[Lex Talionis] Saga of Spirits: Aeon Compass - Official Demo Release! (Download link here)

It is the year 1517 in Erideill, and famine grips the land. In the west, the icy Vestfold faces dwindling fishing yields. In the east, the heretical Muserta’s fields have turned barren. And in the holy kingdom of Galicia to the south, the once bountiful harvests have become only enough to survive. This is the stage on which our tale is set.

Saga of Spirits: Aeon Compass is an LT game that has been in development since 2018. The story follows Farren, an orphaned thief from the conquered kingdom of Galicia, as he gets mixed up with causes he does not yet understand. The story will follow a four act structure, with this demo including the prologue as well as chapters 1-5 of Act 1.

Currently implemented features include:

  • Immersive roam sections, including a variety of base conversations
  • New weapon type, daggers
  • Custom menu design
  • Custom skill system, featuring many new skills
  • Active skills that cost SP to use
  • Reworked character affinity, with 7 elements: Wind, Fire, Thunder, Water, Earth, Light, and Void
  • Attuned weapons, which gain abilities if wielder has a matching affinity
  • Overhauled magic triangle
  • Reworked anima tomes that accommodate a proper element system
  • Augmenting void magic by sacrificing HP
  • AOE light tomes
  • Stealth segments, featuring new patrol AI

The finished game will include:

  • Over 30 main campaign chapters
  • Dungeon roaming
  • Equippable supports
  • Multiple main characters
  • Multiple paralogues
  • Many additional custom sprites

Chapter 2 Showcase Video

Preview Screenshots



This game has a long history of rough development. Early development started all the way back in 2018, before even the initial Three Houses reveal trailer. Since then, there’s been continuous roadblocks in progress due to a revolving door of developers, but major development finally picked up in earnest last summer. The project finally has stable direction in both the story and gameplay departments, and development should be significantly faster in the future.

Any and all feedback is welcome! Bug reports, unit balance feedback map design critiques, writing critiques–you name it. If you want to give feedback, you can share it here, on the LT discord, or use our google form! https://forms.gle/RqwVSx6Lhu2trGoGA

Download the demo here!

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Hello! I’m the main writer for this project. Hope you enjoy!

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Very epic. Looking forward to playing it!

I’m at the half-way/savepoint in ch3 so here’s a list of various things I noted might need to be looked at so far - just pure bug/mechanical issues and not anything balance wise since that’s not my forte

List
  • escape option description says “escape_desc”
  • slightly unclear interaction with the prince at the throne? when I stepped in range he snapped to the throne and mentioned the pair of lances, but only grabbed one and then mentioned the wall…I ended up hanging around and moving him back and forth for a few turns to see if I had somehow missed a trigger to grab both? I think my convo also played out of order as I got close enough to the throne to trigger taking a spear since i replayed the first chapter again and got the “wall” message first next time.
  • text on the start of ch2 over the forest overlay is slightly hard to read (for me at least).
  • Would it be possible to make the Talk text glow green similar to the trade text, to indicate it is a free action?
  • Morena has 2 versions of Miracle? They seem the same but slightly different wording. They also trigger during battles where Morena is just healing but that is kinda whatever.

Out of curiosity, are there any plans for difficulty options/casual mode?

I’m the lead playtester of the project, and I appreciate the feedback! Just letting you know that we’re looking into the issues you outlined and are currently ironing out specifics for different difficulty levels. Casual mode is definitely being discussed.

About Morena, would you mind telling me a little bit more about the “two versions of Miracle”? Are you referring to her skills or anything else?

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It’s under her skills, yeah. She has miracle twice, and each one has basically the same description with slightly different wording? Luba beat me to posting screenshots but here’s mine too lol

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what does “equippable supports mean”? I’m assuming it’s not the normal way I’m used to supports.

Thanks for the screenshots! I can confirm that the team has found and figured out the bug and will be fixing it. Both miracles are separate (one is a skill and one is an effect) but they shouldn’t be working like that.

In our game, each character will be able to unlock supports with multiple units but they are able to equip one specific ally to get stat bonuses from.

There’s an empty brown frame in the unit stat screen, where the portrait of the unit’s selected support partner will show up eventually.

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ahhh I see. Will there still be paired endings ( Also I’m in love with Farren’s mug he’s hawt)

Yes, we plan to have paired endings in the game.

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Hey,
I’m new here. What Emulator do I play this through?

It’s not a romhack but a game made in the LT engine - no emulator needed, just run the .exe file

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I ran through this recently, thinking it was a new WIP and didn’t realise so many people I knew had worked on this in the past!

Overall conclusion is that I’m quite impressed with the demo.
(I know there’s a google form for feedback, but hey, bumping the thread is extra engagement!)

Thoughts on characters

I found that usage of skills was pretty well done. Skills were fairly straightforward and had good applications.

Farren is a very versatile lord. Being able to steal as a free action is very fun to play around. Dash is nice for dead turns. Fortuna also gives him mage killing utility and the occasional RES hit. Didn’t make too much use out of SP regain because I didn’t use up SP very much.

Basili was a tank on wheels. He did all the things I needed an armour to do but with 7 move and had excellent match-ups against anything physical, even the occasional one tap. Great unit.

Kalea was a litle less impressive but generally a solid performer. Had great match-ups with the lancereaver.


