not shown by the screenshot:

  • Battler sprites - Perhaps the most apparent change are the new character sprites, thanks to the accomplished pixel artist Burt. This has always been a goal for Legends of Astravia, but finally seeing it come to fruition is an immense joy. The limited movements are inspired by Golden Sun, and the mantra, less is more. The enemy sprites remain the same, but hopefully if the game gets the funding it needs, a revamp of these will be an option as well.
  • Framing - The ATB bar was anchored to the top of the screen and the dark fade at the bottom became a hard black border. The black bars frame the center of the battlefield so the player can really focus on the action when it's happening. The help window, which used to randomly pop up in the center of the screen, is now tucked in the top-left corner.
  • Command wheel - The ring menu, which displayed on the battlefield, was hard to follow and didn't animate as nicely. Now it's next to the active character at the bottom of the screen, which was drawing the focus due to the opening window regardless.
  • Additional zoom - 2x zoom has been increased to a whopping 3x, making the distance between characters smaller. This helps prevent the eyes from jumping around the screen. The battle camera does have the capacity to zoom out, which may be useful for some later bosses or large mobs...
  • New ATB icons - Some hand-drawn character sprites were added to be more consistent with the busts at the bottom of the screen.
  • Camera follow / easing - The camera will follow characters as they move around the screen. This effect so far seems to work, though an option will likely be added to help prevent motion sickness in those susceptible.
  • Battle cursor - The original cursor, which was a barely-visible fixed arrow and a slightly blinking gem, has been upgraded to a fully animated one that slides to different targets. The old code was significantly optimized in the process as well.

Still, some areas need improvement. The animation timing is still clunky, and some actions are simply too fast. This is something I hope to improve before the demo.

You can only say so much with words, so here's a video showcasing the changes:

Also, Azel has received a pretty cut-in graphic similar to Oliver's, which was posted in the last devlog. Just like the last, the lineart was commissioned by the talented Ryuuen.

Cutscene Preview - Introduction

During this time, the story and dialogue has received some significant improvements. The story is nearly fully outlined at this point, and the opening area of the game was completely restructured to fit the new narrative. Still, with all the updates posted, the story is rarely touched on.

Here is a video of the first exchange in the game, between Oliver and Azel:

The sprites here are due for a makeover as well, in time. The text noise can be toggled, but the sound itself may need to be modified before the demo release.

Additional "Under the Hood" Changes

I'm consistently tweaking, and tweaking, and tweaking... Here's a list of some other things that were done:

  • Most of Mordin's maps were compacted to help adjust for pixel movement and overall quality.
  • The dungeon's puzzles have been arranged in a sensible way, allowing for a ramp up in difficulty.
  • Pixel movement continues to be improved on. Event collision is still not the best, but it's better.
  • Various bugfixes were made to the battle system in addition to the improvements listed above.
  • UX improvements to some of the menus.

Next Steps

While we're still quite a ways out from a public demo, beta testing will be essential in polishing the game up beforehand. If you are interested in helping test an unrefined version of the game when it becomes available, be sure to join the Discord server!

I have some outstanding colleagues that I have commissioned for some of Legend of Astravia's art, music and writing, but ultimately I am still a solo developer. And, because this project is not my full-time job, progress will continue to be delayed at times. The current goal for the kickstarter is September of this year, and the public demo a little bit before.

Quite frighteningly, among all this is a global pandemic. I am very fortunate to have not been affected financially or personally yet, but I wish everyone else out there remains safe in this trying time. As always, thank you for your support. -Jaiden

Quick Status Update

Quick Status Update


This is a small update explaining the lack of articles and updates as of late.

Resolution Increase and UI Changes

Resolution Increase and UI Changes


Legends of Astravia may get a boost from 480p to 720p! Read the article for more detail, and feel free to provide your opinions or participate in the...

Tileset Changes and Progress

Tileset Changes and Progress


New screenshots of the tileset changes, as well as an update on the various changes made to the game in the past week.

Roadmap: Februrary 2019

Roadmap: Februrary 2019


A brief plan of attack for the next month of updates.


Fantastic work here ! Well done !

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Yeah, that looks cool!

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Thank you so much to everyone who came to the @BostonFIG booth today! I appreciated all of your kind words & feedba…

Jan 16 2021

RT @DylanGedig: @BostonFIG So many good games here today! Couple of favourites so far: - Gigasword - Grayland - Letterbound - Legends of Astravia

Jan 16 2021

Today's the big day! I will be at booth E4 talking about the game's roadmap and sharing an unreleased gameplay show…

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Jan 9 2021

Happy new year! Thank you for all of your support through 2020 🎉 Pleased to announce that Legends of Astravia will…

Jan 1 2021

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RT @AstraviaGame: How's it going, #PitchYaGame? Legends of Astravia is an #RPG that takes inspiration from the classics like…

Nov 28 2020

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