September 3rd, 2025
There was some logic added a few updates ago that removed a glitched early sword of jade for new saves. Unfortunately this logic would also delete the actual earned sword of jade later in the game, but only if you spared Lycant earlier in the game.
This means if you spared Lycant, then had Mazing fix the SoJ, the game would promptly delete it, leaving you in a doomed future state.
This patch addresses and fixes the following bugs:
- The achievement for beating Lycant now pops even if Lycant is spared
- The logic for deleting the early sword is fixed and should not delete the real one.
- For players that have already had Mazing make the sword but saved after the game deleted it, the game will now refund the sword automatically whenever the time system is running, and you can force a check by talking to Mazing directly again if for some reason the time system refund isn't working. Finally, if you are in the state where you're right before the Gahn fight and can't back out, the game will also perform a hard check for the missing sword and refund it to you right before the battle begins, since the time system isn't running right before this battle.
Due to the speed of making this update, the toggles for changing the soundtrack may be visible, but they do not work yet.
July 17th, 2025
- Most of the soundtrack (about 97%) has now been replaced with OGG versions of the songs. They were originally MIDIs.
This was done to address MIDI playback issues on the Steam Deck, Linux, Mac, and some Windows 10/11 installs where MIDI playback was silent. Unfortunately, it seems all 3 major OSes have begun to slowly sunset/deprecate native MIDI playback support. And the Steam Deck doesn't support it at all out of the box.
The MIDIs were thus rendered out with a nice soundfont to OGG audio format and should play on all platforms from now on. I don't like how a couple of them came out, so expect a couple of tracks to get slightly changed in upcoming patches (instrument patch changes and some velocity/balance tweaks)
A few tracks remain unconverted, and those will be addressed soon. These tracks are still in their original native OPL2-synth format (BAM) and are converted on-the-fly to MIDI, so there's no MIDI to convert to OGG, so these will be converted when I convert the rest of the OPL2-synths to OGG in an upcoming update where you'll be able to choose between the Modern soundtrack and the original MS DOS OPL2 soundtrack. The most noticeable area for this will be the town of Cyport, which will remain silent on impacted platforms until the next update.
Later on I will also add back the option to play the actual MIDI files again as a *third* soundtrack option, for those that wish to go back to the MIDIs or have nice MIDI hardware / want to select a soundfont of their choice / want to have fun softmodding their Deck for MIDI support / wrestling with their OS for MIDI support.
July 6th, 2025
Added support for Humble Store
June 8th, 2025
- Achievements are live on supported platforms! These are basic achievements / "Wave 1" and should all unlock upon loading a save that has the conditions for them met.
A future Wave 2 will also unlock achievements based on conditions the game already checks. A future Wave 3 will add achievements you will have to obtain after that update goes live, and will be the final update to add achievements so that you can be assured your 100% is a 100% achievements.
- Minor bugfixes
- Being able to switch between the modern MIDI-based soundtrack and the OPL synth/BAM soundtrack missed making it into this update and needs some more time in the oven, but work has begun, as you can tell the menu has been changed to accomodate the space for the toggle.
January 20th, 2025
- A significant amount of sound effects have been added to the battles. Not all have been added, but a lot have. This should make them sound a lot more lively. Note: will work on balancing the volume between the music and SFX, but if you press Enter on the Volume control, you can turn down music a lot and SFX up to hear them better. Thanks goes to Fenrir Lunaris for this work.
- Some behind the scenes scripting cleanup
- You can now enter codes by pressing 'C'. This only works whenever the time of day system is running post-intro.
- the only two codes you can enter at the moment are 'silverdog' for Silver Dogero mode and 'normaldog' to revert him back to normal. This is a code to reference a fun joke ad that the OHRRPGCE Podcast was running to promote SoJ's Steam release, so I made it a real feature! Note that the entire game hasn't been tested with this activated, so I suggest only enabling this on repeat playthroughs, YMMV. Note that the change won't take effect until the day phase changes, as this is a side effect of how the game updates character palettes.
- More codes will come in the future.
- A gamepad / Deck friendly way to enter codes will be added in the future
March 18th, 2025
Sword of Jade has been delisted by Amazon from the Amazon App Store due to it's app API version being severely out of date.
January 15th, 2025
Steam launch. Game updated to latest stable engine version (ichorescent)
March 30th, 2024
Sword of Jade has been delisted by Google from the Play Store due to it's app API version being severely out of date. The APK file is available for Itch purchasers. It is unlikely the APK can be made available via the Steam version due to Valve rules.
January 24th, 2024
Itch.io launch. Some various bugfixes were rolled into the game as well.
March 3rd, 2022
Script cosmetic bugs fixed, prep work for Steam release. Updated to latest engine stable version (hróðvitnir)
July 20th, 2021
Fixed some textboxes for Android release. Updated to latest engine stable version (gorgonzola)
December 20th, 2017
Every enemy in the game has now been assigned proper battle cursor anchor points (where the attack arrow sits on their enemy sprite). Jade predates this functionality so it was still defaulting to the top middle of the sprite graphic.
May 23rd, 2017
A bug in the engine update process impacted some attack data in the game, leading to various attacks instantly killing enemies, thus making the entire game beatable in 1 hits. An update has been issued via a patch made by TMC to correct this. The game is also now updated to the latest engine stable (etheldreme)
March 2nd, 2017
The game has now been updated to latest engine stable version (callipygous)
September 9th, 2015
An update for the Android version on both Google Play and Amazon App Store has been released. This fixes a bug where the virtual gamepad did not work correctly for the 'dialogue battle' in Cyport.
October 9th, 2015
Gumroad release. Preliminary work to support OUYA also implemented.
July 30th, 2015
"Jade Decade" release. Android release on Google Play and Amazon App Store! Some QOL updates. The DOS version has been updated to the final DOS stable engine version (Hasta-la-QB+). Some formations have also been slightly modified to have different hero positions to give some variety to battles. Max save slots increased from 4 to 30.
April 15th, 2013
Infinite Katina attack loop bug fixed in proem. Game updated to latest engine stable version (beelzebufo) and thus inherits any engine bugfixes
March 13, 2013
- Fixed game credits. All credits should be proper now for the content in the game
- Cleaned out some unused data for cancelled features
- Various enemies have been assigned new death animations that the engine now supports
January 27th, 2013
All of the licensed music tracks have been removed from the game and replaced.
August 20th, 2012
Mac version release. Game updated to latest stable engine version (alectormancy)
February 20th, 2012
By request, one of song authors for SoJ wanted their name removed from their songs across all games that use those tracks. This request has been respected and the songs are now uncredited.
June 11th, 2009
Game now officially updated to a native Windows release instead of the DOS version. Now on latest stable (xocolatl)
March 8th, 2006
The entire game's Hamsterspeak scripts are now released into the public domain for use in any other OHRRPGCE game. No attribution is needed if any code is used.
March 5th, 2006
Game updated to latest stable engine version (serendipity). SVN repo now hosted on Castle Paradox. No other notable changes.
November 3rd, 2005
Game updated to latest stable engine version (rusalka). A bug with a cutscene that used incorrect palettes was fixed.
July 30th, 2005
Game released. Based on latest stable version (quaternion) which had features required for the game to actually function correctly, so it will not run on the previous stable (ozarks). Scripts must be compiled with Windows script compiler, NOT the DOS version, or else you will run out of memory.