Ero Hunters
by Madodev
2D Game
2DCG
BDSM
Fantasy
Female Protagonist
Lesbian
Monster Girl
Multiple Protagonist
RPG
Sex Toys
Strategy
Turn Based Combat
Vaginal Sex
Catch, Breed, Conquer You have been sent to found a colony on an island infested with Monstergirls. You'll have to defeat them in combat, and clear their dungeons. Or you capture them, and make them work towards expanding your colony. While they may be workshy in the beginning, an assortment of crafted gear and trainings will turn them into the perfect combatants or workers.
Screenshots
v1.0
Steam release
v0.9
Link
v0.6
Link
v0.5.4
Link
v0.5.0
Major:
110 new miniboss encounters at the end of dungeons.
795 new genes, and gene rebalancing.
A large amount of new building textures.
A large amount of new equipment.
Gene tailoring and mental trainings.
Island effects in Woerden, Saeftinghe, Biesbosch, Testerep and Yarmouth.
Minor:
Added a new "small" bust size.
Monstergirl bust sizes are now randomized with weights based on race.
The game autosaves when you close it.
The game mutes itself when you minimize/unfocus it.
Techs requirements are now global instead of local.
The multi-recipe pasture is no longer available.
The way deities work has been changed so you no longer dedicate islands at expedition start.
Flevo now has fully random encounters, including allowing multiple races to occur in the same encounter.
The item inventories are now global.
The production targets are now global.
The level cap has been increased to 100, however you gain experience slower after 50 and only get extra health.
Added three additional eye expressions.
Autoclear requirements now depend on the island level range.
Changed the visuals for the furry and thick fur genes.
Houses will now downgrade if their needs aren't 40% fulfilled.
Training has been split in three: Mental/Piercing/Level.
You can now fight combats manually even when auto-clear is available.
You can now disable the day-night cycle in the settings.
Glossaries.
Added dolls for all the new races.
Playing at a higher speed no longer slows down the game.
The girl selector is now more responsive.
Rank tokens now have visual effects.
You can now limit the amount and frequency of autosaves in the settings.
Balance:
Stockpile size from warehouses no longer grows quadratically.
Golden Bikini and Collar of Nudity have been nerfed.
Beacons now stack additively instead of multiplicatively.
Productivity of multiple workers in a building now scales additively instead of multiplicatively.
An enemy at 1HP always counts as 0% for hp ratio calculations.
Gait and Divine now affect moves with specific tags, instead of moves getting a bonus based on these tokens.
Dairy Cow now has Headbutt and a milking productivity based on bust size.
Mana storage is now capped to 1M.
Pigsty has been replaced with Servants Quarters, keeping cursed roles out of the normal housing system.
Strengthened Dots and basic Tokens, weakened Gait
The trainee no longer has any stat requirements for getting trained.
QoL:
Parents from girls with off-island parents now show up in the overview panel.
Unequipped gear now keeps its color.
Scroll has been added to the hotkeys so Joiplay users can keybind it.
You can now change the combat speed in the settings.
Training has changed, you now assign a trainer to a Training Center which will train any girl with a training queue. This allows these to keep working and saves you some job swapping.
Expeditions have changed. You now build a building and assign four workers, these can then launch an expedition.
You can now move buildings by hold clicking them.
You can now drag houses to build blocks of them.
You can now toggle auto-assign, which will assign the highest productivity worker when building a new building.
You can unequip gear by rightclicking it.
Added a tooltip for the move indicator dots.
You can now select trainings that can't be performed yet, giving you a warning.
Training recipes are now hidden from the training panel if they are no longer relevant.
Allowed quick swapping to other islands using the Port.
You can now build Habitats which function as custom dungeons.
You can now pin resources to the top bar.
Sound sliders now start at 50%
You can now type in the trading panel instead of having to use the arrows
Bugfixes:
Yes
v0.4.9
Major:
SFW support, see above.
