Sequel to Northwall, a complete ~10 hour game made with VX Ace.
Hey, you! Got a game in development you'd like someone to playtest? Well, so do I! I'm willing to try out your game for up to 1 hour of gameplay if you're willing to do the same for me. Just let me know.
Check out the game as demoed by the creator!
Creator Playthrough (Version 0.4.0)
Download Links (in the top left, click "File -> Download" to download the .zip. Clicking the folder simply expands its contents)
Windows: https://www.dropbox.com/scl/fi/sb6b...ey=r1ui2szdj1iqbk2wgkpv18uz0&st=pfxrgmnr&dl=0
Mac OS X (I do not have a Mac, so I'm unable to test if this link works. If you are using Mac, please let me know if you run into any issues): https://www.dropbox.com/scl/fi/g5jojctm6cdb3khfr6a06/Northwall-2-Haven-Mac.zip?rlkey=0kwgm6c6tsxunw3ggxl125hfx&st=ske0isi6&dl=0
Update, May 11, 2026: Version 0.4.2 released, with the following changes:
- Re-configured the Equip Scene to try and make more use of the available space to provide more information about skills before you equip the weapon. Screenshots below of old and new versions.
- Although the tutorial mentions that swapping weapons is a half action, it's only mentioned the once and easy to forget. To help players recognize the swapping weapons only uses a half action, the CTB prediction is updated as if your next action is Swap whenever you select it. GIF below showing the behavior.
- Conjured Missiles nerfed to 40% MAT per missile, from 60% MAT per missile
- A few Skills have had their descriptions updated to try and be clearer about what they do or be more consistent with other abilities' descriptions wording
0.4.2 Screenshots
Old layout while in the menu out of combat:

New layout:

Old layout while swapping weapons in combat:

New layout:

CTB prediction updating when hovering over Swap:

