The After Hours Office Predators

by TigerRollGames

Uncensored Windows
Versionv0.2.6
EngineUnity
Released2026-03-13
Updated2026-04-09
LanguageEnglish

Hey there, furry corner of the internet and beyond! This is, if you will, our attempt at "Furry Hades". Or something. Anyway, if you like the game, make sure to try the Win version, since WebGL might and will take away from your experience! I will let the game speak for itself, though, and just list the controls below instead: WASD / Arrow keys for locomotionMouse for the direction of the attackSpacebar for dashingLMB for the main attackRMB or Q for AOE attack As for a visual novel, any controls you are used to will probably work: spacebar, enter key, clicking on the left/right part of the screen and scrolling the mouse wheel. There are 2 H-Scenes available in this demo and the third one is already out on our Patreon!​

v0.2.6 New scene: losing to Bella, just as our Shrimps and Sharks voted! A new customization item: Bella’s Cheerleader uniform! We haven’t stopped working on utilizing humanity’s advancements in computing in the best way possible! Jiggle physics got a bunch of updates. Fin’s 3D model got a complete overhaul and looks more stunning than ever before. The free scene you get for defeating Shrimpie just got a complete remaster! It's more than worth revisiting after that. All Capitoline Hill mobs got free, awesome finisher animations! We’re yet to upgrade the mobs from Atlantis to match this greatness. Completely new finisher system that adjusts to your tempo! You can still use the old “rhythm game” finisher system if you’re a fan, it’s accessible as “legacy” through the settings. Capitoline Hill room enhancements! (More of those are yet to come for both of our realms) Aim Assist! Implemented mainly for the comfort and playability of those using touch controls and gamepads, this feature can be toggled off in the settings if you’re feeling a bit too cool for it. Misty’s shop is finally a proper randomized shop with more items and conditional offers! Wasted your resurrection pill early in the run? She’s got your back! New meta-upgrades for Minnow’s dream-world allure! Further enemy AI bugfixes and improvements. The game got a Linux port! The famous room re-entry exploit has been fixed. We don’t usually highlight such small fixes, but this specific bug was quite a classic. Easter stuff! Shockingly, it isn't available yet, but will be on Easter! That, or if you change your system date. Computers are naïve like that. As always, tons of tiny things that didn't make it into the list but that we know you'll notice! v0.2.5 Capitoline Hill is officially out! The work on it will, of course, continue, so await new rooms, new decorations, mob sex for the existing mobs and even one more mob! Bella’s boss battle is also here! You might ask what power she could possibly have... and the answer is… it’s largely her weakness. Oh, and a personal legion assigned by Lupina herself. Patreon members also get a victory h-scene (if you manage to break through that legion). Shields! Don’t underestimate them, having to flank your enemies will take a lot of adjustment! Or just spam AoE and pray, that’s how many people play the game anyway! The free version is out on Steam! With Steam achievements, too! (Speaking of which, you better get the Steam version too: for a limited time, there’s a special “alpha tester” achievement!) A proper Christmas atmosphere will last for the entire holiday season. A special Christmas story will hopefully be a good cherry to top that fruitcake! (I will eat you if you skip it) Jiggle physics, just as announced! It’s not just that, though. A lot of work was done on all sorts of procedural animation. Better mob AI! Mobs are now smarter, so they no longer just herd behind you! Not unless you try really hard to herd them, anyway. Lupina got her Anubis outfit! Minnow+ tier members didn’t let the wolf matriarch stay undecorated. Music rework! We know it was good, now it’s even better! Atlantis (formerly Underwater Temple) and all its mobs now level to meet the new, buffed player properly. Much like Fin+ had her summon ability, Shrimpie+ now also has something to better stand her ground. You know, something better than a finger gun, which isn’t a terribly high bar, to be completely fair. A couple of new online courses just dropped for Minnow to try and power through both Capitoline Hill and Atlantis+. Much more new content and bugfixes, so much that we won’t be able to fit it all here! v0.2.4 The Big Stuff Lupina's Realm is Here! We’re thrilled to introduce our favorite she-wolf, Lupina Capitolina , and her loyal assistant, Bella ! Other than all the new lore regarding everyone involved, this update opens the path to a new realm, the Capitoline Hill , which currently features a new boss fight against Lupina herself (currently easier version to account for the player only having one boon). Of course, though, this is just the beginning, with much more to come for her realm, including some awesome mobs and Bella's boss battle. And for our Patrons, a new H-Scene with Lupina is now available! Localizations are live! The game is now fully playable in Chinese, Russian, Spanish, Portuguese, Japanese, German, and French. Well, don't be too mad if something's off, though, we're just getting started. We appreciate any feedback on localizations on our socials and especially so on our Discord server! New game modes! You asked for the game to be easier… and also harder. So, naturally, we did both! Three new game modes have been added: Classic , No Insurance , and “For the Experience” . We’ll let you discover what each one entails. Huge Optimization Pass! A ton of work has been put under the hood. The game should now both look and run significantly better across all platforms! New Features & QoL Changes You can now choose your path in the dream realm! After waking up, you’ll be able to decide which location to tackle next. This also resolves the infamous softlock for those of you skilled (or lucky) enough to defeat Fin on your first run; you can now simply choose to visit the Underwater Temple and lose on purpose now. The new fan-voted customization item, the Shrimpubus outfit, is now available in the Amazing Store! The Boon System UI has been completely reworked for better clarity. You can