Gear: Hood of Stagnation, Crotchless Panties, Sneakers, Silk Shirt, Maid Uniform, Petsuit, Wellingtons, Cowbell, One bar prison, 10 new staves, 7 new swords, overalls, latex bodysuit, pants, falconry hood, butterfly straitjacket.
Minor:
Servant Quarters, see above.
Cosmetics, see above.
Goods/Monstergirl trading reworks, see above.
Several menu panels have received some in-out animations.
The girl selector is now more responsive.
Gear glossary
Sound sliders now start at 50%
You can now type in the trading panel instead of having to use the arrows
Building Textures: Creamery, Juicer, Kitchen, Overseer, Slave Market
Tooltips in the GeneFilterPanel didn't update when selecting a new specific gene
Strengthened Dots and basic Tokens, weakened Gait
You'll no longer be limited to the five pre-selected resources in the topbar, you can now pin/unpin whatever resources you want.
The trainee no longer has any stat requirements for getting trained.
Rank tokens now have visual effects.
You can now limit the amount and frequency of autosaves in the settings.
Bugfixes:
The Dungeons scene would lock if you use any of the bottom right buttons instead of using shortcuts or the other buttons.
Some roles were missing descriptions.
Top hair training was broken.
Moving buildings allowed you to place them on roads/farms.
You couldn't move shrines or other unique buildings around.
Struggle didn't reduce web tokens.
The costs for placing buildings no longer changes the mana growth displayed.
Productivity in the girl selector didn't get updated when the girl's productivity changed.
Goods consumption for continuous buildings was counted double in tooltips.
Scripts in items with external scopes would sometimes be called multiple times (so enemies in Testerep would get 3x the health).
Girls could become assigned to multiple houses.
Barbarians can now use Warcry from any position so the AI doesn't kill itself with adrenaline on rank 3/4.
Liliana's Platformboots didn't work.
min_lust didn't work.
The scorpion's self-repairing gene didn't get assigned correctly.
Trainings would reset on reload (and take resources again).
The automated upgrader didn't upgrade perform_move.
Jenever recipe was still called Wodka.
The valid expedition targets would only update after going to the world map.
v0.4.4
Major:
Glossaries, see above.
Visual trainings, see above.
Gene tailoring, see above.
Minor:
Training recipes are now hidden from the training panel if they are no longer relevant.
Added dolls for all the new races.
New Gear (doll dress, 3 new masks, armor of the gullible, fishnets, babydoll, loose chainskirt).
Role changes are now handled through training.
Dairy Cow now has Headbutt and a milking productivity based on bust size.
Playing at a higher speed no longer slows down the game.
Mana storage is now capped to 1M.
Allowed quick swapping to other islands using the Port.
You can now build Habitats which function as dungeons.
Bugfixes:
Downgrade warning remained after a house downgraded to T1.
Clicking the downgrading house flag didn't do anything.
Training was still somewhat broken.
Make sure Orc Barbarians don't spawn on rank 3, as they can only hurt themselves with adrenaline there.
You could use loadouts to bypass gear removal restrictions.
Cowgirls still used the old boob size system.
Cowgirl milk mages couldn't use milkshot.
The enemies wouldn't use Vine Reconstruction correctly.
Basic recipes showed up in tech unlock tooltips.
Ornamental Armors are now unlocked by their deity.
Pacifying dungeons could lead to weird pathing.
There were two genes with the name "Tough Body".
Temples all used the Dianthe range calculations.
The max health increase at levelup at the combat conclusion display was rounded down.
Opening and closing the info panel in dungeon would leave the game paused.
Enemy Alraune wore leather boots.
Some small alraune side hairstyles were missing.
Pops wouldn't get housed in houses without road connection, even if the road connection was added later.
You couldn't place a building over the invisible building panel.
You can now pan while holding buildings.
You couldn't move buildings if their final position would overlap with their original position.
You could try (and fail) to build buildings that were unique if a building already existed.