New layout:
Old layout while swapping weapons in combat:
New layout:
CTB prediction updating when hovering over Swap:
- Major changes
- Gamepad Control menu added
- With some players choosing to use gamepads, the Controls menu now dynamically loads either a mouse/keyboard remapping window or a gamepad remapping window, depending on what device it was opened with. If you open the Controls menu with a gamepad, then gamepad buttons are shown. If you open with a mouse or keyboard, the mouse and keyboard controls are shown
- Most skills' descriptions changed
- I've modified my Plugins to now dynamically read more data about skills and the states they apply and to more clearly state what each skill does.
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Example of Skill Description Changes
- Gamepad Control menu added
- Medium changes
- The scene walking across the desert to get Hatcher's Hood has removed questions about Haven in favor of a "Can we stop walking?" dialogue option
- For people with accessibility needs or who otherwise find the kinetic movement of the scene distracting to the text, there is now a dialogue option of "Can we stop?" and "We can keep moving" to cause the party to stop or start walking. For those who enjoy the Aaron Sorkin walk and talk, they can leave it on and skip the option, but for those who'd really like there to not be a lot of movement on screen while trying to read text and make choices, they can just have a nice Shot-Reverse Shot
- The scene walking across the desert to get Hatcher's Hood has removed questions about Haven in favor of a "Can we stop walking?" dialogue option
- Minor changes
- Camouflage adds 1 action cooldown to Track Scent
- Track Scent sort of negates a lot of the original design of the battle, which is to make the player pay close attention to the bushes to see which ones the hunters are sniping from. It's thematic, flavorful, and cool, but I still want the player to have to pay attention to some degree - plus hunters chasing down werewolves would probably think to mask their scent as much as they can, so adding a cooldown to Track Scent after camouflage seems flavorful, too
- Surge grants +25% Shock damage, down from +50%
- 50% was a bit too much and made Shock the obvious spell to use after every Surge. +25% puts it in line with Oil Blast's damage, plus the removal of the cooldown means the AGI debuff can be maintained longer, so it should still be a good choice, but not necessarily the most obvious one every time now
- Armor Breaker icon changed
- To ensure players don't think a physical ability will do lightning damage, the icon was changed from a lightning bolt to broken equipment
- TP renamed to Fury
- TP's always been sort of a "makes people giggle" name and seems odd for werewolves and hothead mages to be using. Its color has been changed to red from green and is now named Fury to be more thematically appropriate
- Battle recovery happens at the end of battle
- There's no need to heal outside of battle because I'd been fully healing the party before each combat, but that meant that, after combat, if you opened the menu, you'd see you were missing health and MP. To ensure players don't feel anxious about not being able to heal, they'll always have full health and MP in the menu so they can be sure they're going into the next battle ready to go
- Fixed a bug where, if you were using a gamepad and holding buttons during the tutorial, you could cause the selected menu item to get off track and throw the tutorial off. Controls should now be more consistently locked until the game is ready for input again
- Camouflage adds 1 action cooldown to Track Scent
To do, updated May 5, 2026
- Gather playtesting feedback on current version - bug reports, player satisfaction, etc. - and address it
- Continue tweaking self-healing, auto-revive, enemy abilities, and TP generation to find good combat balance
- Long-term goal: Build out Haven
- This is really the heart of what needs to be done, but I've been using the current content to try and figure out where there are gaps in the basic systems of the game so I can spend less time making major overhauls in later phases so that my time is really spent within the engine and not within my code editor
- Long-term goal: More "vicious" or "fierce" werewolf sprites and portraits. Perhaps a trade of some scripting work for an artist's time?
The currently available content should take less than an hour to complete. Although the length of gameplay is in early stages, I've been working a lot on ensuring the game has a good base engine to work from. I'm looking for some playtesting and feedback on the systems and initial impressions. In short, is it something you would want to play more of? Why or why not?
Primary items I'm looking for feedback on (see "Goals" for more information):
- Does the game feel unique? There are no Plugins except ones I wrote from scratch
- Is the combat fun?
- Does the combat feel fair? I don't want any "easy" fights where you feel like you don't have to think, but I don't want to feel like game overs are because the game isn't being fair
- How is the tutorial? Do you feel overwhelmed by the combat system or do you feel the tutorial did a good job getting you ready for your first fight?
- Do you enjoy the choice system?
Goals
- 100% only Zevia-written Plugins. I have not included any Plugin assets whatsoever except ones written by me. No matter what needs to be done, I want to be the one behind the Plugin. Most of them have licensing that specify they are only to be used for my games or for my purposes, so my game can feel truly unique.
- No random encounters - every battle is a boss battle. Every fight feels meaningful. Every bit of combat tests your capabilities and feels like a challenge.
- Difficult, but fair combat. If you get a game over, you should feel like you want to reload and try again. If at any point, you reach a game over screen and feel like the game is just not fair or properly balanced, that's something I want to address and improve - though if all you do is spam attacks, I'm probably inclined to say you may just not be my target audience. Combat should be thoughtful and strategic, not rely on random chance or easy one-ability spam for success.
- No dedicated healer party member! Every action should be an interesting decision and no one should ever feel pigeon-holed into doing the same thing every turn.
Screenshots


