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Epic Battle Fantasy 4
February 25, 2014 - Kupo Games

I'm not sure if you guys got alerted about it, so I made this announcement just in case.
Here's the store page:

Hurray! Finally!

February 24, 2014 - Kupo Games

Epic Battle Fantasy 4 will be released on the 25th at 16:00 PST, for $11.99, £8.99 and €10.99.

Hoping the launch goes smoothly! I'll be glad to finally have this massive project out of the way. D:

February 18, 2014 - Kupo Games

Bad news first: I’m not going to be releasing Mac and Linux versions of EBF4 right away.

I don’t have the manpower to test and support 3 versions at once, and don’t have much access to Mac and Linux computers. I’m also not sure if I’d be able to integrate them with all of Steam’s features, as a few complications popped up.

If I do release Mac and Linux versions, it’ll have to be a while after the initial Windows release, and probably only if there’s a high demand for them.

Sorry. Please don’t lynch me.

Good news: Me and HFX decided to bundle the full soundtrack with the game!

I still haven’t finalized pricing, because that’s the very last step in the publishing process.
I’m thinking $12, but I’m interested to hear from Valve on the topic.

Also, anyone playing the game in a widescreen resolution gets to look at Natalie’s ass for dozens of hours.

February 16, 2014 - Kupo Games

All of the new content is finished and tested, and the Steam integration is almost finished too.
Steam Cloud and achievements and all that already work.

Most of what's left is finishing off the store page, which requires quite a lot of info and graphics, and getting in touch with Valve before publishing. (not sure how long that last part takes though)

The plan is to have everything finished before the end of February, and it looks like that should be easily doable if there's no bad surprises along the way.

January 17, 2014 - Kupo Games

Hay guys. The new content for the Steam version is pretty much finished. I'm mostly just polishing things off now, and waiting for HFX to finish some new tunes.

Implementing the Steamworks API might take some time though, because I have no experience with C++, and it looks like there's a lot of documentation for me to read. Hopefully it won't take too long, but it'll be at least a few more weeks until the game is ready for release.

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