Aphrodisiac Pump and Latex Pump textures were offset incorrectly.
Girls would keep their houses when being relocated.
You couldn't reduce rank based tokens. These were also broken in many other ways.
The info button in the girl transfer panel didn't actually do anything.
Typos in the damage tooltip.
Hovering your mouse over the 'force combat' button prevented it from changing states.
Assigning the last partymember to the expedition building would break the expedition.
Recipes for recipes for items and trainings do not update when they are finished and stay visible, even if another is started.
Recipes in the small building panels didn't update when finished.
The training queue didn't get cleared correctly due to a caching error.
Fixed some issues with modded roles.
Cleaned up invalid trainings from girl's training queues countering some lag.
You could trick the breeding filter into setting multiple identical genes.
v
0.4.4
Major:
Island effects in Woerden, Saeftinghe, Biesbosch, Testerep and Yarmouth.
Deity dedications, see above.
Training has changed, you now assign a trainer to a Training Center which will train any girl with a training queue. This allows these to keep working and saves you some job swapping.
Expeditions have changed. You now build a building and assign four workers, these can then launch an expedition.
You can now move buildings by hold clicking them.
You can now drag houses to build blocks of them.
You can now toggle auto-assign, which will assign the highest productivity worker when building a new building.
New Gear (Latex Dress, Lace Underwear, Miko Uniform, Chainskirt, Drenched Shirt, Swimsuit, Sandals, Mary Janes)
New Building Textures: Fishery, Latex Pump, Aphrodisiac Pump, Outpost, Training Centers, Port, Bakery
Minor:
Houses will now downgrade if their needs aren't 40% fulfilled.
You can unequip gear by rightclicking it.
Added a tooltip for the move indicator dots.
You can now select trainings that can't be performed yet, giving you a warning.
Training has been split in three: Mental/Piercing/Level.
The ornamental armor is now split up in a version per deity.
You can now disable the day-night cycle in the settings.
You can now fight combats manually even when auto-clear is available.
Bugfixes:
Filtered breeding with a gene forcing catalyst was still broken.
Canceling a crafting production target with the X didn't cancel it until it was changed by the arrows.
The move upgrades from the capture tools weren't working correctly.
Drain experience accidentally drained too much experience.
Productivity effects weren't shown correctly in tooltips.
Bee's Stinger gene didn't affect poison sting.
Paladin Moves (and some Cleric/Soldier ones) lacked ai_requirements.
Spidergirls didn't get a pasture for making silk.
v
0.4.3
Major:
New Roles:
Paladin Archetypes for the 8 deities
Cleric Archetypes for the 8 deities
Mage Archetypes (Hydromancer, Pyromancer, Abjurer, Geomancer)
Soldier Archetypes (Hoplite, Fighter, Kidnapper)
Kidnapper has a False Swipe type move.
New Gear:
8 new boots (steel/lovely/golden boots, plated boots, vine/web/latexwalker boots, boots of pride)
Mage Dresses (bootleg Sayaka/Megumin/Madoka)
Ornamental Armor is back
A hat and a nosering
Deity changes, see above.
Minor:
Flevo now has fully random encounters, including allowing multiple races to occur in the same encounter.
You can now change the combat speed in the settings.
The item inventories are now global.
The production targets are now global.
The level cap has been increased to 100, however you gain experience slower after 50 and only get extra health.
Empowered perks are gone, enemies can randomly have higher tier genes instead.
Added three additional eye expressions.
Autoclear requirements now depend on the island level range.
Inari has been added to the credits.
Changed the visuals for the furry and thick fur genes.
Bugfixes:
The fur shearer now also unlocks if you have Wolves instead of only when you have Foxes.
Production tooltips didn't show consumption of goods used for producing other goods.
Textures for non-human puppets weren't verified correctly.
Shock collar of obedience was broken.
