Septerra Core Legacy of the Game Part 10: For the fans

Septerra Core was a labor of love by a dedicated, small team of developers who bucked the odds and development hell to deliver an epic RPG in late 1999. 20+ years later the game stands as a mostly forgotten relic with a complicated legacy. But screw it, this was for the fans!

(BTW – In case you missed them, here’s Part 01Part 02Part 03Part 04, Part 05, Part 06, Part 07, Part 08, and Part 09, plus scroll to the bottom of this post to find links to another post that covers the abandoned plans for the sequels.)

So, Why did I do this?

I’m writing this final retrospective in late 2021—exactly 22 years since the release of Septerra Core. It’s been a bittersweet journey of both the highs and lows of the game’s development. Some people might ask, “Why? Why spend so much time writing about a game that is, to be generous, a mostly forgotten cult classic?”

I’ll tell you why.

The trenches of game development are an unsung place, where massive teams of developers work behind the scenes, veiled by a corporate veneer that strictly wants to promote the end product. Unlike film, which attracts “making of” features by the very nature of the star power involved, game history is almost always lost, undocumented—except for the biggest, most popular games. 

Maybe Septerra Core doesn’t deserve all this energy. But it was a big part of my life, and certainly no one but me was ever going to write its history.

So, let’s close it out with my final thoughts and some fun stuff.


These inks were commissioned by a fan as a gift in 2020. It was a lot of fun to revisit characters (Maya, Selina, & Araym) that I haven’t drawn since the early 2000s.

1999: Post Game Syndrome

I could barely look at Septerra Core after its release.

Here’s the thing about game development: you can spend so much time working on a project that by the time you’re done, you’re sick of it. You see all the flaws, and this thing that has consumed your working life for what seems forever. In Septerra’s case it was nearly five years of development, some of it “development hell.” And that was a lot of time to sink into one game back then; most of my previous titles had been completed in under a year.

So I couldn’t actually stomach the idea of playing Septerra Core. It would be a full year before I sat down and experienced the final product from start to finish.

But I’m glad that I finally did.

Yes, all those flaws were there, but I still enjoyed the game. With a year’s distance I was able to approach it fresh, having forgotten many of the smaller details, the extra bits, touches, scenes, and lore the team had added with the freedom of all those scripting tools. I even had to check the guidebook to get past a part I got stuck on (my own puzzle had stumped me, lol).

I moved past seeing the game as a sum of its flaws and remembered its unique charm. That’s a wonderful thing for a designer to be able to do—see your game with fresh eyes and enjoy it for what it is, not what you hoped it would be.

Back to the Future

Twenty two years later I definitely look back on the game with rose-colored glasses.

I know the game is deeply flawed. But my feelings about Septerra Core are colored by the memories of the people I made it with, of the fun we had, of the good times we shared. Even with all the setbacks, the studio fire, the missed opportunities, the cash-flow embezzlers, Septerra Core stands as the era of my career I hold the most fondness for, the product I’m most proud of creating, and my favorite group of people I’ve ever worked with. Did other games turn out better? You bet. But there’s something special about Septerra Core. Its world and characters and their stories, sure, but also the memories that surround it, of bucking the odds and keeping it alive, of pursuing a creative vision instead of letting it die, and doing that with talented people I consider life-long friends.


So, I’m just gonna sprinkle Septerra Core fan art galleries throughout this post! Click each image to get more info and links to the original artists (when available).

There are fans out there that find something special about the game as well. This whole series of posts has been for them, a chance to celebrate a game that isn’t going to get any love anywhere else.

And boy do I get contacted by players who love the game. For 20+ years I’ve gotten letters, met fans at conventions, or been befriended on social media. Some played the game when they were young, and tell me it ignited their imagination and made them want to play more RPGs, or to even become storytellers or game developers themselves. Some want to know more about the characters and world. I’ve had a student use Septerra Core to write a term paper on mythological symbolism in modern entertainment. And there have been fans who want to make their own fan fiction, fan games, or fan art.


Fan art of Maya. Click each image for larger versions and artist links.

And lo, let me tell you how many have told me they cried at the end of Septerra Core, both players from back in the day and new players just picking it up two decades later.

No one writes to ask how to defeat a tricky boss, or complain about the pace of combat. It’s the connection to the characters and world that draw them in. They want to know more about the world, celebrate a character, or tell me how much the game affected their lives.

And I love them for loving this thing I tried so hard to make.


Fan art from GemmaQW. Click each image for larger versions and artist link to many, many more images.

The Legacy of the Story and Characters

Septerra Core was the first project I ever brought to market that contained original characters and story. My previous games had all been based on licensed properties. But Septerra Core was a chance to make something of my own, starring a motely bunch of fighters, cyborgs, mechanics, mercenaries, scavengers, and robots.


Fan art of Maya as a 3D printed Chibi! Click each image for larger versions and artist links.

I’m still proud of those characters. Not just because I love the way they turned out, but because of the love the fans have shown them.

And the first time I realized they were clicking with players was actually way, way before the game was released. In fact, it was when the game was first announced.

I remember walking down the street back in the late 90s wearing a homemade Led shirt. This was only a few days after the game had been first announced in gaming magazines, but some stranger recognized the character, pointing out to his buddy that I was wearing a “kickass Led shirt.”

The shirt didn’t say Septerra Core or name the character. But he knew who she was, had already made a connection to her.


Fan art of Led. Click each image for larger versions and artist links.

