Open Source J-RPG (Based on the Hero of Allacrost engine)
Lua C C++ CMake Objective-C NSIS
Failed to load latest commit information.
CMake/Modules Removed the cmake module used to find the system luabind. Sep 12, 2015
Xcode Update Xcode project Mar 8, 2015
data Improved the evade icon a bit. Mar 7, 2016
doc Added the missing image in the offline manual. Mar 16, 2015
po Check and fix Japanese translation. Mar 6, 2016
src Some more sensitive fixes related to cppcheck. Apr 25, 2016
vs2013 Updating the scissors rectangle in the UI code. Mar 3, 2016
.gitattributes Updates the .gitattributes file for line endings. Jan 30, 2014
.gitignore Added uninstall target to CMake. Nov 12, 2015
.gitmodules Made sure to use a read-only remote url for the luabind submodule Sep 12, 2015
.mailmap Update .mailmap Apr 26, 2013
.travis.yml Revert "A try at using the new Travis CI infrastructure." Feb 26, 2016
AUTHORS A minor update to the credits. Dec 12, 2014
CMakeLists.txt Added uninstall target to CMake. Nov 11, 2015
COPYING.CC-BY-3 Add copies of the CC licenses used by some of our art assets. Aug 15, 2013
COPYING.CC-BY-SA-3 Add copies of the CC licenses used by some of our art assets. Aug 15, 2013
COPYING.CC0 Add copies of the CC licenses used by some of our art assets. Aug 15, 2013
COPYING.GPL-2 Separate the COPYING file into a v2 and a v3 copy. Aug 15, 2013
COPYING.GPL-3 Separate the COPYING file into a v2 and a v3 copy. Aug 15, 2013
LICENSES First test of Valyria Tear Japanese Translation :D Feb 29, 2016
MANUAL While seeing, updated a bit the manual file. Aug 17, 2013
README-SDL.txt Initial commit. Feb 16, 2012 Slightly precised the compilation intructions in the Readmes. Mar 5, 2016
README.txt Slightly precised the compilation intructions in the Readmes. Mar 5, 2016
ValyriaTear-Info.plist Started the app rebranding to Valyria Tear. Mar 24, 2012
ValyriaTear.cbp Updated the C::B file to latest changes. Feb 16, 2015
ValyriaTear.nsi Make the NSIS script install the offline game manual. Mar 17, 2015
ValyriaTear.workspace Removed the unexisting Map_Editor.cbp file from the C::B workspace Oct 4, 2013 Added uninstall target to CMake. Nov 11, 2015
icon.rc Fixed windows icon location for C::B builds. Mar 14, 2015 gsed -> sed Mar 26, 2013
valyriatear.appdata.xml Made sure the appdata images are in 800x600 Aug 5, 2014
valyriatear.desktop Further progress on the Galician (gl) translation: 50% → 65%. May 20, 2013

Valyria Tear

Development blog:
Bug Tracker:

Valyria Tear is an open-source single-player medieval-fantasy 2D J-RPG based on an extended Hero of Allacrost engine and inspired by classic console RPGs.

The player incarnates Bronann, a young boy forced to take part into the struggle for the possession of a mysterious crystal. This powerful artifact will lead him to discover the actual threat set upon his world, but also courage and love.

The game has all the features you can expect from JRPG classics: entertaining story development, colourful map exploration, active side-view battles, character management, puzzles... It is also translated in several languages.


Copyright (C) 2012-2016 by Bertram
Copyright (C) 2004-2011 by The Allacrost Project

The source code is licensed under the GNU GPL. It is free software and you may modify it and/or redistribute it under the terms of this license.
See for details.

The graphics, sounds, musics and script files are licensed according to the LICENSES file.

While the scripts are under the GNU GPL, the story concept is copyrighted and cannot be reused as is or part of it in another project without the author's consent. This means you can package, and distribute Valyria Tear under the term of this license but you cannot take the story or parts of it in another project without agreement.

The game directories included and used are:
data/ po/

Compilation procedure

Linux compilation Once you've unpacked the tarball, if you have checked it out from the Git repository, run this first to get the latest luabind code:
git submodule update --init --remote --force
and then the usual cmake . && make from the top-level directory at the prompt.

You'll then be able to play by typing: src/valyriatear

Windows compilation

  • Code::Blocks:

A Code::Blocks project file is also provided when compiling under Windows. In that case, you might need the dependencies and headers files that can be downloaded here.

  • Microsoft Visual C++ 2013 and later:

(Warning: not officially supported!) Please contact authenticate for support.
To build on Windows with Visual Studio 2013, do this:

Mac OS X compilation

  • Use Macports or Homebrew to install things like boost.
  • Open Xcode project, to quickly update the files, delete the src folder in project and add it again. Remove all unnecessary things.
  • Press "Play"


You will need the following in order to compile and run the game:

  • Boost headers (Tested from 1.42 to 1.58)
  • GNU Gettext - (libiconv, libintl)
  • lua (5.1.x - 5.2.x - 5.3.x) - (liblua)
  • libz
  • libpng (1.2 to 1.6)
  • Ogg/Vorbis - (libogg, libvorbis, libvorbisenc, libvorbisfile)
  • OpenAL
  • OpenGL, GLU and GLEW
  • SDL (2.0.0+)
  • SDL_ttf (2.0.12+)
  • SDL_image (2.0.0)

Debug feature support compilation

  • Using Cmake: Use the -D parameter when invoking cmake to add compilation flags.

  • Add debug menus, and debug commands: cmake -DDEBUG_FEATURES=on .

  • On Code::Blocks: Go to Project->Build options, and add the flags in the #defines tab, i.e.: DEBUG_MENU