[FE4+FE5] Fangame by Srpg Studio _ Karin's War legend on Jugdral (COMPLETE)

Hello! Everyone!This is my first time to enjoy my work in FEU. I want to intruce the Fangame by Srpg studio named “Karin’s War legend on Jugdral”

**This is ADRIAN STUDIO.**Originally released on Chinese platforms in February 2025, this project represents a decade of deep research into the Jugdral epic. We are now pleased to present the English localization of this complete experience to the global community.

[Game Features & Important Notes]

  • 1. The 100% Canon Philosophy:

This project is a reconstruction of FE5, executed within the strict framework of 100% FE4 Canon.
Instead of viewing this as a “non-canon deviation,” we present a rigorous narrative perspective: “The authentic existence of FE5 characters within the mechanics and world-governing logic of FE4.”
Since the character dynamics and pairings selected for this game are fully validated by original FE4 lore, this narrative is not a mere fan-fiction, but a legitimate expansion of the Jugdral history.

  • 2. Roster & World-Building:

To ensure narrative coherence and a fully realized battlefield, we have curated a final team of approximately 35 units.
​The Core: Iconic figures from FE4 and FE5, seamlessly integrated.
​The “Substitutes”: In the spirit of FE4’s unique mechanics, we have introduced stylized “Substitute Characters” to fill the gaps in the original world-building. This includes figures such as Ced’s magic mentor and a new generation of Silesian knights, all designed to deepen the lore without disrupting the foundational history.

· 3. Assets & Resources:

This project is a full-scale development featuring original programming, music arrangements, script interpretations, and custom maptiles. Regarding artistic assets:
​Character Portraits (AI Disclaimer): As per FEU’s AI policy, the custom portraits (including Karin) were generated and enhanced using AI tools. These assets are F2U/F2E.
​Copyright Compliance: Out of respect for the original copyright holders, we chose not to use ripped assets. AI-assisted generation is our technical solution to maintain visual consistency while adhering to a “no-ripping” policy.
​Project Sustainability: Given the vast scale, AI is currently the only viable path to ensure the completion of such a massive, non-profit project without specialized funding.
​RTP & External Assets: This work also utilizes SRPG Studio RTP and F2U materials authorized by

セナカ https://twitter.com/onaka302

鹿島安彦 http://dijirotto.iaigiri.com/

Thousand_Mofu2 https://twitter.com/Thousand_Mofu2

·4. Combat Mechanics:

The game heavily utilizes FE4 mechanics, particularly the Pursuit and Attack Speed (AS) systems. AS is simply calculated as [Speed - Weapon Weight] (there is no Build/Constitution system). The ability to double attack requires an AS difference of >1 AND the possession of the “Pursuit” skill. Due to engine limitations, skills like Miracle and Adept are not 100% identical to their original FE4 counterparts; you can check their specific effects in-game. Overall, the game features small-scale maps with FE4 combat mechanics. FE5’s Capture system is not included.

  • 5. Difficulty & Casual Mode:

My goal is not to punish the player. You can save and load at any time. By default, the game operates on “Casual Mode” (defeated units retreat and are unavailable for the rest of the chapter, but do not die permanently). The base difficulty is roughly equivalent to a standard FE “Hard Mode.” (A Classic Mode with permadeath unlocks after clearing the game once).

  • 6. Chapter Structure & Length:

The story begins shortly before the events of FE5.

• Ch 1-5: Covers the events leading up to Karin’s journey to Manster.
• Ch 6-15: Intersects with the relevant plotline of Thracia 776.
• Ch 16-23: Parallels FE4 from Chapter 8 to the Endgame.
• Ch 24-25: The final liberation of Silesse.

• There are also about 10 Gaiden (Side) chapters interwoven throughout. Total playtime is estimated at around 30 hours.

7. Romance & New Game+:

Major characters have branching endings based on their pairings (CPs), which you will discover naturally as you play. Based on the pairings achieved in your first playthrough, time-traveling child units will appear in your New Game+ (Second Playthrough).

8. The Plot Hook (Minor Spoiler Warning!)

While I prefer not to spoil things in the main post, this is revealed early on, so I’ll explain it here. There has always been a glaring logical loophole in the original FE4/FE5 story: Why exactly did Ced run all the way to Manster to look for his father? Furthermore, even if Ced had a reason, how did Karin just happen to find him in Manster? The Thracian Peninsula is incredibly far from Silesse! It almost feels like they read the script beforehand. Plus, as a prince raised by Silesse, shouldn’t Ced be prioritizing his own fractured nation rather than meddling in Thracia’s affairs?