Collar of Temperance had the wrong upgrade and gear icons still showed their upgrades on their icons.
v0.4.2
Major:
159 new genes and a gene rebalance.
110 miniboss encounters.
v0.4.0
Major:
You can transfer monsterggirls and trade items/resources between islands.
Equipment has been rebalanced and 60 new items have been added.
13 new monstergirls.
10 new roles,
Petrification mechanics for the Lamias.
9 new islands.
A large amount of new recipes for higher tier consumption goods, and buildings to make them in.
The old upkeep system has been replaced by a new needs system.
Full Changelog:
Itch
v0.3.0
Major:
New Upkeep and colony level mechanics.
New Breeding mechanics and Strapons.
The "supply" system for resources has been removed in lieu for a traditional resource system.
New Harpies, Dryads, and Alraune monstergirls with associated roles.
New Buildings: Farms, Taverns, Stables, Pastures, Mines, Harvesters and Overseers.
Houses now actually have inhabitants.
Extensive UI rework.
Dungeons now have miniboss encounters at the end.
Enemies now breed in the wild.
The Flevo map size has been doubled.
Full Changelog:
Itch
v0.2.3
Harpies.
New buildings, resource system and research system.
Extra strapons and a rework of breeding.
Enemy dye system.
Bugfixes.
v0.2.0
Major:
Slimegirls, see above.
Minor:
UI changes, see above.
Building capacity, see above.
Housing costs are changed, see above.
Shift-click to demolish, see above.
Building availability triggers, see above.
Slot steamlining, see above.
Enchanting and Trading now use normal buildings, see above.
Some additional constants are now moddable.
New Latex Gag.
Update PartySelectionWindow to allow for easy swapping of partymembers.
Reversed order in PartySelectionWindow to correspond to combat order.
Brilliand added a Family Tree feature to track your breeding efforts.
Brilliand added a chance that an enemy listed in the habitat will bring in a previously-released 'impossible' enemy instead, so you can encounter everyone you release.
The crafting standby recipes now have stat requirements to better show the actual productivity when crafting.
Bats have unique small sprite animations.
Changed position requirements of Quick Jab, Kick and High Jump Kick.
Hypnoburst no longer has a chargeup.
Ratkin Slash can no longer be used from the first position.
Bugfixes:
The mana display was broken for values over 10K.
The housing price increase only worked for tier I housing.
Hide Passives wasn't working in the building filter.
Woolen Hoods didn't hide hair.
Brilliand fixed the Q key breaking a bunch of text fields.
Brilliand fixed the party panel clearing rank selection whenever filters were changed.
Subtooltips were broken in the condition tooltips.
Clicking a weapon in the GirlInfoGearPanel didn't update the gear selection.
You could not remove girls from groups.
Strapons are no longer displayed in the in-dungeon inventory.
Blessing training didn't end when blessing was given.
Brilliand fixed old mods breaking when some directories were missing.
v0.16
The Pet class.
Enchanting and Trading.
Bugfixes.
v0.13
Wolfgirl enemies.
Roads.
Lots of QoL improvements.
Enemy persistence.
Move and role balancing.
Bugfixes.
A more detailed changelog is available on the
Devlog on Itch.io
.
v0.11: Release
This game is just a downgrade in every way from its predecessor. The gameplay is mostly the same plus some colony-building that is extremely simple and boring. The combat is simplified, with less emphasis on classes and equipment. And the H-content is pretty much nonexistent, it's mostly just nudity. There are a bunch of sexual abilities, but those don't even have animations. I just don't see any reason to play this. But at the very least, the dev is doing something different than most other games on this platform, which deserves some recognition.
The game feels extremely similar to Ero Witches. Having played through both, the turn-based combat feels somewhat like a watered-down version of that game. I can appreciate the dev making more games, but they need to make them more original. Ero Slayers seemed a bit better than this.