More than twenty years later I’m continually delighted to find people making connections to these characters, shocked when I find new fan art online. And every time I think the game has surely been forgotten, some new art actually shows up, or some new fan contacts me.


More fan art! Click each image for larger versions and artist links.

Septerra has also had a few fanfiction pieces over the years. Unfortunately, most of the ones from back in the day are long gone from the web, but I found an excerpt from one that’s pretty fun:

“Lord Doskias is on the lookout for a band of reckless rouges.” Replied one of the Chosen guards looking down at a clipboard. “I’m afraid that I’m going to have to search you before you can pass.”

“I’m afraid that I’m going to have to kill you then,” calmly remarked Aryam. The guard could only give a surprised look before two projectiles from each of Aryam’s metallic arms ripped the organic armor and body of the guard sending the guard crashing to the canyon’s dirt floor…in three pieces. The projectiles continued on, embedding themselves in the canyon wall, inches from a second guard. The action was so sudden that no one moved for a whole second. That second seemed like an eternity as a small cloud of dust rose from around the fallen guard. The particles of dust moved in slow motion, dancing in the air as the onlookers sat frozen in time. Suddenly the second ended and action erupted, as if to make up for the lost time.

“For the love of Marduk, Aryam! Why the hell did you have to do that?” Corgan cried, unsheathing his rune carved corite long sword.

“Shut up and kill something Corgan!”

–Fanfiction (Author unknown – if it’s you, let me know!)

But there’s more recent stuff out there, like this one and this one. Plus, there’s Pascal, a German fan who’s working on his own fanfiction retelling of the story, but adding back in content that was cut from the story, like Kassandra and the Chosen being affected by the higher gravity of the lower Shells. If he publishes it online, I’ll come back and add a link here! Here’s an excerpt:

“I could not help but overhear your conversation with your loved one,” Kassandra began, when she knew Selina was out of earshot.

“So you’ve been listening again?”, Doskias asked slightly reproachfully.

“I’m sorry – it wasn’t intended,” Kassandra lied. “But I cannot avoid expressing my concern. Are you really certain she will stay by your side until the bitter end?”

–Fanfiction by Pascal


Septerra has had a few fan made and homebrew games as well. Click each image for larger versions and artist links.

The Led action Figure

Back when we were ramping up Septerra Core for release the publishers decided to explore the idea of merchandising. Somehow, Led was chosen as a prime candidate for being turned into an action figure—no doubt based on her sex appeal—and they moved forward surprisingly fast with plans. (Never mind that figures of Maya, Grubb, and Runner would have made more sense…)

A prototype of a possible figure was sent to the Valkyrie office, but nothing ever came of it. It’s been in storage for most of the last 22 years. In fact, it took me some time to track it down. Surely something so precious must be stored safely, cradled in bubble wrap, right? Nope, I found it in a plastic bag at the bottom of an old box full of broken model kits.

But I’ve glued her back together and am happy to share pics! I’m also including some pics of figures that Kye made, just for fun, back in the early days of development. He gave a few of them to me as gifts, and very few people outside of Valkyrie have even seen them!


The prototype Led Action Figure. Click each pic for more info.


A bonus gallery of some of the home-made figures that Septerra Core team member Kye made in his spare time back in the late 90s. Click each pic for more info.


More of Kye’s creations. Click each pic for more info.


I made a few sculpts back then as well. Click each pic for more info.

The Legacy of Septerra Core

So yeah, maybe Septerra Core was always destined to be a cult classic, a PC game who’s anime style, voice over story, and console roots were too ahead of its time, too ambitious for a small developer to really get right. But I’m glad we tried, and proud of what we accomplished, even if the game that resulted was deeply flawed.

But it has its fans, and you know who you are. To you I’m eternally grateful, if for no other reason than helping to keep Septerra’s legacy alive. This blog series has certainly been for you, and I hope I’ve shared some interesting tidbits and relics from the vault.

I wanted to stuff these blogs with everything I thought fans might find interesting, cool, or fun, with looks behind the scenes and stories about not just the game, but also the people who made it. In the end, they’ve been more of a memoir of sorts, a collection of my own thoughts and reminiscences about my time on the project, aided and abetted by recollections and stories from the original team members.

And I have to give an extra big Thank You to the original team, all the people who worked on Septerra Core. You took a chance to come work on something that was my passion project and I’m eternally grateful for your creativity, your hard work, for putting up with me, but most of all, your friendship.

I also hope these posts have helped document a tiny sliver of the history of game development. In a lot of ways, Septerra Core’s saga to publication illuminates the end of an era. It was a time when small teams could still set up shop and take a shot at creating AAA games, before game development exploded into teams of hundreds or even thousands; when AAA games could take bigger swings at creative concepts of story and world building, before giant budgets necessitated safe, easily digestible products that would appeal to the largest possible audience in order to recoup investment.

Thankfully, that kind of game development is making a big comeback with the rise of smaller developers and “indies.” Be sure to support them.

And to everyone who read my rambling retrospective, THANK YOU!

Final Bonus: The Prequel and Sequels that Never Were

So, I wanted to include information about both the sequel and the prequel that were once proposed for Septerra Core in this final post. But, after diving into the archives and gathering it all up, it ended up being a little too long to include here.

But fear not. Fans who would like detailed synopses of both of these projects can find them in a separate post. In fact, it’s the first in a possible new series entitled, “Games I Didn’t Make!”

So you can check out the first entry, all about Septerra Core, right here. And as a bonus, I’ve also included a few storyboards for movies that were cut from Septerra Core!

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