However, what if Ced’s father was originally from Thracia? Suddenly, everyone’s actions become incredibly logical, and the narrative flows much better. Therefore, the canon pairing for the First Generation in this game is Finn x Erinys—a pairing that players rarely trigger naturally in the original game. A large portion of the subsequent plot is built upon this premise.

  • 9. Language & Proofreading Request:

I am not a native English speaker. This game was originally developed in Simplified Chinese, and the English localization was completed using machine translation and AI tools, followed by my own manual proofreading. It may sound a bit clunky or unnatural at times. If any of you are interested in helping to refine the localization or proofread the script, I would be absolutely thrilled!

[Controls]

Mouse:

The game can be fully played with a mouse.

Left-Click: Confirm

Right-Click: Cancel / Skip cutscenes

Keyboard :

Z / Enter: Confirm

X: Cancel

Arrow Keys: Move

Spacebar: Skip cutscenes

Ctrl: Fast-forward dialogue

F4: Toggle Fullscreen mode

F12: Return to Title Screen instantly

Reminder: During battles, always remember to check unit commands for “Talk” targets so you don’t miss out on important battlefield conversations and events!

Above all, is what I want to introduce about my fangame!In conclusion, I hope this game brings you a fresh and unique Genealogy of the Holy War narrative experience!

Thank you for watching at that time,if you want to have a try,you can download my game in Mediafire: https://www.mediafire.com/file/nx56sbkb62fbq24/Karin%2527s_War_legend_on_Jugdral\\\\\\\_.zip/file

​Q: Why doesn’t the game use original ripped assets or commissioned art?
A: * Copyright Compliance: Out of respect for the original copyright holders (Nintendo/Intelligent Systems), we decided from the start not to use ripped assets from the original games. AI-assisted generation is our solution to maintain visual consistency while adhering to our “no-ripping” policy.
​Full-Scale Original Development: This project is more than a simple asset swap; it features original programming, music arrangements, script interpretations, and custom maptiles.
​Project Sustainability: Given the vast number of character portraits and ending illustrations, AI is currently the only viable technical path to ensure the completion of such a massive, non-profit project without specialized funding for commissions.
Q: I noticed some awkward English phrasing.
A: The English localization is still being refined. We value your input—please use the following form to report any issues: Category of Issue (Required)
Q: I’m stuck! Why is this level so difficult?
A: * Difficulty Curve: The game is designed with a balanced difficulty progression.
​Gameplay Tip: If a boss seems unbeatable or progress is stalled, it’s likely a story-related trigger has been missed. Please utilize the Backlog feature and pay close attention to character dialogue for hints on how to proceed.

8 Likes

@OP

All projects posted on FEU must follow our crediting policy. In particular, I see

which directly violates the text

It also appears that this project makes heavy use of AI assets, which need to be listed explicitly as per our AI art policy:

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Character Portraits (AI Disclaimer): As per FEU’s AI policy, please note that the custom character portraits in this game (including Karin) were generated and enhanced using AI tools. These portrait assets are F2U/F2E.

Unit Sprites & 3D Assets: I want to clarify my previous wording. I did not rip or steal these from other games or Google. These are a mix of official SRPG Studio RTP assets, and Free-to-Use (F2U) materials generously shared and authorized for public use by other SRPG Studio creators on Twitter.

above all have write.

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I’ve never seen this type of vertically-oriented UI for battle stats in the engine before. Is that fully custom?

Yes, it was written using a specialized script. However, a friend of mine actually made it for me, so I might not be able to explain exactly how it works.

Always good to see more Jugdral related content. I’ll check this out!

2 Likes

What is this? Is this can be played now?

I’ve played through a couple of chapters now. I really didn’t want to be that guy, but having already encountered more areas for improvement than anticipated, I figured I might as well go ahead and bring them up now since this is a fairly long game, and as a fellow user of both SRPG Studio and generative AI for Cycle of the Heavens I have some interest in this project doing well.

For the sake of players who wish to go in blind, my feedback has been sectioned off into spoiler tags with the appropriate categories.

