Secret of Evermore
Reviewed by Marcus Webb & Elena Castillo ·
Square's only game developed by their North American studio, Secret of Evermore is an action-RPG set in a dimension of eras — prehistoric, ancient, medieval, and futuristic — created by a fictional professor's science experiment gone wrong. A boy and his dog companion explore the alchemy-based world of Evermore in a game that shares Secret of Mana's engine but delivers a unique, underrated adventure.
💡 Secret of Evermore — Key Facts
- → Secret of Evermore was developed by Square and published by Square
- → Released in 1995 on SNES
- → Genre: Action Rpg
- → We rate it 8.3/10 — highly recommended
- → Square's only game developed by their North American studio, Secret of Evermore is an action-RPG set in a dimension of eras — prehistoric, ancient, medieval, and futuristic — created by a fictional professor's science experiment gone wrong. A boy and his dog companion explore the alchemy-based world of Evermore in a game that shares Secret of Mana's engine but delivers a unique, underrated adventure.
Overview
Secret of Evermore occupies a unique position in Square’s catalog: the only game ever developed by their North American studio, made specifically for Western players, never released in Japan.
It arrived in 1995 with Secret of Mana’s engine, a premise built from science fiction adventure tropes familiar to American audiences, and an alchemy system that replaced standard magic with ingredient-gathering in a way no prior Square game had attempted. It was received as a lesser Secret of Mana and gradually recognized as something more interesting than that comparison suggested.
The Four Eras
The premise is clever for 1995: a boy and his dog are accidentally pulled into a fictional world created by a science experiment — a dimension built from various historical periods as imagined by a mid-century American professor. Prehistoria is dinosaurs and cavemen filtered through pulp magazine covers. Antiqua is ancient Egypt via Hollywood adventure serials. Gothica is medieval fantasy. Omnitopia is retro-futurism.
This structure lets each area play distinctly without requiring the game to establish internally coherent world-building. Prehistoria is all open spaces and creature encounters; Antiqua involves market towns and underground ruins; Gothica has a classic castle quest; Omnitopia’s technology-saturated aesthetic is the game’s most visually distinctive era. The four worlds are loosely connected thematically (all imagined by the same professor) but function as separate adventure modules.
The dog companion adapts to each era in a visual gag that runs through the whole game. In Prehistoria, the dog looks like a hyena; in Antiqua, a jackal; in Gothica, a wolf; in Omnitopia, a robot dog. It’s never plot-significant, but it demonstrates the game’s consistent low-key humor that separates it tonally from the more seriously-framed Japanese Square RPGs of the same period.
Alchemy and Ingredients
The alchemy system is Secret of Evermore’s most distinctive element and the primary reason it doesn’t feel like Secret of Mana with a reskin. MP-based magic is entirely absent. Every spell requires physical ingredients consumed on cast.
The ingredients are found everywhere — purchased from merchants, harvested from specific environment interactions (shaking spice trees, collecting from pots), or found as drops. Different ingredients combine to create different spells, with the recipes discovered by finding alchemists or through experimentation. A player who systematically buys every ingredient available and notes what works will unlock more spells than one who simply follows the main path.
Spell upgrades add another layer: using Heal repeatedly — or finding upgrade vendors — produces progressively more powerful versions. A player who invested heavily in upgrading Heal throughout the game exits the final areas with a significantly more powerful recovery tool than one who didn’t. The system rewards investment and engagement rather than simply leveling a number.
The limitation is inventory management. Carrying enough ingredients for sustained alchemy use in difficult areas requires attention to stock, and running out mid-dungeon of a key ingredient is a genuine problem. This is intentional — the game wants alchemy to feel like resource management, not unlimited magic — but it creates friction that some players found frustrating.
Jeremy Soule’s Debut
Jeremy Soule composed Secret of Evermore at 21, making it his professional debut. His approach diverged from SNES RPG convention. Where Secret of Mana’s score has immediately memorable melodic hooks, Soule’s Evermore score is more atmospheric — longer musical phrases, more textural, less insistent on melodic presence.
