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a year ago (Apr 16th, 2018) by Xeviax

Yotsunoha Project Update #1

Welcome to the first Project Update for Yotsunoha! We’re delighted to have been able to finally announce this game, as we’ve been working hard on it behind the scenes for quite a while. Obviously we still have quite a way to go, as you can see by the stats on our lovely new project page here, but we’ll be aiming to bring you weekly progress updates as we do so.

With any luck we’ll have the demo ready for you in the next few weeks. We were hoping to release it alongside our announcement, but pesky engine issues got in the way. Make sure to follow us on Twitter so you’ll be notified as soon as it goes live!

That’s everything I have to say for this week, so I’ll allow the team to introduce themselves. Make sure to read to the end for a message from our CEO, Xeviax!



Hey guys! I’m Yotsunoha’s translator, non. First off, I just want to thank Sol Press for giving me the chance to work on this fantastic game. I’ve been having such a blast translating Yotsunoha and I’m sure you guys will have a blast reading it! Let’s see… my favorite heroine has to be Nono. She’s just too cute and I’m sure everyone reading this would agree.
There’s really not much to discuss (translation wise) since it’s our first progress report, but I’ve been putting the final touches on Matsuri and getting ready to start on Nono. I can’t wait!



What’s up, everybody! I’m Makkun and I’m Yotsunoha’s editor. Just like non, I also want to start off by thanking Sol Press for giving me the pleasure of working on such a wonderful game. I’m loving everything about Yotsunoha so far! The setting, the characters, the story, and even the mini exploration portions! I really hope y’all enjoy this game as much as I enjoy working on it. By the way, I have to agree with non about Nono (though Matsuri is a close second). Back to the main point, I spent last week finishing Iori so that I can start working on Matsuri. That’s all for this week.



Hello there! I’ve returned from my basement, busily tinkering on the latest QA build, to tell you that I will be once again responsible for the programming work for this title.

This game’s engine setup is very different compared to Hiqosoft’s later title Sakura Sakura. If I were to compare the two in one word, I’d say that Yotsunoha is way more “vanilla” in comparison. You have your usual scripts and engine setup files, but where Sakura Sakura went very setup and extra-data-heavy, Yotsunoha managed to put their map system into many scripts. That both complicated and simplified my workload—I just had to make sure that the correct files were loaded, but that for roughly ten times the files.

In general that’s a big theme in this game: Many, many files. As Non and Makkun probably will tell you at some point, this game lives on eating as many small script files as it can, in as short a period as it can. It was easy to fix all those “there’s too many translation sheets without content” reports, but it most likely didn’t get much easier for the two afterwards.

Nevertheless, I’m positive they gave it their all, as you will soon™ be able to see for yourselves. I’ll be returning now to the basement again, so that the “soon™” won’t be too long.



We are absolutely blown away by the positive reception for Yotsunoha. If you haven’t seen the opening, you can watch it here. Seeing the success and demand for both Yotsunoha and Sakura Sakura has shown us that older games are still very much in demand, and we’re going to keep this in mind moving forward.

I can’t wait for this game to be released! It has nice, quality romance and adorable characters. We’re currently working on getting a demo available to you guys within the next couple of weeks. We’ll be sure to send out an email blast as soon as it’s ready.

We had a question earlier asking if we plan on hosting a Kickstarter for physical rewards. We’ll be allowing pre-orders for Yotsunoha merchandise and physical goods as we get closer to the release date, but as of right now, we have no plans to host another Kickstarter anytime in the near future.

If you ever have any questions about our projects, please don’t hesitate to join our Discord server! We’d be more than happy to talk with you.