Synopsis (Spoilers For the First Game)
After the events of Northwall, Tilana and Varsena traveled through the portal they found in the eastern cave and discovered a much larger continent than the one they were familiar with. With Tilana recognized as a leader among the "monsters", she found herself and her followers in need of a home. Knowing firsthand just how humans reacted to orcs, ghosts, and people like her, she decided to construct a new settlement to act as a home to those humans would dismiss as monsters, heretics, and beasts. This home would be called Haven.
On this new continent, a "beast" has been captured and imprisoned, forced to fight as a gladiator. When another "beast" is thrown into her cell and told the two of them will be fighting together, a journey begins to reach Tilana's new sanctuary. Still, how much of a haven is it, really? And can someone who's used to being alone get used to being part of a community?
On this new continent, a "beast" has been captured and imprisoned, forced to fight as a gladiator. When another "beast" is thrown into her cell and told the two of them will be fighting together, a journey begins to reach Tilana's new sanctuary. Still, how much of a haven is it, really? And can someone who's used to being alone get used to being part of a community?
Features
- 100% Unique Plugins - no community Plugins whatsoever, all custom code has been written by me. As mentioned in the goals section, if JavaScript is needed to do something, I will write it myself. I've performed significant overhaul to much of the UI and default systems in an attempt to provide a truly unique game within the RM community.
- Strategic combat - no basic attacks! The basic attack command has been completely removed, in favor of three categories of skills: Weapon, Magic, and Special. Equipping different weapons (or transforming into a new form) provides different weapon skills, while Magic and Special abilities are innate to the character using them. Combat is designed to demand counters based on abilities available to your characters.
- Custom music score by Kevin MacLeod (incompetech.com). Please see the Credits file included with the game for all music tracks included.
- No random encounters. Combat should be deep and intricate, just like the first Northwall game. This time around, all random encounters have been removed and every single battle has been designed as a "boss battle". Filler content, begone!
- Significant choice system for dialogue. Almost all the main character's lines are chosen by the player from between 2 and 4 choices. As the game expands and progresses, these choices will have far-ranging impact on gameplay and story.
Credits
Sprites:
Beastmen Sprites: hiddenone, Kadokawa, Avery
Tilesets:
Blood tiles: com_sho
Music:
All music modified by Steven Bateman (Zevia) to create loops within the song
Trio for Piano, Cello, and Clarinet by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4547-trio-for-piano-cello-and-clarinet
License: http://creativecommons.org/licenses/by/4.0/
Dangerous by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3587-dangerous
License: http://creativecommons.org/licenses/by/4.0/
Prelude and Action by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Clean Soul by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Thunder Dreams by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Sound Effects:
15 Thousand People by Stephan Schutze
Link: http://soundbible.com/1767-15-Thousand-People.html
License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman for looping background sound effect and for an alternate version for "muffled"
Applause Sound by Mike Koenig
Link: http://soundbible.com/988-Applause.html
License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman for an alternate version for "muffled"
Crowd Boo 5 Sound
Link: http://soundbible.com/488-Crowd-Boo-5.html
License: Personal Use
Crowd Screaming, A.wav by InspectorJ (www.jshaw.co.uk)
Crowd Screaming, A.wav by InspectorJ License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman to use the first 12 seconds and fade out
Beastmen Sprites: hiddenone, Kadokawa, Avery
Tilesets:
Blood tiles: com_sho
Music:
All music modified by Steven Bateman (Zevia) to create loops within the song
Trio for Piano, Cello, and Clarinet by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4547-trio-for-piano-cello-and-clarinet
License: http://creativecommons.org/licenses/by/4.0/
Dangerous by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3587-dangerous
License: http://creativecommons.org/licenses/by/4.0/
Prelude and Action by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Clean Soul by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Thunder Dreams by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
Deed - Attribution 3.0 Unported - Creative Commons
Sound Effects:
15 Thousand People by Stephan Schutze
Link: http://soundbible.com/1767-15-Thousand-People.html
License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman for looping background sound effect and for an alternate version for "muffled"
Applause Sound by Mike Koenig
Link: http://soundbible.com/988-Applause.html
License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman for an alternate version for "muffled"
Crowd Boo 5 Sound
Link: http://soundbible.com/488-Crowd-Boo-5.html
License: Personal Use
Crowd Screaming, A.wav by InspectorJ (www.jshaw.co.uk)
Crowd Screaming, A.wav by InspectorJ License: https://creativecommons.org/licenses/by/3.0/
Modified by Steven Bateman to use the first 12 seconds and fade out
Known Issues
- During one playtest, the hunter battle had bushes continuing to rustle after two hunters were downed and the other had been revealed, when bushes are supposed to stop rustling whenever all hunters are revealed. The issue has yet to be reproduced, so I do not know what caused it the one time