To do: describe the game itself rather than its development process. See here and here for general structure/layout for the article.

Epic Battle Fantasy 5 is a game in the Epic Battle Fantasy series. The game was released November 30th on Steam with a price of $15 (which can vary depending on your country); a free-to-play web version with optional paid content will release a few months later. The game isn't a direct continuation of Epic Battle Fantasy 4, but rather a reboot where all the heroes meet each other again for the first time.

New features

  • In addition to four previous characters, NoLegs' role was expanded as he joined the team as a new playable character. NoLegs' equipment consist of "Cat Toys" which are sets of short melee weapons and shields.
  • Mana Points (MP) system were abandoned in favour of a skill-cooldown system. Some normal skills, when used, will now be put on cooldown for a number of turns, represented by a clock over the grayed-out skill icon with the number of remaining turns.
  • The new Weather system. Each weather will affect both players and foes, with either a status effect or a stat buff or debuff.
  • A new tactic is revealed in this video, called Capture Foe. Inspired by the Pokemon franchise, this allows the player to throw a box at an enemy and, depending on how strong the enemy is considered and how many bad statuses are inflicted on them, capture it. Captured foes become summons which the player can use in battle in a similar fashion to the previous installment, turn in to quest givers, or sacrifice to upgrade equipment in the forge menu.
  • Some skills are replaced with stronger versions when upgraded, e.g., Tremor eventually transforms into Quake, which later becomes Cataclysm. This saves some space in skill lists at the neglible cost of making older versions of skills inaccessible — they were very rarely used after learning the next skill, and the primary reason to use them was to save MP, which is no longer a thing.
  • (this section doesn't cover anywhere as many aspects as it should)

Development progress

  • Initially, in December 2015, a simple style test demo has been released, presenting some ideas and possible features.
  • Starting from December 2015 until September 2016, foe showcases such as this one have been gradually released on Kupo Games' blog and DeviantArt.
  • From January to March 2016, visual designs for all weapons, female hats and armor, and items have been shown. Except for male hats and armors, which were shown later that year, in November.
  • Foe Competition, alike those for previous games had been held from March until June 2016. During that time fans could send their projects for enemies, few of which were selected by Kupo Games to actually appear in EBF5. See here for closing post and winners announcement.
  • Starting from August 2016 until December 2016, new animations for main characters and their skills have been showcased on the blog. Various icons, including those of foes, skills, elements, and status effects were also shown in the meantime, as well as aforementioned male hats and armor.
  • Although programming was being done on earlier stages, from December 2016 onwards, with numerous graphics already done, development focused on programming.
  • On 1st April 2017 Kupo Games released first footage of EBF5. Despite the date, it was not a joke.
  • On 21 August 2017 Kupo Games released EBF5 NPC Maker. Players were recommended to go to the EBF Discord server to share screenshots of NPCs.
  • EBF5 minimap

    World minimap

    On 31 January 2018, the world map was partially shown, with half the screens not visited and thus displayed as gray rectangles.
  • On 31 July 2018, the official trailer has been revealed.
  • On 17 August 2018, the public beta was released, featuring everything except the final boss, the translations, some music, and premium dungeons.
  • On November 16 2018, Matt revealed the release date of EBF5, it'll be released on November 30, 2018 on Steam, with a free-to-play web version coming in "early 2019".
  • On November 30th, the game was released on Steam.

Unfortunately, the game was hurt due to rushing last development phases. While EBF5 had months of public beta testing, it was partially void: some issues reported were left in with a promise to fix them somewhen after release, defeating the point of pre-release testing. This includes most of basic quality-of-life features requested during the beta, such as a "buy 10" button for shops, an option for quicker/instant text speed in dialogues, a display of status effects' info when viewing resistances, a way rename summons without capturing the same foe again, an indication what does the small box next to foe's name mean, a button to automatically assign all free steroids to respective characters and a button to unequip all summons.

On the next day after release, the Steam forums and the Discord server were filled with bug reports, ranging from simply counter-intuitive or underexplained game mechanics (such as certain enemy abilities ignoring the characters' resistances without any reason, or NoLegs' jump attacks targetting anything but the weakest foe they're said to target) to random changes of the game's own settings or system screen resolution, broken save files, freezing and refusal to launch. Yet, the developer actively tries to eliminate the problems, to not let a game with solid content get lost in technical issues and annoying interface.

Still, the game has been a success. Day 2 after the release, the amount of Steam players in-game at the same time has reached twice the value EBF4 had at its peak, though the latter's playerbase is split accross many sites.

External links