Ero Hunters is, effectively, the same as the prior game Ero Dungeons, except that everything starts off more interesting in the early game and is substantially less interesting in the late game. Combat starts as being more interesting, with races and classes, and less instant I-win equipment. Then it very rapidly falls off in variety, and there's no equivalent to the class mastery buffs in Dungeons that gives any incentive at all to swapping. With town management, Anno-style building placement is interesting, but there really only exist two kinds of resources: Resources you have an easy infinite supply of, and resources you don't have easy access to. Once you hit the last campaign island you have easy access to everything and the only thing stopping you from having infinite everything is time. The mod community is smaller, the flavor text is a bit less flavorful, grapples and cut-ins are gone, and so the whole game just feels... less. Still, I enjoyed the first, like, 80% of my time with it, and as long as you completely ignore the slog of the final island it's still pretty good.
The game's very hard to understand. Too many buttons from the start of game (not saying about equipment). This game without console too hard to play. dungeons spawning blocks the way (some of them). 2nd star due to upgrade tree and ability evolving. Can't get into dungeons from the start of dungeon get 5 girls that with i appear. Game doesn't have android version.
After playing it some more, I've revised this and dropped my score to 3*. This game is insanely repetitive, grindy, and lacking any real challenge. By the fifth island I was looking up cheats to advance the final island to see the ending and move on. The core game is half 4v4 tactical battles and half sort of an Anno colony management sim. I specifically did not reference Darkest Dungeons combat because this is not Ero Dungeons (which is much closer to DD); it's very easy and forgiving, with defeat being a slap on the wrist. There is a metric fuckton of different monstergirls races you can recruit, but not enough differences to care about optimizing. Each race gets two unique racial abilities and can roll a few different genes, but that's about it. Initially it seems like certain classes are restricted as well, but after a while you unlock that. Combat seems more interesting initially when damage is low and things like DoT effects carry more weight, but as you level up you quickly realize certain classes just hit like trucks and combat turns into obliterating the enemy quickly because you'll be very, very sick of combat by the end. If there are any unique enemies, characters, or bosses, I did not see any even after advancing to the tier 4 difficulty islands. Then there's other half, the colony sim. It's quite interesting and addicting at first. There's lots of different buildings you can build, and a commodity system to move resources and people around. After you unlock the second island, it's still fun. You clear it and now there's 3 more islands? Okay, well that's a bit much but surely that's it righ...no there's even more after that. There are 11 islands + the endgame island. No, stop, bad dev. It already gets mind-numbingly repetitive by the time you hit your 3rd island and it's hard to slog on after that because... The erotic content outright sucks. The art is nice enough, but there just isn't any lewds beyond nuditiy and a few CGs during breeding. Most of them just use the generic Human/Human CG because they didn't finish the art for all the races. The sex attacks and grapples from Ero Dungeons are gone entirely, so combat is just combat in this one. Unlike Dungeons, this feels like the full intent was to accomodate the SFW version as much as possible to get on Steam rather than make an erotic game. So there's no story, no boss fights, barely any erotic content, low difficulty, and an excessive amount of repetition and grind to make it to the ending. The initially interesting gameplay quickly wears off leaving what could have been a 5* game as completely forgettable. It may technically be a 'finished' game, but it feels like a case where the dev just lost interest and decided it good enough and time to move on.
One of the most consistent devs in terms of updates and schedule. They set a time limit of roughly a year for development cycle and actually puts up a well-made game with a homemade engine while other developers barely get anything done with pre-made rpgm and ren'py engines.