Each era has specific compositional character. Prehistoria has a slightly primal quality with instrument choices that suggest the period. Antiqua uses melodic material that suggests ancient Egypt without directly quoting it. Gothica’s medieval setting gets appropriately dark scoring. Omnitopia’s futuristic era uses the SNES’s synthesizer capabilities differently than the other areas.
This approach produced a soundtrack that worked in context but was harder to remember outside it — which partly explains why Evermore’s score is less celebrated than Secret of Mana’s, despite Soule’s subsequent career as one of Western gaming’s most commercially successful composers. His later Skyrim score is immediately recognizable; his Evermore score is immediately atmospheric but not immediately memorable.
The Underrated Footnote
Secret of Evermore’s status as a Square curiosity — never released in Japan, made by a team that no longer exists, for a console that’s now retro — has slowly shifted toward appreciation. Players who find it without the expectation of another Secret of Mana often find themselves engaged by the alchemy depth, the era variety, and the dog who becomes a robot. It isn’t Secret of Mana, but it was never trying to be.
It’s trying to be an American boy’s adventure through four worlds that could only have been invented in 1955, filtered through a 1995 SNES RPG engine, scored by a 21-year-old who would go on to write music that 60 million people would later hear in Skyrim.
That’s a specific achievement. Most games don’t have one.
Our Review
Gameplay
Secret of Evermore is a real-time action-RPG using a modified version of Secret of Mana's engine. The player controls a boy; a dog companion follows and can be briefly controlled during combat. The alchemy system replaces standard magic: different ingredient combinations create specific spells (Heal, Crush, Corrosive Rain, and dozens more) collected and upgraded throughout the game. Ingredients are purchased from merchants or found in the environment and consumed when spells cast. Standard combat uses a charge attack system where holding the attack button fills a percentage gauge for more powerful hits. Four distinct world eras (prehistoric, ancient Egypt-inspired, medieval, future) provide environmental variety.
Graphics
Secret of Evermore's SNES visuals are detailed and atmospheric. The four eras have strongly distinct visual identities — the dinosaur-populated prehistoric world, the Egyptian-influenced Antiqua, the medieval Gothica, and the technologically advanced Omnitopia. The sprite work is expressive and the backgrounds demonstrate clear artistic direction.
Audio
Jeremy Soule composed the Secret of Evermore score at age 21 in his professional debut. The soundtrack features ambient-influenced compositions that create distinct atmosphere for each era. 'Prehistoria,' 'Antiqua,' and the overworld themes became recognized as Soule's first demonstration of the compositional voice he would develop for the Elder Scrolls series and Guild Wars. The soundtrack is unusual for an action-RPG — quieter and more atmospheric than typical genre entries.
Replayability
The alchemy system's depth — dozens of spell combinations to discover, upgrade, and optimize — provides engagement beyond the main story. Multiple ingredient sources and upgrade paths create completionist goals. A New Game+ option would have enhanced replayability, but the single playthrough structure rewards exploration within the main run.
Historical Significance
Secret of Evermore holds the distinction of being the only game developed by Square's North American studio and the only game developed by Square specifically for Western markets rather than localized from Japanese. Released only in North America and Europe (no Japanese release), it represents a unique moment in RPG history: a Japanese developer's attempt to create an RPG for non-Japanese audiences using an American development team. The game's composer Jeremy Soule went on to compose The Elder Scrolls III: Morrowind, IV: Oblivion, V: Skyrim, and Guild Wars, becoming one of Western gaming's most celebrated composers.
✅ Pros
- + Unique alchemy ingredient system replaces standard magic
- + Four visually distinct world eras
- + Jeremy Soule's atmospheric score as his professional debut
- + Dog companion adds charm and tactical options
- + First Square game made for Western audiences
❌ Cons
- - Dog AI can be frustrating in combat situations
- - Ingredient management adds inventory complexity
- - Story is lighter than contemporaneous Square RPGs
- - Never released in Japan, limiting its cultural footprint in RPG discussions