General
  • Some of the English text strings in the Config menu spill into multiple lines and could stand to be abbreviated.
  • The world map used in the opening narrations is a recycled RTP map which looks nothing like the continent of Jugdral.
  • Thove has officially been localized as “Tófa” as of Fire Emblem Heroes, specifically Díthorba’s description on the Meet some of the Heroes website. …Never mind that the corresponding Sharena drawing still calls it “Thove”.
  • The “Item Bag” command should be changed to “Convoy” and the “SR” command should be changed to “Wait” to be more consistent with standard Fire Emblem terminology.
  • The Pegasus Knight battle graphics are animated in such a way that they appear to be glitched.
  • Ranged weapon animations still have the traveling path of the weapons/arrows misaligned with their starting positions.
  • The text for the Dodge stat (AKA Critical Avoid) is still in Chinese. This stat is abbreviated as “Ddg” in English as of Engage.
  • I like that you can see Atk, Hit, and Crt during battles where animations are turned off. This is a feature I’d readily consider adding for our own game if there’s a publicly available plugin for it.
  • The “ATKSP” stat should be abbreviated as “AS” to match official Fire Emblem terminology.
  • The “List of people who have not acted” text which appears when viewing the Map Menu is still in Chinese. It should probably read as something like “Units Not Acted” in English.
  • There is a significant volume difference between the original music and the RTP music included in the game.
  • I strongly recommend adding Cube’s Wait Re-Move plugin so that the player has less room for misclicks when using leftover Mov after an action.
Units
  • Teresa’s portrait has a strange-looking white outline around it which is not present amongst the other original characters. There is also a typo in her unit description; “she trains archery diligently” should be “she trains in archery diligently”.
  • Alan’s dialogue paints him as an old man-type character, but his portrait looks far too young. It feels very careless, which is something you don’t want in general, but especially so for a generative AI-illustrated project such as this one which will find itself under elevated scrutiny compared to a human-illustrated one like most ROM hacks.
Chapter 1
  • Ced’s text box inexplicably disappears at one point during his conversation with Karin. His next sentence afterwards has these random asterisks next to it.
  • The “fufu” in Karin’s battle conversation with Cliff should be changed to a “Hmph!”
  • I’m less sure what the “Wuwu…” in Karin’s battle conversation with Teresa should be changed to. Is it supposed to be like a pouty expression? In that case I’d probably go with “Boo…”
  • Ced has no battle conversation when defeated as an ally unit.
  • Ced’s post-battle dialogue is broken up by a very awkard line break in the middle of a text box.
Chapter 2
  • “hough” in the opening narration should be “though”.
  • “ady Erinys” in the pre-battle cutscene should be “Lady Erinys”.
  • Alan has a line break at the beginning of one of his text boxes in the pre-battle cutscene which pushes his last line of text into a separate box, splitting it into two text boxes when it could easily have been one. Furthermore, his “By the way … allies you can talk to” statement is repeated twice.
  • The bear enemies don’t move at all and can be easily bypassed by taking the upper bridge.
  • There should be a space in the middle of “KingLewyn” during the dialogue belonging to the Villager in the leftmost red House. Furthermore, his text spills outside of the dialogue box for some reason.
  • At some point during the chapter, a bunch of Mercenaries and Thieves ambush spawn out of nowhere during a cutscene. On one attempt, this caused me to lose Fee, and on another attempt, Ced killed Cook before he could even be recruited. How is a blind player supposed to prepare for this? It’s a very cheap and unpleasant trick for such an early chapter and ought to be adjusted so that the reinforcements don’t spawn until the end of Enemy Phase. At the very least, move the reinforcements closer to the edges of the map so that the player has more time to prepare for them.
  • There are shops in the chapter, but I couldn’t find time to use them because I had to stop Ced from killing the boss before I could nab his Shield Ring.
  • Cook drops an F-bomb in his death quote. As a general rule, if you’re making a fanwork based on an existing IP (especially if that fanwork is directly adjacent to an official work like this one is), I would advise you not to write characters with profanity that you wouldn’t be likely to find in the official work. It’s incredibly immersion-breaking and unprofessional.
  • The best thing I can say about this chapter is that you did a good job recreating FE4’s geography. That said, there is still some scale clash between the small and large trees used.

I’m loath to sound rude or nitpicky here, and I can only speculate about your testing process, but given how much thought you appeared to have put into this project solely based on the OP, and how make-or-break first impressions can be, I was surprised to see these types of issues early on that could’ve been easily ironed out after a single testing passthrough before release. If I can find time between my various other projects I’ll continue to play through the game and see what can be improved in other chapters.

