Compare Epic Battle Fantasy 5 prices across trusted key stores and find the best deal. Developed by Matt Roszak. Published by Matt Roszak. Released on 11/30/2018. Available on PC. Genres: Adventure, RPG, Strategy.

A one-man RPG that quietly outguns most studio-made JRPGs on mechanical depth - if you can stomach the anime fanservice and sliding-block puzzles, the combat system will eat your weekend whole.

I went into Epic Battle Fantasy 5 expecting a charming but shallow indie romp and came out the other side genuinely impressed by how much decision-making it demands once the difficulty climbs. Solo developer Matt Roszak shipped something that sits closer to a tactics puzzle than a button-masher, and the core reason is a smart structural swap: MP is gone entirely, replaced by a per-skill cooldown system. You cannot spam your best attack because it locks out for several turns after use. That single change forces you to rotate your entire toolkit rather than finding one optimal move and repeating it forever. Pair that with a five-character party where reserve members heal between turns, and you have a game that actively rewards swapping, positioning awareness, and planning two or three turns ahead rather than just stacking raw stats. The layering goes deeper than cooldowns. Weather conditions shift the battlefield every few turns, and a sunny day does not just look pretty - it dries out the whole field, amplifying fire and bomb damage for both sides, which means a canny player will stack those elemental skills and ride the bonus, while an unaware one will watch the enemy do the same thing back. Status effects interact with elements in ways that can produce absurd damage spikes: apply Dry first, then hit with a fire-bomb skill, and numbers enter territory that would embarrass many late-game Final Fantasy encounters. Equipment is not a linear upgrade treadmill either. Weapons and armor carry elemental affinities and stat modifiers that stay relevant from the moment you find them, so there is no moment where your whole inventory becomes junk. Over 120 usable skills across the five characters - Matt the physical attacker, Natalie the holy and dark magic specialist, Lance the bomb-centric cooldown caster, Anna the status-setter, and the utility cat NoLegs - means loadout theory-crafting is a genuine activity for players who want it. Optional challenge content, boss rushes, and single-character marathon modes extend the higher end well past the roughly 30-hour main path, with completionists easily doubling that figure. The Version 2 update added new bosses, additional dungeons, customizable challenge modes, and a collectible monster card system on top of an already-substantial base. The monster-capture mechanic, where you weaken enemies to snag them as summonable units (bosses included), gives treasure-hunting a satisfying extra layer and functions as a secondary progression track for obsessive types. Multiple endings exist too, gated either by character relationship values built up through shared battles or by clearing the final boss on the punishing Epic difficulty, though the game does a poor job of surfacing that mechanic to first-time players. The cracks are real and worth knowing about. Random encounters are frequent and can wear down patience during exploration segments. The puzzle design in certain dungeons - heavy on block-pushing and ice-sliding - drew consistent criticism from players who found them disruptive to the combat pacing. The writing leans hard into 2000s flash-game energy: juvenile jokes, gaming references, and anime fanservice that will feel nostalgic to some and grating to others. Performance on lower-end machines has also been flagged as rougher than the 2D art style suggests it should be. None of that is disqualifying if you are here for the combat, but go in with calibrated expectations about the non-battle portions of the game. For the strategy and RPG crowd specifically, this is a genuinely well-constructed system that respects the player's intelligence at higher difficulties while keeping easier modes available for those who just want the story. It is the kind of game where a dedicated player ends up color-coding their equipment spreadsheet by elemental affinity, and that player will get fifty or sixty hours of clean value out of it. The fanservice wrapper and goofy tone will filter out people who need narrative weight, and that is fine. Know what you are buying. Diego, Scout Team

Epic Battle Fantasy 5

Epic Battle Fantasy 5

Nov 30, 2018Matt Roszak
GamerScout Says

A one-man RPG that quietly outguns most studio-made JRPGs on mechanical depth - if you can stomach the anime fanservice and sliding-block puzzles, the combat system will eat your weekend whole.

PC
Steam Deck UnsupportedProtonDB Gold
Best Price Available
€0.50
at Eneba
Lowest tracked: €0.50
Track this price

GamerScout Verdict

Best for JRPG fans who want real mechanical depth and can tolerate goofy anime aesthetics and block-pushing dungeons.

