August 2026 ~ Almost a full year of Aletheion game development
Video showcases some new progress made between the second month and the first year- Roughly half of Campus Grounds areas are now accessible.
- Created an original windowskin with cybertech theme and hexgrid patterns.
- Official character sprites were created for the main male and female leads, as well as two supporting characters and a mannequin used as a template for all of them.
- Added royalty-free music from Storyteller Pack by Joel Steudler. I also added sound effects acquired from Pixabay for basic UI sounds (Confirm, Cancel, Select).
- Custom-coded Menu that resembles a smartphone. Wallpaper still uses default RPG Maker assets.
With that said, the video showcase did not show everything I've done in the past year for the game:
- Studying pixel art, from concepts to software (GIMP and Aseprite) to implementation (RPG Maker spritesheets plus Galv's Animations and Frames), that enabled me to create my character assets as showcased.
- *Several months focused on studying art: improving my novice-level pen and paper drawing skills, and learning digital art from scratch with related software (Clip Studio Paint).
- Studying and prototyping RPG Maker MZ, learning intricacies of the engine as well as the plugins enabling me to write my own code. Some Observer POV menu UI has been created but isn't shown in the video.
- Learning basic audio manipulation (via Audacity) so I can fine-tune some sound effects that I would use in the game.
- Miscellaneous activities outside the game: Itch.io profile setup, video content creation (via Kdenlive), and some light marketing research.
Design Decisions
Here are some design decisions I have made throughout game development.

Character sprites have almost twice the height compared to the average RPG Maker size. Regular RPG Maker MZ tile size is 48x48. The default character sizes follow the same grid size with a head to height ratio of 1:2. For A:JE I settled on using 96x96 sprites with 1:5 head ratio. This ratio is not too "chibi" deformed, but not too realistically proportioned either.
Actual character heights are approximately 78~80px tall when standing upright; with a 1:5 head ratio this leaves me with a 16x16 head size and roughly 8x8px for the face. At this scale, face sizes relative to player view may be too small for conveying emotions. As such, I plan to eventually add picture busts when they deliver their dialogues. Busts cover a character's head and upper chest, which is a larger coverage than RPG Maker's default face-only portraits.
Full body character cut-ins and CG illustrations are also planned but will be used sparingly, relative to how much I can realistically do.


I plan to implement my own Menu UI, building on the infrastructure established by the core RPG Maker MZ and plugins like VisuStella MZ.
When properly wired, new custom scenes and windows can inherit behaviors defined in VisuStella plugins. For instance, the Item and Equipment Core plugin introduces an easier Item Category navigation using left and right keys.
Note: Most character images used here are still RPG Maker default assets or from in-engine character generator, all serving as placeholders.
Closing Statement
Originally, I scoped my game as a 1 year project, then immediately corrected to 2 years during my initial planning phase, then later on adjusted my estimates to probably 3 years when I was already working on the game. Looking back on my 1 year mark, a significant amount of time was spent on studying and improving my own skills that I can apply to my game, most notably my art.
In the upcoming months, I plan to focus on creating more art assets for the game. I plan to do character sprites for the rest of my cast in game, then make several iterations on character portraits and illustrations up to a state that is satisfactory to my own standards.
My current goal is a playable 30-minute demo sometime in the first half of 2027, featuring all of the Student cast, some death trap mechanics, and very light exploration. Observer POV with the flowcharts and Simulation layer will be showcased at a later date.
Thank you for your time reading my devlog.








