Hello! Thank for trying it! The Controller support is kind of a goal, but the DSS-LMBS is still in a very early stage of development. However, I'm already looking for ways to add it as soon as possible. We're glad you had a good time!
JoTerra
Creator of
Recent community posts
Hello! As the dev behind the Proto DSS-LMBS, thank you kindly for your review!
I asked Starmage to add a couple of warnings in the game page about the prototype state of the engine and the unavailable support of controllers at the current state of the engine but we may have forgotten to add them to the game itself.
As for your points, the current state of the DSS-LMBS only has some improvements over the old version (CEL-LMBS) due to the port to RPG Maker MZ and they were mostly on the dev side.
I'll try to explain what is coming and why it's missing.
- Auto Turn after dodge is coming when the state system is added (that is, Auto, Semi-Auto, and Manual) and will mainly be available as an option and forced during Semi-Auto.
- Spell casting being interrupted is currently on the works because the casting system has been revamped a bit.
- Enemy balance fell mostly on me so this is my fault because I tried to make it less bothersome but some of the difficulty enhancements from the CEL-LMBS made its way to this new version way too early, so I apologize for any issues caused.
- Normal attacks still use the original CEL-LMBS way of activating instead of the DSS one (that is, they're being read differently, hence why they're slow)
- For the tutorials, we planned to port SoTE's new tutorial system but the deadline was near over us so we decided to go for a simpler approach.
I recently verified and:
- It seems the high cost spells (That is, Divine Judgement and Stellar Destruction) do not work but waste the spell. That's a bug that was left unsolved despite testing many times, again, I apologize.
Still, we appreciate your review and we (mostly I on my game when I deploy the complete version of the DSS-LMBS) hope we can offer a better experience next time!
v0.5.1 is on the works and nearing it's deployment!
It re-enables quests (now correctly being tracked and translated) and lots more:
- Adds costumes
- Re-introduces the following characters:
- Ryan
- Shadow
- Minimap
- Weapon Skins (there are NO Lootboxes)
- Lootable Weapons (These weapons are outside the main weapons route for each character, and have many beneficial effects)
- Many Character Buffs, Fixes, and Reworks!


Thank you for trying out!
- This one is on me. I never expected people to switch out Joseph as party leader this early, i'm looking into that, and the jammed move route.
- Yeah! Pentaslash is too good of a starter elent, but at the second dungeon its effectiveness really decays.
- I'm still testing font changes and the game size it's because it has two demos on one :) (Yep, that Advanced Demo is fully working!) besides i'm planning on expanding both demos once i get the course of events running.
Of course i'm solving these bugs right now :}.


There's now a battle minimap. Displays enemies, allies and players, along with scaling whenever someone is casting. While purely visual, it allows to keep an eye on casting enemies that are far from reach!
Hello everyone! Currently, SoTE is on Deployment stage!



