One young person travels across the world and serves a nation. Sandbox RPG "The End of History" - A replay set in a medieval-style world where you can freely adventure.

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/935/G093580/20251009002/

Writer: Aoi Sugihara | 2025/10/09 03:00 (UTC)

The demo version of “End of History,” a new PC title from WorldMap, the indie game label launched by Try Systems, was released on October 2, 2025.

Below, to help clarify controls and displayed information, the mouse pointer is included in the screenshots.
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This game is the latest release from independent developer Tatamibeya, described as a “sandbox-style strategy RPG.” Players take on the role of an anonymous ronin and are free to explore a medieval-themed world. Your actions are entirely unrestricted—you can become wealthy as a merchant, earn fame as a warlord, or survive as a thief.

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At BitSummit the 13th, held at Miyakome-ss, a playable demo of the sandbox-style strategy RPG “End of History” was exhibited. This is the third title from Tatamibeya, known for works like “NOSTALGIC TRAIN.” We spoke with the developer on-site about the game’s content and challenges of independent development.

[2025/08/13 17:00]

While some may find the scope overwhelming at first, this article presents a brief replay-style walkthrough of the journey from departure to securing government service. Note that minor plot spoilers are included—those wishing to experience everything firsthand should proceed with caution.

Official Website for “End of History”

Launch into vast world with zero knowledge — First, head to a major city seeking work

Once, an ancient civilization ruled the entire land. This great society overcame famine and war, using its accumulated knowledge to inscribe advanced science onto massive obelisks—believed to be eternal.

But gradually, knowledge was forgotten, and the civilization declined.

In a future where even the name of that ancient culture had been lost, a hero arose who restored order after another age of chaos. He founded the “Holy Rusch Empire,” bringing a fragile peace across the world. This reign lasted 900 years—but now, its authoritarian rule and corruption have pushed it to the brink.

At game start, three major powers exist: the declining “Holy Rusch Empire,” the independent western force of “Eldelain Kingdom,” and the eastern nomadic “Palk Unified Kingdom.” Further divisions or secessions may occur during gameplay. Thumbnail image No. 002 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay Thumbnail image No. 003 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

The protagonist exploring this world is Adel, the last surviving member of a long-lived race. The long-livers were entrusted with guarding “the light of the obelisk,” but that light now flickers and seems destined to fade.

According to an elderly caretaker, this dimming signifies the world’s collapse in 100 years. To witness its end—and ultimately save humanity—Adel must venture alone into a vast unknown.

The cause of this impending collapse remains unclear, as does how it might be stopped. Discovering answers becomes part of the player’s mission. Thumbnail image No. 004 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay Thumbnail image No. 005 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

Initial stats receive about 180 points automatically, with an additional 10 bonus points to assign freely. While initial values are randomized, selecting presets like “military-focused,” “administration-focused,” or “people-focused” introduces bias in distribution. Players can reroll as many times as needed—so creating a character with preferred stats is straightforward.

For now, we chose the administration-focused preset and supplemented it with bonus points to achieve a fairly balanced build. If you’re unsure what to do, aiming for something like “average” works well.

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After completing the tutorial, you’re immediately dropped onto the map. With no information about the world, it’s unclear where to begin—but the elder advised: “Go see Witch Ashberry.” With nowhere else to go, we follow her guidance.

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Ashberry lives deep within the forest, where she teaches about life and human society. While not much new information is revealed—essentially just “do as you wish”—she implies that stopping the world’s collapse isn’t a must. She has the ability to view the world from above but lacks power to change it—a serene, almost detached presence. Thumbnail image No. 008 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay Thumbnail image No. 009 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

Still, there’s no clear alternative purpose. According to Ashberry, gaining “fame points” through activities like combat or trade enables one to join a nation. Whether you align with any particular country is up to you—but exploring the world while taking on various jobs isn’t a bad idea.

The map starts completely blank, but thanks to Ashberry’s guidance, key city information gets recorded. The closest major city is Ridel—the capital of the Holy Rusch Empire—so we head there first.

Settlements and buildings visited or whose locations are learned get added automatically to the map. Population counts and military strength appear as data—but many of these elements remain unclear for now. Thumbnail image No. 010 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay Thumbnail image No. 011 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

A little research reveals multiple ways to increase fame. But currently, we’re not strong enough to be a bounty hunter, can’t afford to hire followers, and lack business knowledge. The only feasible option as a lone traveler is taking on simple civilian requests. So we head to the guild to browse available tasks.

