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Honey Rose: Underdog Fighter Extraordinaire
Platforms: PC
Languages: English
Players: Single-player
Jun 8, 2016 @ 3:54am
Sep 29, 2016 @ 7:04pm

View Honey Rose: Underdog Fighter Extraordinaire in the store

Store page
Recent Announcements View All (7)
Demo playthrough by Thetwodud Gaming
Demo available!
Release date: Q4 2016

What the game is about:

Honey Rose: UFE tells the story of Red, a young university student with dreams of making it big at the masked fighting tournament.
She needs to balance her studies with her training, so she can bring home both the champion's belt, and her graduation!
The game is a life-management simulation, presented as a visual novel, with beat'em-up elements.

In short: some reading, a little fighting... and lots of planning!

Project History:

This game is the sum result of three years of effort, using Construct 2, all stemming from a single concept illustration!

Art, design and programming are by Pehesse, and the soundtrack is by Morusque!

To read all about this crazy ride, go here:

  • A visual novel based around choice and reactivity! See how events unfold based on your decisions... or lack of commitment!
  • A sizeable cast of characters to encounter in dynamic events, with individual subplots to pursue!
  • Fight for your dreams on the ring, or to get back your suit from dastardly thugs in the street!
  • Plan ahead to make the most of the 6 months you have left until graduation!
  • Bring home the champion's belt if you can, but make sure to ace your tests as well! Can you really do both?

To sell, or not to sell:

The game will be available as a pay-what-you-want release.

“Pay what you want” often comes with certain expectations, namely that the games are short, or small scale projects.
In truth, these expectations fail to realistically apply to many projects using this model, and Honey is one of them.

I don't want to put a retail price on it. The indie standard of 7.99 might give it a breathing chance in a very congested storefront environment, but would be nowhere near representative of the work and time i invested in the project.

But mostly, what matters to me is that YOU value the experience it will provide, and I hope you will decide to support my work and its continued existence by however much you value it to be.

In the end, I hate to think of my work as a product I’m selling so that you, as a customer, can consume it - I’d rather our relationship be that of patrons enjoying the work of a craftsman, whose creations you help through monetary support and word of mouth.

I'll open donations and contribution pages closer to the game release, but before then, you can support my patreon at , or save up your money so it's ready to go when the game will be available to download!

And I hope, most of all, you will have fun playing this game!


-How far along is the game?

The game is currently at about 80% completion. I'm missing animation assets for one last character, and I need to script a few more matches and special setups. After that is script editing, testing, debugging... not a lot compared to what came before, but plenty enough to keep busy!

-When will it release?

I don't want to commit to any specific date, even though release is definitely a matter of months, simply because I don't want to create expectations.

I'm aiming for a Q4 2016 release, and you can trust that I will release the game as soon as it's possible to do so, meaning when I believe it's fully ready!

-Will it come to early access?

No. This game has a strong narrative focus, and the script isn't subject to change at this point, meaning playing it now in early access would spoil many of its developments. I also don't believe in early access as a business model, especially in conjunction with the "pay what you want" approach.

However, there have been and will be more testing rounds. If you're interested in participating in testing, please contact me, though with the following caveats:
don't apply for a testing build if you:
-only wish to play through the game
-don't intend to give feedback
-expect a polished and bug free experience
-and/or are frustrated by the prospect of having to restart a save file several times over as I update the test builds!

This is all so the final game will have none of that, so if you are only interested in the most complete experience possible, please wait until the game's release!

-Will there be voice acting?

No. I believe the game is stronger without, as it allows me far greater possibilities for writing the script, tweaking and editing it until the very last stages of development, along with allowing me to write a much bigger number of lines than I could possibly afford to record!

Additionally, I didn't write these characters with specific voices in mind - I'd much rather you imagine or act out your own!

Where to find Honey:

On her homepage:
On tumblr:
On twitter: @lavantdapres
On TIGSource:
On IndieDB:

Questions? Ideas? Remarks?:

Hit me up at, or follow me at @lavantdapres!
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glottis  [author] Aug 6, 2016 @ 8:29am 
@Sackroad: I saw! Many, many thanks! Every bit helps, and yours is more than a bit :-D
Sackroad Aug 6, 2016 @ 3:03am 
Matter of fact, I just hit up your Patreon. It's not much, but I hope it helps. Keep up the hard work.
glottis  [author] Aug 5, 2016 @ 10:39pm 
@Sackroad: aaah, well, thanks a lot for that :-D :-D
Sackroad Aug 5, 2016 @ 3:59pm 
Well, what I'm trying to say that for me at least, it'll be a must buy.
glottis  [author] Aug 5, 2016 @ 2:20am 
@Sackroad: I don't know if "smooth as silk" will be the right word, since it'll still have a dinstinct feeling (slowness) some might not care fore, but if it's noticeably bad, wrong or causes problems, I'll endeavour to fix it (even more) for sure!
Sackroad Aug 5, 2016 @ 1:15am 
Cool, that was the only issue I had with the demo, so it sounds like the finished product is going to be smooth as silk.
glottis  [author] Aug 4, 2016 @ 11:01pm 
@Scarkroad: thanks for the feedback :-D The combat is designed to be slower than your average brawler, especially since the "speed" stat affects a lot, but I still tweaked it since the demo went live to be a bit more responsive. It should still require a slow rhythm (until your speed stat skyrockets :-D), but feel a bit more reactive, so more pleasant to play!
Sackroad Aug 4, 2016 @ 3:15am 
Put some hands on with the demo and I like what I'm seeing so far. My only stumbling block was trying to get a handle on the combat. It feels a little sluggish? It could just be me. But the music, and the character development, perfect. I'm sold.
glottis  [author] Jul 22, 2016 @ 10:44am 
@Sackroad: thanks a ton :-D Progress is going very well, and I've even reconsidered releasing a demo so I'll be working towards that in the coming weeks, to tide you all over until the final release in a few months!
Sackroad Jul 21, 2016 @ 10:57pm 
So glad this got greenlit. I'm looking forward to playing it and supporting it further. :)