Honey Rose Combines Visual Novels With Underground Street Fights
(Last Updated On: June 8, 2016)

The animation and art style instantly grabbed my attention when I saw Honey Rose: Underdog Fighter Extraordinaire, with how fluent they moved and the amount of detail they placed into the animations. It’s like watching a Saturday morning cartoon in video game form.

Developers Pehesse has taken a really cool concept and made it even better. Not only have they created a visually stunning fighting game, they have combined the fight trainer simulator genre with a life management visual novel, creating a complex game about balancing life, training for your next big fight, and then actually fighting your next battle in underground street fights. And you know what? So far it all looks really cool!

honey rose 2

In Honey Rose: Underdog Fighter Extraordinaire, players play as Red, a girl that spends her days studying at her university, and her nights fighting in a masked fighting tournament for fame and glory. The developers say that this game has been in development for more than three years, and now that all of their hard work is coming to a close, they are getting ready to release this beauty to the public.

The animations for the fighting combat parts of the gameplay looks so smooth and effortless with the way the characters react, as well as how everything moves in the visual novel portion makes everything in the world feel alive and vibrant. You can take a look at the two trailers that I linked down below to see Honey Rose: Underdog Fighter Extraordinaire in action.

How much will Honey Rose cost? The developer seems to be going with a slightly unorthadox way of payment, so I’m not sure how the pricing will work, especially for Steam. This is what they had to say about it on the Steam Greenlight page description:

“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.”

Very interesting. Honey Rose: Underdog Fighter Extraordinaire is looking for a fourth quarter 2016 release date, but first, they are seeking votes on Steam Greenlight so that they can reach a larger audience to get their game out to the public.

If you are interested, you can follow the provided link to cast your vote and learn more. Additionally, you can also check out their IndieDB page, as well as their official website for further details about the game.

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Helping provide news, previews, reviews and info on new and upcoming indie titles and mainstream games, Nick’s passion for gaming and eye for detail extends across various genres and styles. Need to contact this author? Use our Contact page.

  • C G Saturation

    “Oh shit! Visible female flesh! IT BURRRRNNNNNNNNSSSSSSSSSSSS”

  • Thanks a lot for the article!

    You’re right about the “slightly unorthodox” payment method, as I’ll be trying something decidedly different from current standard industry practices, but I’m hoping it all pays off and I’ll manage to build enough trust and support to keep making games using this model 🙂
    On Steam, I’m still looking at how exactly this is going to work, but it will most likely appear “free”, and link to the support pages from the store page, and from within the game itself, parallel with the “credits” option or the like – though I’ll admit the wording isn’t finalized yet, as I’d rather finish the game first!

    Just a slight correction: Pehesse is my author name, not a group name – I’m a solo dev, lucky enough to have received the assistance of Morusque for the soundtrack, but the game is mainly a solo effort, which is why it’s taking so long! 😀

    • Nick

      Oh wow! Amazing work for a single artist! Very impressive. With the animation quality and the way they move I would have thought it was a team. It is on the line of the Gobelins school of animation.

      Sometimes finding information about developers on Greenlight can be a bit challenging.

      As for payment options, Steam can be a bit strict, so that is why I was very curious to see how you would set it up. I wonder if you could set up tier payments like other companies do with DLC, but instead of getting different content with each option, you use those “DLC” options as “pay what you want” features. Giving options for $1, $5, $10, $15 options, etc. Maybe Valve will bend the rules.

      Anyways, I am very interested in seeing more. I’ll be following Honey Rose progress to see how it comes together in the future.

      • Thanks a lot!
        I agree, information about developers is difficult to find all around… I hear about platform projects that aim to focus on that aspect, we’ll see how that goes!
        As for payment options: yeah, I’m still examining how to setup exactly, but this tiered DLC option using Steam buildt-in systems is an interesting approach. I’ll keep it in mind, thanks!

  • scemar

    Fine 2D art, interesting blend of genres, wrestling, and a pay what you want model. Nice stuff
    Good luck to the devs

    • Thanks a lot for the kind words!