Three jobs appear—lowest difficulty being goods transportation—so we accept that one. Destination: “Old Rusch Guild.” Reward: 300 dinars (currency). With initial funds of 800 dinars, this is a decent first paycheck.

…But where exactly is Old Rusch?

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Transport specialty goods for big profits — No money, no progress!

We now know the destination name—but blindly wandering the map is impractical. We need clues before departure.

Locations mentioned in conversations are gradually added to the map. By handling cross-city requests like this, we slowly gain deeper understanding of the world. Thumbnail image No. 014 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

As information sources, taverns are standard. We boldly enter one—and the bartender kindly points out: “North from here.” Checking the map now, we see that Old Rusch’s icon has automatically appeared just next to the capital Ridel. Ah yes—this is how exploration unfolds.

Actually, I’d already visited this tavern earlier—but gained nothing then. The bartender couldn’t know what information to give without a clear purpose. Thumbnail image No. 015 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

We quickly pack up and head out. In just two days, we arrive at Old Rusch—formerly the capital of the Holy Rusch Empire. The architecture features elegant decorations—but maintenance is poor: plaster cracks and flakes off, and road paving is in bad shape.

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As we observe, a man claiming to be the steward of House Rusch approaches. The household’s dinnerware is deteriorating and needs silver utensils from Ridel. He dismisses Ridel goods as inferior—but admits he can’t make them himself.

This exchange clarifies Old Rusch’s role in the world: once a glorious capital, it was gradually sidelined after long imperial rule caused noble privileges to stagnate. Economic activity shifted to Ridel; now only aristocratic “old-fashioned citizens” and poor residents remain.

Each major city has its own history—and events that reflect this depth. These details make cities feel more than just symbols—adding richness to the sense of exploration. Ah, I’ll buy silverware when I get the urge.

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The locals’ attitude is somewhat irritating—but anyway, the first transport job succeeds. Returning would earn us the reward, but we still have time before deadline. To make more money, I decide to take on a new task: buying wood at the guild.

We couldn’t get info from Old Rusch’s tavern earlier—but nearby village inquiries reveal rumors of “Almana,” a city called the “Forest Town” in the northwest. According to data, its specialty product is timber. Bingo!

Given how far away it is, food consumption will be substantial. Automatic movement improves efficiency and indicates required rations—so we prepare accordingly. Thumbnail image No. 018 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

Almana is nearly at the continent’s edge—quite far—but we arrive without issue. We go to buy timber, but immediately hit our weight limit. Of course—it makes sense; no one can carry massive amounts of wood alone.

Each item has a set weight: food = 1 per unit, wood = 8 per unit. The protagonist can carry only up to 20 units—so carrying three wooden units means we’d have to drop all food. Thumbnail image No. 019 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

So we decide to hire help at the tavern. Non-combat personnel are called “porters”—not combat units, but they greatly relax weight limits.

The issue: money. Hiring costs 320 dinars—plus food increases with duration and wages must be paid. Though this job’s reward is generous (700 dinars), return travel time makes it inefficient. Hmm… long-distance moves don’t seem worth it?

Then, we remember: “You can buy and sell goods beyond assigned quests.” Wood isn’t just a common material—it’s a specialty item, and since Almana has to import it from far away, selling it in Old Rusch could yield huge profits.

With the porter hired, our maximum load increases to 70 units. We stock up on food and wood—deciding to carry eight units instead of three—to head back to Old Rusch. If we make it without trouble, we might finally escape initial financial hardship.

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Danger is everywhere—survival skills are essential for business

Trouble strikes. Just before reaching Old Rusch, we’re attacked by bandits calling themselves “Liria Zande.”

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Combat unfolds as a top-down 3D action sequence. The protagonist is player-controlled; subordinates fight automatically. Attacking from the side or rear gives advantage—but only if you have enough troops. We can barely handle combat, while porters are completely ineffective in battle. Facing them head-on would be reckless.

We try every menu option to find a way out—only to discover no “escape” choice exists. The best we can do is surrender quickly to minimize losses. Reluctantly doing so, the bandits steal all eight units of wood. Wait… ALL eight?!

