- SRPG Studio EX's Release To Be Rescheduled - 27 August 2026
This isn't some kind of twisted joke. We honestly intend to change SRPG Studio EX's release date to November 2027. Why the delay, you ask? There are many little reasons, the biggest being the following. "We can't release something we aren't proud of." We hope you don't take this as bad news. EX is just undergoing a more extensive transformation than we first anticipated before it gets released.
- Is This the End? Not a Chance! - 27 July 2026
Hello, everyone! In celebration of SRPG Studio's 11th anniversary, this year's 12 new motions have arrived. Check out the lineup below. Berserker (M) Berserker (F) Cataphract (M) Cataphract (F) Goblin Archer Robo Archer Cannoneer (M) Cannoneer (F) Summoner (M) Summoner (F) Robo Mage Robo King We are very pleased that we could add new pixel art this year as well. However, more than that, most people are probably wondering: "What about SRPG Studio EX?" Honestly, development of EX has "stagnated"--in a good way. With EX, the rendering system is being redone, so it will be possible to display pixel shaders (like weather effects) on maps. This is a useful feature that can be applied with a one-time setup. https://store.steampowered.com/app/3891020/ However, we are in the process of conducting a more in-depth technical validation regarding the following subject. "Making motions flashier/more…
- SRPG Studio 1.324 Update Released! - 14 July 2026
Hello, everyone! We have now released version 1.324. New Feature: Added setInterpolationMode to the script's GameSession object. When a World Matrix is used for scaling, rendering results from drawMapSet or drawUnitSet are anti-aliased by default; however, specifying InterpolationMode.NEARESTNEIGHBOR via setInterpolationMode allows you to maintain a pixel-based look. Added mapcommon.js to support renaming Map Common events during localization. If you have created Map Common events within Communication events, the names of those Map Common events can now be displayed. Updated the system to save console output to the "Logs" folder, organized by date, instead of writing to console.txt. Bug Fixes: Fixed a bug that caused localization failures for "Extra" content. Characters and Glossary names within tags are now excluded from translation.
- SRPG Studio 1.322 Update Released! - 18 May 2026
Hello, everyone! We have now released version 1.322. New Feature: Added event-bonusshop.js to the official plugins. You can now create bonus shops on maps. Added music-bgmseamlessly.js to the official plugins. This allows BGM to carry over to the next map. Added terrain-weapon.js to the official plugins. This restricts weapon/item usage to specific terrain types. Added the setEventCommandIndex method to the root object. Bug Fixes: Fixed a bug where unused map chips were being saved when using "Map File / Export". Fixed a bug where name handling could fail during localization in "Story Settings". Fixed a bug in Dark Mode where the OK and Cancel buttons were hidden in the "Change Chips" dialog. Fixed a bug where moving a guest unit using "Move Unit" during an opening event caused the guest to duplicate. Fixed a scrolling bug that occurred when moving the mouse cursor to the left edge of t…
- Celebrating 11 Years of SRPG Studio! - 10 April 2026
Today, SRPG Studio turns 11 years old. This year, 2026, is also the year in which we plan to release SRPG Studio EX, the successor to SRPG Studio. You might be wondering--what exactly is the difference between SRPG Studio and SRPG Studio EX? You can check the SRPG Studio EX's page for more details, but the key difference is things not possible in SRPG Studio due to system constrains won't be a problem in SRPG Studio EX. 1. Mouse cannot be used in fullscreen mode. 2. Many players are not aware of how to make the game fullscreen in the first place. 3. Memory errors happen more frequently when data.dts is larger than 1GB. Since these problems are related to the design of game.exe, they cannot be fixed through plugins, but SRPG Studio Ex handles these problems. In particular, the above second point is described in a news post on the SRPG Studio EX's Steam store. Not only that, but SRPG Stud…
- Our Mission This Year - 1 January 2026
This year, we plan on releasing SRPG Studio EX. But there's one condition that needs to be met. It can be summarized in the following sentence. "What worked before must continue to work." In other words, not only must existing projects be able to be opened, but we have to guarantee all functionality such as plugins is compatible. However, you might think that in order to maintain compatibility, the current specifications can't be changed too much. "So, does that mean there won't be any new features?" Indeed, the matter of new features is an important topic for us. We have already introduced one such large new feature on the EX store page regarding pixel shaders. We plan on posting news on the EX store page regarding lots of new features this year, starting from "lightweight" features. This year also marks the 11th anniversary of SRPG Studio. You can expect new motions as usual even whil…
- Special News to Mark the 10th Anniversary! - 10 October 2025