Good game, wrong genre. I played EroDungeons a lot and at some point I was thinking "Damn, what a shame I can't recruit monster girls" and here we are, fear your wishes. So let's look on what we have here. Basically main goal is to build a city, you need resources for that and yada yada yada. So first problem is resources are basically limitless, you can build one single lumber mill and forget about wood for the rest of the game. Of course you spend wood way quicker than it is produced, but you solve this problem either by waiting till it is produced or by building a second one and waiting less. Problem solved, Of course it is not enough to build house, you need to supply it with food etc., so you build a fishery, a farm, a distillery and then you realize that the most precious resource in this game is space and you are not playing a city builder, it is tetris. Well, maybe it is a not main gameplay, of course, the devs made a good dungeoncrawler in the past! Fuck no, it is crumbs from the past game. Classes have linear progression, you don't need to manage moves or make builds. There are no lose penalty, nothing encourages you to switch party members and honestly, you can beat the game with naked starters if you really wish to do so. "But there are different races, different genes and different..." no, there are almost no difference in races besides some genes that can be transfered to different at some point in progression and some racial moves that you will never use outside of specific build. And the most sad part is: combat is dull as hell. You feel no challenge, there are no bosses and enemy does not equips your chars in cursed equipment that you need to play around, no grab attacks. They are meatshields that waste your time, block and pinch you before dying. So what do we have in conclusion? Annoying micromanagement, boring ass fights and pokemon hunt for girls with "+20% production speed if dildo" traits. You may ask me "Why 4 stars then? There are so many negatives about this game? Is there a reason to play at all?" and my answer is: it is something unique. It is not a rpgmaker slop nor renpy college-meet&fuck sim. The game was made with effort, with soul that you can see in every description and flavour text. Will it be better in future? Probably not, as release version is soon. But then there is an ace in a sleeve, mods. EroDungeon was filled with them and they were easy to make and made game so fucking versatile that skyrim nods in approval. On the final note, there is no porn besides nude characters and png that changes based on girl hair color.
I've played like 20+ hours of the game, it's not a bad game idea, but really poorly executed. If you're only here for erotic content, look literally everywhere else. There's only like 3 PNGs of erotic content. As for gameplay, it's pretty bad when you compare it to normal games of similar genre, base building, resource management, capturing, gene breeding. The reason just boils down to poor design choices and engine limitation, there's so many micromanagements. It just overwhelms every aspect of the game. For example, mana is the currency of the game. Your passive mana income is mostly influenced by how developed your town is, which is by supplying them with special resources, like Anno. The "active" mana income comes from draining captured enemies, or looting dungeons. However, it's absurdly terrible compared to your passive income, so you can just toss that mechanic out the window. And yes, this useless mechanic applies to building materials as well. Despite what I say about the mana income, it's pathetic actually. To progress the game, you need to unlock laws, but they deduct your mana income by a lot. So, you're gonna have to min-max base building a lot. This is a great time to mention the base building also sucks, it's definitely an engine issue so it's really janky trying to build anything. On top of that, the game does something funny. You start with Island A, which you can expand to Island B. The species on Island A requires wheat, which can only be grown in Island B. The species on Island B requires carrot, guess where it can only be grown in. However, you can't just transport these resources, you need to unlock Island C for whatever reason. Good luck, there's probably 50 hours till you get to that point. So yeah, the "optimal" solution to increase your income is by swapping the entire population on both islands, which is like 80 people. Have I mentioned that moving even a single person costs a ton of mana? I have a lot more criticisms about the game, but I don't have the time. TL;DR It's neither a good H game, nor a good game in general.
So this game is boring as shit. You'll have more fun at a literal dayjob than wading through the endless grind of this 'game'. Play for an hour+ and not see any erotic content. The tutorial is endless, teaching you things you don't want to know, filling your head with nonsese and all sorts of random unnecessary requiremets for every little thing when you just downloaded the thing to play a game.
Anno is probably one of the last games I foresaw ever playing a porn parody of, but here we are Very addictive loop of conquering, building and optimising your economy and slaves / party. Very regular updates, too.
