Demon’s Revenge is an episodic RPG set in a Sci-Fi fantasy world. Begin your journey on Hasphal where prejudice seems to have torn the world apart. Join Sen as she finds herself thrust into the middle of conflict, discovering the mysteries about herself and the true history of Hasphal and its inhabitants.
User reviews:
Overall:
Negative (2 reviews) - 0% of the 2 user reviews for this game are positive.
Release Date: Nov 19, 2015

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Recent updates View all (9)

December 1, 2016

End of the year update

Last year, it was around this time of the year that we released our first game on Steam. We are dedicated to providing a greater experience going forward. To let everyone know exactly what has been going on with the project, here is a detailed list of the changes and advancements we have made with this project so far. We look forward to both your feedback and critique of what we have as we climb towards getting out a beta as well as the official release.

Presentation and Menus

One of the biggest critiques that we had experienced was the resolution of the game.We have increased it from 640x480 to 1280x720. This gives the game a much more crisp look as well as more room for menus and text.



In our previous version, when we put the game in full screen it left the game stretched. Pixels were not as crisp and it seemed to make the game look bad to some who would prefer to play on that setting.

Main Menu

The main menu now features much more of the characters portraits. Due to the new positioning system there is also a part of the menu where you can modify the way your party is placed during battle.



The item menu is a little different here. We wanted to make the most out of the amount of space we had, so now there are now three columns. This is a great addition as you can acquire many items at one time in the game and having the extra space as well as the sorting options will make finding the item you need much easier.

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The status menu has some notable changes as well. You can cycle through stats to get a quick view of status resistances and basic attributes. We have also decided to get rid of MP levels so that there is only one MP bar for all skills.

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The skill menu has also gone through some notable changes. The combo finishers and skills are on two different windows. Also when you upgrade, there is a separate window which gives you more insight into what the upgrade/gaining of that ability will be able to do. The visuals of this screen are not finished, but it is functional.



Controls and Key Config

Another feature we looked into when we were upgrading the engine was the ability to change your key configuration. We had some players who were interested in this feature and we wanted to make sure that it was addressed. Unlike the previous version, controller and keyboard operation will work together.



This is not the final look. We intend to modify it a bit more. It is fully functional and shifts to gamepad controls once it is plugged in.

Backer Rewards

Although the game is released we still have some backer content that needs to be fulfilled. The soundtrack has been slowed since the last time we talked, but there are at least 8 songs that need to be done/redone and so far we have not been able to get that done. We have contemplated releasing what we have, but we don't feel like it is complete enough for commercial release.

Backer Character: Percyl

Another backer boss character, Percyl by HolyHeaven, has gotten the Demon's Revenge treatment. He is a young penguin pirate who can travel through different worlds in his boat, this time he has docked on Hasphal.



News On Mioni Saga

We have talked about our in-between project called The Mioni Saga which features an important character from episode 2. We have gotten most of the writing and some sprite work done, but a few aspects in the main system have to be addressed. We have most of that done and we will move onto that as soon as we get the episode 1 update done.In Mioni's saga, we feature a very important character to the world of Hasphal known as Hydorn. He was mentioned a few times in episode one, but we really dive into his origins and the impact he has made on the planet through Mioni's journey.



Updated Tools

Tools are now much faster and varied. Sen's waterball is now capable of grabbing and opening items like chest that may seem hard to reach on maps. Jagen's scythe now cuts more area at once. I really did not like the animations that were there previously and I am far more satisfied with the updated version.





Marketing and Release

I mention this as it is probably the most important aspect of our process. We had done a very poor job on the initial release as far as getting the news and generating interest for our game's Steam release. We do not want to end up in the same position as we were before with giving a release date and not fulfilling that promise. For now we will continue to update you with information as we progress in regards to both the future episodes and content released as we move forward.



With that being said, we have a much stronger campaign which involves me doing a lot of work like I did with our crowdfunding campaign. We will also be working with a PR company in order to supplement our efforts, but we are going for some re-branding and trying to resurrect our initial efforts.

More Enemies and More Animations



I mentioned in a previous update that we were adding more basic animations to characters in order to make them move more cohesive with the grid system. We also increased the amount of enemies that will be in episode 1. There was a feature (day/night enemies/skills) in the game that we did not get a chance to implement as well as a major plot point in the game where a major battle was supposed to appear. All of these things will be featured in the update as well as the interactive objects in battle.



These are four of the added enemies in the game. We also will be updating a few with  more animations and skills to use on the grid. There will also be the addition of a couple of bosses.

Conclusion

We are working very hard to get this out to everyone. We are very close to getting a tech demo and beta out. We would love to give an exact date  for the release, but there are somethings that are out of our hands. As soon as we get the battle system stuff presentable we will have a better idea on when we can release and provide a date for it. We will feature the battle system in its own update as we have a lot to go over with it.

Thanks everyone for your continued support. We will have another update soon.

2 comments Read more

November 5, 2016

Long overdue update

Hey everyone,

Its been a while since we did an update and although we have been a bit quiet, you can be sure that we have been getting some work done. Our website is down right now and it is going to go through a bit of a make over. We have other side projects that we are going to start working on and we want everything to be accessible in one place. We had a little trouble paying for our website, but it should be back up in another week or so. Now let's get back to the game.

Backer Characters

We are working on backer submitted boss characters and where they will be located within the game. One of those characters is Bumato and with the information Jay gave us, we were able to produce this design.


Bumato

More Animations

While coming up with the improved battle system, we decided that there needed to be more and improved animations so that everything will flow well. Movement going horizontal and vertically had to be uniform and efficient so we decided to use dashing and jumps to simulate a character going from one area on the grid to another.


Vertical movement

We used jumps to simulate taking a strategic position going vertically. We felt like this smooth transition would help with both the aesthetics and game flow.


Dash



Dodge

We also felt like the dash and dodge animations worked best for non running characters to get to where they needed to go much quicker. That helps with getting into position as fast as possible so that the flow of battle would feel quick and satisfying. We felt that the way some things worked in the previous version was too slow and not as responsive as we wanted it to be.

A lot of the work done was non visual, back end stuff. We have a few more things to show, but at this stage in development we need it to be much more presentable. Stay tuned as we continue to show more progress and talk about an ETA on release as the month goes on.

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Reviews

“White Guardian Studios have obviously taken great time and care to craft this atmospheric world. I recommend Celestial Tear: Demon’s Revenge to anyone who enjoys quality, old-fashioned RPGs.”
True PC Gaming

About This Game

Demon’s Revenge is an episodic RPG set in a Sci-Fi fantasy world.


You begin your journey on the planet Hasphal, where prejudice seems to have torn the world apart since the beginning of time. Humans have proclaimed jehts, the native beings of Hasphal, disfigured, dangerous and unworthy of living on the same planet. They believed them to be monstrous creatures from Remerin (a hellish place) and hunted them down in honor of their Gods.

Join Sen as she finds herself thrust into the middle of this ancient conflict, discovering the mysteries about herself and the true history of Hasphal and its inhabitants. Everything is not what it appears to be as religion and life itself unfolds in this exciting adventure.

FEATURES


  • A unique turn-based combo based combat system inspired by 16-bit fighting games.
  • Exciting motion comic cut scenes.
  • A beautiful world brought to life with 2D pixel art and animations.
  • A rich story with voice acted dialogue.
  • A powerful, original soundtrack.

System Requirements

    Minimum:
    • OS: Windows 7 or higher
    • Processor: 2.5 GHz or higher
    • Graphics: 4 GB RAM
    • DirectX: Version 11
    • Additional Notes: Resolution: 640x480

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