Compare Prices(3 stores)

EnebaBest price
StandardEurope (EU)Steam KeyKey
€0.50
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€0.70-89%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€21.39
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyGift copy
€29.20-13%
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

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Price History

Lowest tracked
€0.507 Jul 2026
Current best
€0.50
Lowest since we started tracking
Keyshops
€0.46€0.49€0.51€0.547 Jul23 Jul7 Aug23 Aug7 Sept
7 Jul — 7 Sept
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Screenshots & Media

About Epic Battle Fantasy 5

I went into Epic Battle Fantasy 5 expecting a charming but shallow indie romp and came out the other side genuinely impressed by how much decision-making it demands once the difficulty climbs. Solo developer Matt Roszak shipped something that sits closer to a tactics puzzle than a button-masher, and the core reason is a smart structural swap: MP is gone entirely, replaced by a per-skill cooldown system. You cannot spam your best attack because it locks out for several turns after use. That single change forces you to rotate your entire toolkit rather than finding one optimal move and repeating it forever. Pair that with a five-character party where reserve members heal between turns, and you have a game that actively rewards swapping, positioning awareness, and planning two or three turns ahead rather than just stacking raw stats. The layering goes deeper than cooldowns. Weather conditions shift the battlefield every few turns, and a sunny day does not just look pretty - it dries out the whole field, amplifying fire and bomb damage for both sides, which means a canny player will stack those elemental skills and ride the bonus, while an unaware one will watch the enemy do the same thing back. Status effects interact with elements in ways that can produce absurd damage spikes: apply Dry first, then hit with a fire-bomb skill, and numbers enter territory that would embarrass many late-game Final Fantasy encounters. Equipment is not a linear upgrade treadmill either. Weapons and armor carry elemental affinities and stat modifiers that stay relevant from the moment you find them, so there is no moment where your whole inventory becomes junk. Over 120 usable skills across the five characters - Matt the physical attacker, Natalie the holy and dark magic specialist, Lance the bomb-centric cooldown caster, Anna the status-setter, and the utility cat NoLegs - means loadout theory-crafting is a genuine activity for players who want it. Optional challenge content, boss rushes, and single-character marathon modes extend the higher end well past the roughly 30-hour main path, with completionists easily doubling that figure. The Version 2 update added new bosses, additional dungeons, customizable challenge modes, and a collectible monster card system on top of an already-substantial base. The monster-capture mechanic, where you weaken enemies to snag them as summonable units (bosses included), gives treasure-hunting a satisfying extra layer and functions as a secondary progression track for obsessive types. Multiple endings exist too, gated either by character relationship values built up through shared battles or by clearing the final boss on the punishing Epic difficulty, though the game does a poor job of surfacing that mechanic to first-time players. The cracks are real and worth knowing about. Random encounters are frequent and can wear down patience during exploration segments. The puzzle design in certain dungeons - heavy on block-pushing and ice-sliding - drew consistent criticism from players who found them disruptive to the combat pacing. The writing leans hard into 2000s flash-game energy: juvenile jokes, gaming references, and anime fanservice that will feel nostalgic to some and grating to others. Performance on lower-end machines has also been flagged as rougher than the 2D art style suggests it should be. None of that is disqualifying if you are here for the combat, but go in with calibrated expectations about the non-battle portions of the game. For the strategy and RPG crowd specifically, this is a genuinely well-constructed system that respects the player's intelligence at higher difficulties while keeping easier modes available for those who just want the story. It is the kind of game where a dedicated player ends up color-coding their equipment spreadsheet by elemental affinity, and that player will get fifty or sixty hours of clean value out of it. The fanservice wrapper and goofy tone will filter out people who need narrative weight, and that is fine. Know what you are buying.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Cooldown CombatMonster CaptureMulti-EndingStatus Effect SynergyChallenge ModesBoss RushEquipment Theory-CraftingWeather MechanicsLimit Breaks

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Storage
400 MB available space
Graphics
Doesn't matter much
Processor
2.3 GHz Dual Core (or better for higher settings)

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Game Info

Developer
Matt Roszak
Publisher
Matt Roszak
Release Date
Nov 30, 2018

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Frequently asked questions about Epic Battle Fantasy 5

How much does Epic Battle Fantasy 5 cost?

As of 7 September 2026, the cheapest in-stock offer for Epic Battle Fantasy 5 is €0.50 at Eneba, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Epic Battle Fantasy 5 cheapest?

The lowest in-stock price we track for Epic Battle Fantasy 5 is €0.50 at Eneba (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Epic Battle Fantasy 5 available on?

Epic Battle Fantasy 5 is available on PC.

When was Epic Battle Fantasy 5 released?

Epic Battle Fantasy 5 was released on 30 November 2018.

Who developed Epic Battle Fantasy 5?

Epic Battle Fantasy 5 was developed by Matt Roszak.