The pop-up was brutally merciless. Shocked, I couldn’t move from that screen for a while. Thumbnail image No. 023 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay Thumbnail image No. 024 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

Uh-oh. At this point, only about 17 days remain until the deadline. A one-way trip from Old Rusch to Almana takes seven days. Plus, combat injury reduces morale—slowing movement drastically. With time already tight, we must rest and recover.

To make matters worse: we bought extra wood, so money is gone. To cover immediate expenses, we report completing our first job (the Ridel transport) and use the funds to buy silverware—which we then sell to Old Rusch’s steward. This nets us 700 dinars—though it’s a terribly unsustainable cycle.

Still, we’re ready. Movement speed varies by weight and other factors—but if we move at maximum pace, we might just make it in time. As long as no further surprises happen, recovery is possible!

In this game, one year consists of four seasons (spring, summer, autumn, winter). Crossing a winter brings the next year. Recovery was completed on Summer Day 19—while the deadline was Autumn Day 13. Thumbnail image No. 025 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

No further issues occurred. We arrived in Almana on Autumn Day 5 and sold the ore we’d secretly bought earlier in Old Rusch—immediately improving our finances. We then purchased a little extra wood and raced back to Old Rusch, this time carefully watching for bandits.

The ore weighed 6 units per item—it cost us 60 dinars when buying but sold for an incredible 143 dinars in Almana. This gives us breathing room. Thumbnail image No. 026 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

It was extremely tight—but we arrived in Old Rusch on the deadline day. We reported completion at the guild and successfully received 700 dinars.

Additionally, we sold excess wood—fetching a whopping 70 dinars! (Purchased cost: 8 per unit.) That’s an astounding profit margin of 88.57%! Even after subtracting food and wages, it’s still overwhelmingly profitable.

This time, we couldn’t carry much extra due to maintaining movement speed—but if we transport large quantities like this, financial issues could be solved overnight. Hmm… maybe we shouldn’t bother with quests at all anymore. Let’s make a real fortune!

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But continuing with this crew feels risky. A large group transporting high-value, unarmored wood would be like slow-moving, immobile slimes—perfect prey for bandits.

Old Rusch had no proper soldiers (as expected), so we travel to the capital Ridel and recruit “Rusch Infantry” and “Rusch Archers.” Though their leadership is weak—the maximum unit size is only four—they’re still sufficient against bandits.

Also, they’re combatants but have some cargo capacity—reducing weight limits. Using them for long-distance transport while handling easier quests along the way builds our financial strength.

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This strategy worked perfectly—we enjoyed smooth, comfortable operations. After some time, a man named Graham from the Eldelain Kingdom approaches, inviting us to join the “Scientific Academy.”

Ah yes—our original goal was to join a faction all along. We’d been busy completing quests and defeating bandits, so fame had risen naturally—but in our excitement over earning money, we’d forgotten this objective.

Since obelisks contain ancient scientific knowledge, joining the Scientific Academy might bring us closer to uncovering the truth. The timing’s perfect—so we accept instantly. From now on, Adel officially becomes a “general” of the Eldelain Kingdom.

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Now, we receive regular salary from our faction—but also must obey royal “orders,” and failing them lowers our status. The first order: “Agricultural Development”—we must work on development in a designated city.

Checking the map reveals that target location—“The City of Pleasure, Eschri”—is at the opposite end of the continent. Only 18 days remain. At this realization, our group immediately sets out again after buying massive amounts of food.

Joining a specific faction causes all its cities to appear on the map—along with their specialty products—making it extremely useful for planning. Thumbnail image No. 031 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

With that, we’ll conclude this play report. The experience felt deeply immersive—yet only one year passed in-game. The demo allows progression up to Year 2; the full version promises 100 years of gameplay.

Starting from complete ignorance and gradually uncovering the world while crafting your own strategies fits perfectly with its “sandbox-style strategy RPG” concept. Worldbuilding and systems that deepen exploration are well-crafted—making this living, breathing world feel truly alive.

Each month passed shows advancing decay toward global collapse: rising hatred and division worsen the breakdown—but how to stop it remains unknown. Thumbnail image No. 032 / A young person travels across the world until they enter government service. Sandbox RPG set in a medieval-style world: “End of History” replay

The content is vast, and many elements remain untouched. Interactions with individuals in cities or deeper involvement as a ruler would reveal entirely new facets. Even within the demo’s scope, there’s plenty of substance—so if intrigued, we strongly encourage trying it yourself.

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Official Website for “End of History”