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October 3, 2025

Quick Review: Storm of Spears


Time for the mandatory RPG Maker game of the year! And, uh, I have thoughts.

The first of many major fights.
Developed by Warfare Studios, published by Senpai Industrial Studios (which publishes a lot of RPG Maker games), and released on June 17th, 2016, Storm of Spears is set the fantasy world of Gallagar, led by a tyrannical queen. Rebellion is usually squashed fast. We follow a group of four mercenaries known as the Night Swords, led by Sura. When talks of plans of a true, widespread rebellion comes to them, they are thrown into action, at great cost. Sura’s younger brother is mortally wounded during the liberation of their home town, which leaves her determined to see this to the end, no matter what it takes.

This RPG is simple, with- whoooooah there! Okay, I must address this before everything else.

...These both look uncomfortable.

For some reason, the "serious, complex story" and
"boobs out portraits" combo makes me REALLY
uncomfortable. Like those elements are so
diametrically opposite, they shouldn't be mixed.
Compared to NPCs who get just a headshot next to their text, we get full-body art of the four main characters: Sura, Edryan, Valeese and Gyorg. Fine for Gyorg, he’s an older man; Edryan has his six-pack abs uncovered, not very practical for action. Sura and Valeese, the two women of the team, are wearing stuff you’d expect on strippers, not action heroines! I know the chainmail bikini trope has been mocked to Hell and back already – these outfits don’t even count, they're not chainmail! My issue isn’t so much about the outfits themselves, it’s how gratuitous and out-of-place this near-nudity feels, ESPECIALLY with everything else in the game. The main character’s younger brother just died? Let’s have a body shot of her with her breasts practically bursting from her top!

Okay. Bad first impression. How’s the rest of the game? Well, combat itself is about as basic as it gets for an RPG, with everything you have come to expect; physical attacks, special spells to cast, characters with different classes (which means specific types of armor and weapons for each), and a level-up system with new attacks or spells learned periodically. It’s almost cookie-cutter in that way.

I love that the environments have plenty of detail.
And I realize I only say that 'cause I saw many RPG Maker
games that didn't bother putting in the extra effort.

They're two, we're four. I like these odds.
One difference with other RPG Maker games is that the game opens with a difficulty selection screen. Casual, Normal or Hard. I’m playing on Normal difficulty, and the game is way too easy. Very few battles proved troublesome. Most enemies go down in two hits. Even the bosses were laughable, with just two maybe putting on a fight. Most random encounters only have two enemies, so you can often finish them before they even have time to strike. You’re warned at the start of the game that some side-quests may be too hard when you receive them and you may need to come back to them later – but I never ran into that issue! On the contrary, everything was too easy!

Also, I kept thinking spells would work with typing
advantages and weaknesses, but Holy Light never did
anything against ghosts, demons, and monsters.
Another issue I noticed was that all four characters could get equipped with the best gear, which made them strong in battle; however, it meant that I rarely, if ever, needed to use any magic spells. The team wizard’s offensive spells paled compared to the damage he dealt by attacking physically, which turned all fights into spamming the attack button for all characters, knowing it would work better than creating a strategy.

The world’s design is good; lots of detail, lots of creative map-building with variety and set-dressing. You can easily tell when the work was put in based on the look of the maps. It's much nicer than some RPG Maker games I've played where the maps were large, but empty, barren, and boring. In all fairness, all the dungeon areas are a bit lacking in enemies; there are no random encounters with invisible opponents here, only roaming ones. An enemy battle is engaged when you make contact with those.


Setting up a Quests section in RPG Maker isn't
simple, so I appreciate this game doing it.
Beyond the story, there’s plenty to do. The pause menu includes a section tracking your ongoing quests; this includes the main plotline (where you can kepe track of what to do next to progress the plot), but also a decent quantity of side-quests to find across the world map. Two quests are larger; the first involves defeating eight elemental lords imprisoned in spires (those bosses have a lot of fanfare but have mostly turned out easy). The second is all about finding fifteen Frozen Tears, hidden all over the kingdom; finding them all unlocks the fight against the final elemental lord. Four more bosses can be encountered, the Golath Souls.

Sure, the big bosses look cool and impressive. But they
fold like marginally-stronger enemies.
As for the story itself? I was surprised at how much it pulled me in. This plot is well-written, with unexpected twists and turns. There are plenty of little scenes for worldbuilding and stuff to read about. There’s never too much backtracking necessary, aside from a few moments related to story events. The characters are well-rounded and interesting, and we often explore their deeper motivations.

In short: A better game than I would have expected from just the first impression, with those full-body portraits. Great story, but the difficulty could have been kicked up several notches, and some specific elements related to combat, like magic spells, could have been fine-tuned so that they’re worth using. Maybe someday I’ll try the hard mode to see if it makes a significant difference…

Storm of Spears is available on Steam for 1.99$ USD.