Everyone, thank you for always supporting SRPG Studio! We would like to inform everyone that we have started a new project in celebration of 10 years--SRPG Studio EX. While keeping in line with the current SRPG Studio, we hope this will help you to develop not only fantasy settings, but also a variety of others as well. The release date is yet to be determined, but the store page already exists, so why not check it out from the link below? https://store.steampowered.com/app/3891020/
- SRPG Studio 1.317 Update Released! - 22 September 2025
Hello, everyone! We have now released version 1.317. New Feature: Added script methods to set/get values in game.ini. Use them as follows. root.setGameIniValue('ConfirmGameExit', 0); root.getGameIniValue('HardwareAcceleration'); Added changeUnitSetOffset(dx, dy); to root.getCurrentSession(). It is called right before drawUnitSet. Added variable-dynamiclevel.js to official plugins. Gets the player's maximum level or average level. Added skill-stock.js to official plugins. Units possessing skills can access the stock. Added battle-unskippable.js to official plugins. Disables turn skipping in important battles. Added state-followleader.js to official plugins. Units inflicted with states will move toward the leader unit. Added skill-debuffafterbattle.js to the official plugins. Debuffs will be added after battle ends. Added skill-nofusionattack.js to the official plugins. It disables fusion…
- SRPG Studio 1.316 Update Released! - 6 August 2025
Hello, everyone! We have now released version 1.316. New Feature: We've modified the system to store voice folder contents from the Material folder in localization.dat. Previously, in games with voice acting, voices were unconditionally stored in data.dts. However, when localization is enabled, voices for each language are now stored in localization.dat. This change helps prevent data.dts from becoming excessively large as multilingual support expands. Added getParameterValue and getConditionValue methods to the script's Aggregation object. In addition to "Effective Targets" data, you can now retrieve "Parameter Conditions". Added character illustration changing functionality to the official plugin face-changeclass.js. Added WEAPONTYPE to the script's IconDecorationType. Bug Fixes: Fixed a bug where deleting map chips from "Look Up Resources" would leave residual data in the map tree. F…
- 12 New Pixel-Art Characters to Celebrate the 10th Anniversary! - 26 June 2025
Hello, everyone!This year marks the 10th anniversary of SRPG Studio!To celebrate, we' ve created 12 brand-new pixel-art characters for you to enjoy.Just grab the latest update and you can start using them right away! Samurai (M)Samurai (F)Rune Fighter (M)Rune Fighter (F) Civilian (M)Civilian (F)Civilian Middle-aged (M)Civilian Middle-aged (F) UnicornWinged UnicornVampireSeraphWe' ll keep polishing SRPG Studio and rolling out new features, so stay tuned.Thank you for all the support you’ve given us over the years—and we hope you' ll keep cheering us on!
- A plugin has been added to enhance the real battle effects! - 26 May 2025
Hello, everyone! We have now released version 1.313. From this version onwards, a new feature called WorldMatrix has been added to the Script API. The new worldmatrix-zoom.js automatically zooms in on the target when approaching it. The new worldmatrix-vibration.js shakes the screen when a critical attack occurs. The image below is a screenshot of these two plugins in use. By combining it with composition-vibration.js, you can also blur the background. New Feature: Added get(set)Matrix to the Script API's GraphicsManager. Calling this method allows you to apply a matrix to calls of draw methods. As a sample, worldmatrix-helloworld.js has been added. Added worldmatrix-turnovertransition.js to change the transition for starting real battles. This applies a special transition that doesn't use picture images. For games planned to support multiple languages, we've added functionality to outp…
- SRPG Studio 1.312 Update Released! - 8 May 2025
Hello, everyone! We have now released version 1.312. New Feature: Added root.getMediaManager().getActiveMusicDuration to retrieve the length of the currently playing BGM. Updated the script API reference. When HP is set in "Stat Changes during Fusion", HP now recovers during fusion. If the BGM playing in the battle preparation scene is the same as in the player phase, the BGM will no longer stop. Enabled system-levelcap.js to work in conjunction with system-interruption.js. Added battle-bgmcontinue.js to the official plugins, allowing real battles to resume from the previous BGM. Added terrain-eventchecker.js to the official plugins to detect auto-start events during unit movement. Added window-blinkingitem.js to the official plugins to make the selected item blink. Added skill-invalidateex.js to the official plugins, which also disables "Critical Counterattack". Bug Fixes: Fixed a bug…
- It's Finally Here! 10 Years of SRPG Studio! - 9 April 2025
Everyone, thank you so much for continuing to support SRPG Studio! Thanks to each and every one of you, we are able to celebrate this special 10th anniversary today. Reaching 10 years feels like a great accomplishment to us, and it also gave us insight into something--that there are many games out there that use our game engine. It is a rewarding and joyous feeling to know that we have been able to help all of you to develop games. Out of all the game engines in existence, you chose to use ours, and that means a lot to us. To show our gratitude, we will continue to strive to make SRPG Studio better and better!