It's ambitious. Played both Ero Witches & Ero Dungeons over the years, & the mechanics from prior games build into the next, a 'sequel-but-bigger' feeling, something like Frostpunk->Frostpunk2 (with similar issue of sprawl). So, Ero Hunters has the Ero Dungeons core, but adds strategy/town-builder/management. This is an extremely hard genre to develop for h-games; most common are slave trainers, some card games, but near-zero true map-oriented games. So the real standout thing here is the map. When I first played Ero Witches years ago, my initial feeling was 'the game engine is running the experience more than the dev'; Ero Dungeons had so much other stuff that I lost that feeling, but now it's returned specifically for the map stuff. I'm rambling, but that's a lot of what this game is. I myself have struggled with seeking to combine h-games & at-least-possibly-hardcore strategy, and Ero Dungeons was brilliant & so rare for this. Ero Hunters is 50% more rare & complex, but in taking that path, it perhaps inevitably struggles with developing a satisfying core & sort of unravels into several minigames (1. Ero Dungeons combat, 2. Town-builder, 3. Slave-trainer, 4. Pokemon, 5. Idle game). But I get it- how the heck can a town builder be sexy, so it forces mixing in these other elements. Though... I do think a town-builder or even grand strategy (please somebody find out how to make sexy grand strategy, I beg you) can have intense personality, e.g. through pop-up events & strong worldbuilding, maybe that's a different path for someone to take. In the end, I think this /can/ be refined into something outstanding. There are games out there which do synthesize a million different minigames into an epic whole, Stardew Valley comes to mind. But what's really missing here is a strong editor's will- Finally, my #1 Ultra-Specific Issue: it's a crazy/impossible mess to have all captured workers showing up in the same interface way as key fighters (an issue that overlaps with many slave trainers); perhaps there could be an interface 'drawer' for designated workers/slaves that moves them out of immediate mindspace & in practice kinda turns them into resources, but with the option to explore this bucket & pull out characters you want to use as fighters or that you're focused on. But I get this clashes with other elements, just... ugh, I want to love this game, this interface overload's brutal, even Ero Dungeons / Darkest Dungeon had that problem & this is significantly worse for that. At the end of the day, this game inspires me. It's getting closer than almost anything else to something specific that I really want to exist... (& fantastic creative sexy art too ofc, as in prior games, but gameplay will be more decisive here.) [Would give gamerecs, but rules. A handful of truly outstanding HTML games exist, including a card game. A few bartending/waitressing games are good. There are no outstanding slave trainers yet imo, but I think it's possible. Otherwise, almost all indie h-games are VNs & Japanese do those on a way higher level, see vndb for that. But yeah, Ero Dungeons is definitely in the current top 3 for most hardcore h-GAME on the western-internet; hope Ero Hunters will surpass it.]
Madodev is one of the Best H-game makers out there, and this may be his best Game yet! It's a strong sequal to Ero Dungeons that trades off the masochistic/subby aspects of it's precdessesor to learn hard into the management/domination fantasy of the capture->train loop. It's a little less arousing than Dungeons (for now- the game is still early in development) and still needs polish, but this is one to look out for.
nice following game after ero dungeon. You can see more and more deep mechanics growth from the privious gameS, and some cool new ones. Waiting for the various mods, like wiht ero dungeos and best wishes wiht the game)
v0.11 While it is still very early in development, the game is showing a lot of potential. Visually, it resembles their earlier Ero Witches and Ero Dungeon, and the dungeon gameplay shares some similarities, but it is more of a side adventure. Mainly, you're focused on the town map. Its core gameplay loop revolves around clearing land by fighting groups of enemies, building structures in the cleared land, and then staffing those structures with captured enemies, having them produce and enhance resources for you, or crafting items. I particularly liked the strategic aspects of the game; I feel there are way too few proper NSFW strategy games, and this one, despite its very early state, has the potential to become one of the best.
This game is still under alpha development so I would love to see what new things Madodev will come out with. The tutorial was hard to understand. I didn't know rations was your capture gear. I thought rations was well food, water, and healing stuff.