2 Likes

Thank you so much for playing the game so deeply and for writing such a detailed, professional review! As a fellow SRPG Studio developer, your feedback is incredibly valuable to me. I deeply appreciate you pointing out these issues, and I would like to explain some of the constraints and design choices:

  1. Regarding the Translation and UI Text:
    You are absolutely right. As a solo developer, localizing a 30-hour game was a massive undertaking. I had to rely heavily on machine translation and simply didn’t have the energy or ability to perfectly proofread every detail and line break. This is exactly why I mentioned in my main post that I am desperately looking for a native English-speaking collaborator to help polish the script. As a non-native speaker, catching every nuance is currently beyond my limits.
  2. Regarding Ced in Chapter 2:
    This is actually an intended gameplay challenge! If you check the unit commands, you will see that Ced has “Talk” events. The intended strategy is for the player to immediately rush Fee or Karin to talk to Ced and recruit him before he steals the boss kill (and the Shield Ring). Recruiting him early also unlocks further conversations with other characters.
  3. Regarding the Ambush Spawns (Same Turn Reinforcements):
    I completely understand how frustrating ambush spawns can be for a blind playthrough. My original thought process was that since non-key characters only “retreat” when defeated (rather than dying permanently), the punishment wouldn’t be too severe. However, I hear your point about the bad player experience, and I will definitely reconsider the spawn timing or placement in future updates.
  4. Regarding Alan’s Portrait and Dialogue:
    My intended character design for Alan is a middle-aged man around his 40s, not an elderly man. If his dialogue makes him sound like a grandpa, that is definitely an awkward artifact of the machine translation! Since English isn’t my first language, I genuinely couldn’t feel the age difference in the translated tone. I will try to adjust this.
    Finally, thank you again for your patience. I swear I will do my absolute best to fix the bugs, UI glitches, and formatting issues you mentioned as soon as possible. However, a perfect script rewrite might take some time until I can find a co-writer to team up with. I am doing everything in my power to make this game the best it can be. Thank you for your support!
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Yes,you can play.

No problem. Don’t feel the need to rush to fix these issues too hard, since I still haven’t gotten very far.

I didn’t know Ced could even be recruited in Chapter 2, though I admit I only took cursory glances at the Talk convos in the map menu. Since I won’t be losing much progress I’ll probably replay the chapter later. Maybe Fee can actually get some kills this time.

In fact, I really wanted to highlight just how incredibly powerful Ced is in the early game! After all, in the original FE4 lore, he is the absolute badass who single-handedly liberated Manster. But please don’t worry, I’m not just dropping a game-breaking, overpowered unit into your army for the rest of the game. In fact, as his movement trajectory hints (and the fact that the chapter is perfectly clearable even if you don’t recruit him), he will immediately leave the party right after this chapter ends and will Return in future.

Have fun with your replay, and I hope Fee gets plenty of action this time! Though, of course, you might also want to keep Fee’s canonical journey from the original story in mind and perhaps plan ahead a little bit…

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I have made some minor updates, and I suggest you download again from the new link

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Thanks for your support! I hope this gives you a unique story experience.

I watched FEE3 and was like “Ugh no new games I know of coming anytime soon” then like the past week 4 quality games with supports, PE, and all drop…..yall spoiling me

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If you can love my project, I will very happy!

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Especially looking forward to your thoughts on the game’s story.

I have updated the content regarding character growth rates and joining conditions. Friends who need it can refer to it:

Summary

Hi, So how does supports work? Like standard FE just standing next to each other until it gives option to support? Also, is there a list of who supports who or is that what the supporter tab is for?

Hi!

To answer your question, the game uses the native SRPG Studio support system, which functions very similarly to the support mechanics in TearRing Saga (TRS).

Here is a quick breakdown of how it works:

• No Turn-Grinding: You don’t need to make units stand next to each other for dozens of turns to build supports.

• Asymmetric Values & Range: Support values are asymmetric (the bonus a character gives is calculated separately from what they receive). These passive bonuses take effect automatically when the supported units are within 3 tiles of each other.

• The Supporter Tab: The faces you see in a unit’s “supporter tab” represent the characters to whom this specific unit grants a stat bonus.

• Base vs. Event Growths: Some characters have innate base support values with certain allies from the start, which might be increased through story events. More importantly, characters who initially have zero support relationship with each other can potentially forge brand-new bonds if you trigger specific events!

To avoid spoilers, I won’t publish a full list of support pairs, special unlock methods, or exact stat bonuses just yet (though I might release a guide later depending on player feedback).

For now, I highly encourage you to explore! Basically, as long as you don’t miss any “Talk” events on the map and make sure to unlock the Gaiden (Side) chapters, all the special supports and bond upgrades should unlock naturally as the story progresses. Have fun!

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