A lot of questions have been circulating regarding Eponasoft and its relation to other names. We're going to answer all of the frequently asked questions here to clear up some things.
Are Eponasoft and Frozen Utopia the same?
No. Frozen Utopia was formed in 2005 as an exclusively PC Engine development team. Eponasoft was formed in 2007, originally as a PC development group. We simply expanded over the years.
Did Eponasoft develop Mysterious Song?
No. This is a misinterpretation due to the fact that Eponasoft is developing the sequel. Someone out there assumed that because Frozen Utopia's name is on the first and Eponasoft's name is on the second, coupled with the fact that Frozen Utopia is publishing/distributing Lucretia: Demon Princess, that Eponasoft must have been the developer and Frozen Utopia the publisher. In reality, they are two different teams with different developmental goals.
So, what's the difference between Eponasoft and Frozen Utopia then?
There are a lot of differences. Frozen Utopia is a group of PC Engine fanatics who only make PC Engine games. There is an expansive core team, and they all work on each project together. Eponasoft does not have an expansive core team, and we are not limited to the PC Engine. Each production has its own contracted staff, although one or two people may be involved in more than one production at once.
What's Eponasoft's history? Does it have anything to do with The Legend Of Zelda?
Eponasoft was formed in 2007 by Equuskia and Nodtveidt. The name comes from one of Equuskia's other nicknames, Epona-Rhi. Epona is the Celtic goddess of fertility and is associated with horses, hence Eponasoft's horse logo. "Epona" means "Great Mare" in Gaulish. It has nothing to do with The Legend Of Zelda.
Originally, Eponasoft was to produce software for the PC. Eponasoft's very first productions were actually BASIC interpreters, starting with the short-lived prettyBASIC. After that was sillyBasic, based on Malcolm McLean's MiniBasic. BSDBASIC was Eponasoft's final non-game project, which was a compiler version of sillyBASIC, intended exclusively for FreeBSD. Gaming is where Eponasoft's true skills lie, so non-game projects were then abandoned and work shifted strictly to gaming. Eponasoft's earliest game project is a first-person shooter known as Two Lords, which was originally made for MS-DOS as a solo project of Nodtveidt's but later brought to Windows under the Plantasy Studios label before finding its home here. Platform focus expanded later to include the Nintendo DS. Eponasoft was working on a Pokémon-like game called Coven for the Nintendo DS and, at the time, was operating palib-dev.com, a popular website for indie Nintendo DS developers based on PAlib, a very easy-to-use library. However, after PAlib was officially discontinued by its developers, Eponasoft left the Nintendo DS indie scene. It was then that Eponasoft expanded into PC Engine and Xbox 360 development. Eponasoft began work on Monolith for the PC Engine, although development of that particular game has slowed. Additionally, Eponasoft took on other projects, such as the joint venture with MindRec to produce the PC Engine version of Xymati. In early 2013, Eponasoft released Paradox Girl, a Windows game featuring Eponasoft's primary founder, Equuskia. It later became a trilogy, with Lucretia: Demon Princess being the second game in the series. Lucretia: Demon Princess was originally developed as an Xbox 360 title, but plans for that were scrapped and the game was brought to the PC Engine instead. Other abandoned Xbox 360 titles include Beach Zombies, a Final Fight-like game, and a candy-themed vertical shooter called Azucar. Additionally, plans for Atari Jaguar, Xbox 360, and Ouya ports of Frozen Utopia's Mysterious Song were made but later abandoned. Eponasoft also teamed up with Matwek to produce a PC game called Hastilude, although it is currently unknown what will become of that production as all contact with the original designer has been lost. Other recent productions of note are Jason Greene's Einzelgänger, a futuristic space shooter which was originally designed to be released on the Atari Jaguar several years prior as Metro Blaster, and Head Crush, a game designed to be a grotesque version of the popular Candy Crush.
Will you do Lucretia's prequel for the PC Engine?
Yes. Without knowing the storyline of Paradox Girl, some of the storyline in Lucretia: Demon Princess makes little sense.
I recognize some of the music Eponasoft uses. Why?
Eponasoft frequently makes use of stock music from Incompetech. This music is available free of charge for any purpose, and is high-quality. Because of this, it is not uncommon for some of the music we put in our work to have been heard before, as Incompetech is rather popular among indie developers.
Did Incompetech have a hand in developing Lucretia?
No. They are credited in the splash screens for Lucretia: Demon Princess as a show of recognition.
So, what does Eponasoft have planned for the future?
Equuskia's the boss of this show, and she has insisted that we focus solely on PC Engine productions for now. So, our future plans are just that... more PC Engine games! Obviously, all current productions will be completed. A conversion of Paradox Girl will come, as well as a sequel to Lucretia: Demon Princess to finish the trilogy. Speaking of trilogies, there will also be a final game in the Mysterious Song series after Eternal Silence is completed. Nando, one of the developers on staff for Lucretia: Demon Princess, has designed an idea for a run-n-gun game using demonic themes. Equuskia has two games of her own in the works, a goddess-themed game called Two Ladies and a game similar to PuzzleQuest which is currently only referred to as Project MESO. Coven may get a PC Engine release, utilizing Eponasoft's BruCard II HuCard design, and the game would also support the TurboExpress link cable. Last but not least is the final version of The Wrath Of Sona, an epic RPG so grand in scope that it will require three whole CDROMs. It will not only be the largest-ever RPG on the PC Engine, but it will also be the first-ever PC Engine multi-disc game.
If it comes to pass that we dive into PC-FX development, we will likely take on Black Satin, an old-school fighting game originally developed during the first rise of the MUGEN fighting game engine in the early 2000s, as well as Azucar, the candy-themed vertical shooter originally slated for release on the Xbox 360. Finally, there is the possibility of doing one last RPG, appropriately titled Swan Song.
What happens after all of that... is anyone's guess.