Forsooth, it seems to this most humble reviewer that cowgirls - a female monstergirl with bovine features and large breasts - should be included as an adversary into this game posthaste, as I yearn to see their humongous milkers on my screen. (this was to fill up the required amount of characters, need cowgirls asap) and here's my actual review: it neat
I'm generally a sucker for these types of turned-based strategy games... but the lack of real dicks and actual sex for an eroge is a huge disappointment. The focus on toys and lesbian-only stuff leaves a hole in my heart, much like a long foreplay session ending and leaving you blueballed without any rawdogging. If you're doing a fantasy eroge, I demand equal representation for my fellow men. Add some orcs, goblins, tentacles, wolves, and all sorts of villains to molest the girls and make an enjoyable world! As a hot-blooded male; when I see monster girls, I expect snu-snu and savage breeding sessions ending with wombs filled with seed. Impregnation by dildo, seriously? Too bad, since the game seems to have some good depth and intricate systems... but the same reasons turned me off from the prequel as well. I guess I'm just not the target audience for this game.
Did one of those guys say "Factorio Gameplay"? Really? MadoDev is making quite a name for themselves with their unique (and very often well executed) style, and here we have the next entry in the Ero X series. This is far, far earlier than I normally put a review up for a game, but MadoDev is showing his expertise already, so I think it's safe to review it based on concept, knowing the quality won't be far behind. Ero Hunters trades in the character building complexity of Dungeons for Base Building Complexity. Your first few fights will be collecting resources, but soon after you'll get into the real meat of the game: exploring territory, capturing monstergirls, and forcing them to work at your base. That's right, in Ero Hunters, you're putting the equipment on the monsters . It's a continued evolution from the solely dungeon-based Ero Witches, and the dungeon and base building Ero Dungeons into a game with a more robust overworld on top of dungeons, keeping much of what worked and adding a few new ideas. The combat is interesting, streamlined with new abilities (and given you're given access to the monster girls, I'm sure we'll see a lot of interesting new skills to follow), and the difficulty is slightly less hellish than Dungeons; kidnapping is nowhere to be seen, and you're healed to full after overworld battles, making this something easier to play casually. Yet I have to rate this lower than Dungeons. Firstly, the help interface is more confusing than Dungeons, and it might take you a few or more minutes to work out how to get the guidance you need. This is especially egregious with the new mechanics immediately thrown at you, especially in battle. That didn't factor too much into my review here, since I imagine that will be polished ahead of time. That said, I kind of forgave Madodev for the music in Dungeons? Not this time. It's the same music, it just doesn't feel good to me. It's a bit more personal than I like to be in reviews, but there's been a lot of good changes in Hunters and I wish this was one of them. Also, Madodev is learning mapbuilding and it shows, intensely. In the recommended start, it's extremely easy to lock yourself in and waste resources having to move buildings around, and some of the requirements to advance the early quests are a little painful on top of that. The options of various areas are nice (even if I haven't explored all of them), but maybe it would have been a better idea to start with 2-4 and not 8. The same caution I gave in Dungeon holds true here: this is a BDSM fetish game, and little else. There's not a man in sight on this island, though given previous works I expect Futa in the near future. MadoDev has proven beyond a shadow of a doubt that their games are good for equipment and BDSM fetish but you shouldn't expect outright sex out of them. Ero Hunters is the level of quality that I'vecome to expect out of MadoDev; if you like BDSM and the idea of making monstergirls work for you and aren't afraid to use your imagination a bit, you'll have an amazing time with this game. In the end, this is a great game for fans of MadoDev, one that could well serve as an introduction to new fans, as long as you're aware of what you're getting into.
Engaging visuals, hot theming, really creative concept, this dev somehow keeps coming up with amazing ideas to make an actually lewd world while keeping it interesting and fun, capturing enemies and training them to work for you is such a great idea, thanks for the quality games Madodev! Will keep looking forward to future builds!
The game's still in its early stages, but turning out really well! Dev is receptive to feedback as well. Particularly enjoying the factorio aspects and focus on player-dom rather than player-sub design.
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