- SRPG Studio 1.311 Update Released! - 6 April 2025
Hello, everyone! We have now released version 1.311. New Feature: Added the "Bulk settings from folders" button to "Database/Players/Details/Char Illust". If you create a Nash folder in the charillust folder, for example, and manage the files in it as Nash.png, Nash-1.png, and Nash-2.png, you can use the bulk settings. This saves you the trouble of setting illustrations for each facial expression. Managing "Char Illust" in folders prevents the charillust folder from becoming too large. Changed "Copy Pattern Data" in the enemy dialog to "Copy Data." It is now possible to copy not only "Action Pattern" but also "face image" and "description" all at once. Added "Auto Sort by ID" and "Auto Sort Alphabetically" to the "Resources" menu. Selecting these items will sort all original resources. Added a "File" menu to the console during gameplay. The contents of the console window can be output a…
- SRPG Studio 1.310 Update Released! - 12 March 2025
Hello, everyone! We have now released version 1.310. New Feature: Modified to prevent automatic output of game.ini when "Use the Steam API" is enabled. If game.ini is included by default in the game folder, the contents of game.ini will be reset each time the game is updated. From this version, game.ini will be generated when the game starts, like environment.evs, resolving the automatic overwriting of game.ini. Added the addHpByBigNumber method to the GraphicsDecoration object. This can be used to enlarge the numbers when "Num" is selected for "Map Unit HP". An example of its use has been added to the official plugin highlevel-statedecoration.js. Modified to set HardwareFullScreen to 1 in game.ini when a custom resolution is set. For example, the official plugin highlevel-resolution.js allows you to set a custom resolution, but custom resolutions fail in hardware full screen. For this…
- SRPG Studio 1.309 Update Released! - 23 February 2025
Hello, everyone! We have now released version 1.309. New Feature: Added the getKeyword method to the TerrainGroup object in the script. Bug Fixes: Fixed a bug where Steam Deck optimization and Steam Input were randomly applied when "Use the Steam API" was enabled. This bug occurred in released games. Fixed a bug where the values of "Map Unit Symbol" and "Damage Popup" were swapped. If "Damage Popup" is hidden in the game, change it manually from "Config" in the map command. Fixed a bug that prevented data from being viewed during the second and subsequent playthroughs when global switches were set in the "Display Conditions" of "Story Settings/Characters" and "Story Settings/Glossary." Specifically, it could be viewed in the "Title" scene and "Base" scene, but not in the "Battle Prep" scene. Fixed a bug where subsequent event commands were executed immediately after the "Play Video" eve…
- SRPG Studio 1.308 Update Released! - 4 February 2025
Hello, everyone! We have now released version 1.308. This update is beneficial for large-scale games that use srk files. New Feature: Added LoadControl object to scripts. This object can receive custom parameters when loading save files. Added system-levelcap.js, which sets a level cap, to the official plugin. Added terrain-boundarycursor.js as an official plugin to prevent moving the map cursor to the dummy area. Added window-statehelptext.js to the official plugin, which displays an explanation when you hover over a state. Added exp to "Change Variable" / "Operand" / "Unit". Bug Fixes: Fixed more secure compounding process for srk files. Fixed a bug that constants-stringtable.js cannot handle accents. Fixed root.writeTestFile being used in released games. Fixed a bug in the "Unit Affiliation" event command.
- 10 Years Fast Approaching for SRPG Studio - 1 January 2025
Happy New Year! SRPG Studio was released on Steam on August 21, 2018, but did you know it was released in Japan on April 10, 2015? That means SRPG Studio marks 10 years coming this April 10. The screenshot here shows all the charchips that have been added these past 10 years. We could not have added as much pixel art content as we did had it not been for your ongoing support. https://steamcommunity.com/sharedfiles/filedetails/?id=3398135143 Not only will this year bring in a new batch of pixel art, but there might be some special news to share with everyone. In the meantime, SRPG Studio will continue to update as we approach the 10-year mark. See you again on April 10!
- SRPG Studio 1.305 Update Released! - 17 December 2024
Hello, everyone! We have now released version 1.305. New Feature: The "Graphics" dialog has experimentally added a search box. The "Resources" menu has experimentally added "Save All Map as Images". The script method unit.setCharIllustImage(id, img); has been added. Added custom-drop.js to the official plugin, which associates dropped items with classes. Added calc-multiply.js to the official plugin, which multiplies parameter bonuses. Bug Fixes: Fixed a bug that sometimes caused errors during item exchange. Fixed a bug where some private fonts may not be correctly reflected during the game. Fixed a bug with "Defeat the Unit" when right-clicking the mouse. Modified to allow the variables "Attacker" and "Defender" to be obtained outside of battle events. Fixed a bug where the unit panel would briefly appear when auto-cursor is off.
- SRPG Studio 1.304 Update Released! - 27 November 2024
Hello, everyone! We have now released version 1.304. New Feature: Added a new BattleContainer to the scripts to support real battle scaling in 16:9 resolution. This container is used when "Do not scroll in battle" is enabled and BoundaryLine is 292 or higher. The battle area is scaled while maintaining the aspect ratio. Added a sorting function for imported resources to the "Resources/Graphics" dialog. A popup menu is displayed when right-clicking on an original tree item (folder). Changed root.getMediaManager().g(s)etActiveMusicTime to be based on milliseconds. How to use this method is described in MediaControl.g(s)etCurrentMusicTime. Players who have joined your team through "Unit Affiliation" can now be changed back to Enemy (Ally) through "Unit Affiliation". Changed the upper limit of "Max Enemy Count" from 200 to 300. Added "Classes & Class Types" to "Restore Data". Bug Fixes: Fix…