Clay was just an all-rounder reliable damage dealer. Ended up with more str and spd than most and could orko most things with opportunist. The forest/thicket walk was niche, but cool when it did matter.


Raphael was a solid peg knight that did peg knight things. The slim lance double before counting does help to make peg combat feel good. I never accounted for rivalry though.


I think staff/anything horse jeigans are my favourite kind of jeigans (thanks Rakel) and Morena does that well. Good chip damage, staff access and rescue. Heavenly inspiration came in handy for some crit negations and avoid stacking. Guardian was super great when the need did come up.



Dalthus is a weird one.
Unstoppable only ever worked on mages which had weapon triangle advantage on (the reversal of the magical triangle seems very unintuitive?) so they weren’t great match ups even with unstoppable. The scaling of 5 base 20% growth also seems very low.

It didn’t occur to me that the bonus would be 1 turn only (I don’t think this was in the skill description, or outright stated anywhere?), because 1 Mt and 15 hit is such a tiny bonus. It feels like the scaling on this could be a little better.

I also didn’t realise until after I finished that the UI for leveling up the tome could be scaled for left and right. I assumed you’d just have to press augment again. I think this mechanic could definitely use some clarification.

I don’t have much about Parvus and Magnus (wow, how did I miss this obvious joke until now?) since they’re around for so little, but they seem alright and the choice took me a bit to decide.

Prologue (spoilers, I guess?)

I really appreciate the idea of the prologue. The fact the prince isn’t who you actually play as is a fun little twist. His reappearance in ch5 made me go “Yoooo, that’s the guy!!”

As a gameplay chapter, I think it makes for a weak introduction. I am not opposed to a very simple introduction. However, the fact that every turn was just mash the skip button forty times for red vs green combat that make no meaningful difference, every single turn, was not engaging and doesn’t act as a tutorial for anything. It made me wonder if the rest of the game might look like this too (it did not).

The fact that Alba’s skill is for rescuing without penalty, and the lord has no weapons, led me to the very incorrect assumption that “obviously, the Dev intended me to carry the lord with the jeigan!” This seemed to actually skip the lord dialogue about his prf (not that he ended up using it anyways, mind you) as well as losing out on being able to rescue the green noble that showed up later.

The mend staff also seemed to not work at all in this segment, so Mr Sage couldn’t do anything. Again, not that it really matters.

Ch1-2/intermissiosn

The game proper felt good to play. Every cast has their own little niche can did well in their role. The early chapters felt perfectly sized for the early game.

The back reinforcement cavs seemed like they could be indefinitely farmed for exp and don’t really encourage ending the chapter early. Not sure if they’re actually infinite.

Intermission was neat. It’s really hard to go back to FEGBA’s free roam ASM (as cool as it is, mind you!) after experiencing how smooth LT’S free roam is.

Ch3

Fairly straightforward chapter.
1-3 crit thunder felt a little harsh because Farren only learnt smokescreen for me a few turns into the chapter. Smokescreen is a very nice skill to have.

It does feel a little odd to be encouraged to rout the entire map before stealing the artifact when the layout kinda implies you’re just picking one way to the top.

I thought about trying to defeat boss but gave up pretty quickly and bailed.

Ch4

This is a good map.

Made a fun play with smokescreen and Morena’s luck boost to cancel a killing edge myrm down to almost nothing.

Aeon’s compass creating the bridge that also disappears before the boss can get here is a cool moment. Aeon’s compass itself is also a nice crutch for major screw-ups.

The boss seemed incredibly intimidating before I remembered Fortuna just obliterates him.

Ch5

Chapter 5 felt a little contradictory.
The fact that you can only save one axe user, and the fact that the party expressly says (in red) to stick to one route and not split led me to the following conclusions:

-I have to get through this map as quickly as possible because the boss will chase me
-I have to pick my route (and rewards) carefully, because I only have time to go down one lane
-The greens will die if I don’t save them, and I only have time to save one.

None of this was true. I had all the time in the world to rout every single enemy on the map. The greens didn’t even need saving because they won their fight without my interference. Makes it even odder than these two are mutually exclusive since… Parvus, your dad is right there! Talk to him!

The general and the soldier were just standing on a road guarding nothing. I assumed they might have been guarding an escape tile, but they weren’t.

The boss jumps out of last house like he’s the Black Knight in FE9. Surprise factor, I guess?

It almost feels like at one point, you were supposed to run through the map, with what the story tells you and how the map is set up, but it isn’t the case.

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Finished playing through this, and I just wanted to stop by to say thank you to everyone who worked on it! Had a lot of cool stuff and I greatly enjoyed it.

3 Likes

Really glad you enjoyed the hack! This is really good feedback, and we’re definitely listening.

Regarding the magic triangle inversion specifically: that will come up later! Things like affinity, and magic in general, are pretty significant to this game’s lore, and we wanted the gameplay triangle to reflect aspects of that. The hope was that, since the magic triangle is relatively minor in the vanilla games, it wouldn’t be too intrusive? But if it stood out to you, we can definitely be mindful of that as a potential issue.

Also, regarding Magnus and Parvus specifically, they are a hard Arran/Samson choice. They’re not on great terms at the moment, which should be a bit more evident with more content. We can definitely adjust the chapter to make the choice feel more natural, though. Appreciate the feedback!

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i’m trying the demo and i wonder what is the title music
it feels familiar for some reason.