now see the precise effects of your boons and meta upgrades, no more guesswork! Added Skip and Hide Text buttons to the visual novel engine. A couple of new boons have been added to the pool to shake up your runs. You can now find goodies by smashing destructible vases . They’re there. Go break them. Freebies The scene triggered by losing to Shrimpie is now available for FREE! v0.2.3 New Features: The Customization System is now available for Minnow-tier members and above! Access it from Minnow’s desktop, it’s the Amazing store. The first item you can get there is the Nurse Fin outfit, as chosen by the recent poll. Lady Fin + version of the boss fight has been added for those seeking a greater Shark. It automatically unlocks after beating Lady Fin for the first time and is part of our big plan of bringing an entire Underwater Temple + location that is supposed to go after Lupina’s location once that’s added. A new animated scene with Fin unlocks after losing to the Lady Fin + boss, currently exclusive to our Patrons. Misty's shop with Misty herself has replaced the placeholder excuse for a Magic Shop we had previously. QoL and Gameplay Changes: Status effects have been rebalanced, sorry to our beloved pyromaniacs who used to fry Shrimpie in seconds. New boons: mostly focused on taking and dealing damage, synergizing well with the previously underpowered Lightning element. Important note: you do own the version you've logged in when you were a member. You don't need connection to ever play the game and unsubscribing just means you won't get the new updates. The game will keep you logged in for 10 years (the contextual synonym of forever). The galleries have been updated with a separate tab for mob animations and a 3D animated scene viewer. Bug Fixes: Addressed the dreaded Android Dash-Crash . We've deployed a fix that should (hopefully?) take care of the crashes some of you experienced while dashing on Android. Plus, a ton of other bugfixes and tweaks have been made that are too small to mention on their own (the usual). v0.2.2 Major Updates: New girl! Misty, a mysterious merchant cat girl, has set up her shop right in the dream realm. You can buy all sorts of wares from her, including exclusive stuff, and our Patrons already have access to a new H-Scene with her! Mob sex! Our longest-teased feature is out! Seahorse girls, Orca girls, (and many more mob girls in the future realms) can now be seduced and laid for health and gems! There's also a dedicated skill tree to gain and improve your seductive abilities. Portals! Hope you like them because this is how you navigate the dream realm from now on! Choose the rewards you want (yes, those aren’t just boons now), or even drop by Misty's if you have a few gems to spare! We've also added more rooms to the game. Freebies: The scene unlocked by winning against Lady Fin is now free for everyone! In turn, our Patrons are getting a new exclusive Misty scene! Visuals: More room decorations! We'll continue redesigning our levels in upcoming updates, too. A significant visual novel overhaul! That said, we will keep working on our VN engine in future updates. We've made several fixes to the Lady Fin victory scene. We are constantly working on improving our H-Scene quality. Improved the shaders and lighting. Gameplay: Lady Fin has received a major remake! However, she is still fairly easy to beat and will be tweaked further in the future. We've also significantly tweaked the general enemy AI! Minnow now has his very own sales commission in addition to his salary! And Fin can even be convinced to raise it! Rerolls! Finally, you can reroll the boons you don’t like. However, for that, you'll need magic dice and I wonder who could give you those… Dash now has I-frames. (This means you are briefly invulnerable to attacks while dashing). QoL: Tutorials! Yes, we’ve added a tutorial system to the game. Don’t worry, they won't be intrusive. Refined the mobile layout once again. Numerous small UI enhancements across the game. Added an FPS cap. Fixed the issue that prevented people from copying their save code from WebGL. Implemented a better fullscreen solution for WebGL. Added tips to the loading screen to sweeten the pill. v0.2.0 The Endless Workday Update [0.2.0] Alright, furries and furry layers, this is the big one we've been working towards. Core systems planned from the start – meta progression, Android support and status effects – are now live, fundamentally shifting the game into the roguelite experience we always intended. Major Changes: Meta Progression Has Arrived: This is the big one. We're officially leaning into the roguelite structure. Your daily grind now yields actual results (beyond existential dread). You'll earn a paycheck after each workday, which you can invest in "Personal Growth" courses via your home computer. Unfortunately, these upgrades only apply in the dream sequences. Reality remains stubbornly resistant to self-improvement “Super-Sigma-Male” courses bought online. Status Effects Activated: Those elemental attacks finally have more bite than just different damage numbers. Apply status effects and see what each one does! Beware of conflicting status effects, though! Now on Android! The game is now officially available on Android devices! Take the thrilling highs and crushing lows of office life and dream combat with you wherever you go (but probably not in public). On-screen controls are enabled by default on Android, but can be toggled off for gamepad users. These controls can also be enabled on PC (kinky but you do you) or Web (the only way to play on iOS?) versions. Scenes: New H-Scene: There is now a new h-scene that unlocks upon losing a fight to Shrimpie. Currently exclusive for our Patrons (any tier!). Combat Tuning & Rebalancing: General Mob Rebalance. Lady Fin & Shrimpie: Both bosses have had their stats and attack patterns adjusted. Attack telegraphing should be clearer, too. Major Shrimpie Overhaul: Speaking of Shrimpie, she's been hitting the gym (or something). She's got a whole new attitude and a moveset to match. No longer just a punching bag with delusions of grandeur – she will Shrimp Stamp you into oblivion if you're not careful. Consider this fair warning. Fin's turn is coming... New Mob - The Orca: Say hello to the newest member of the nightmare crew: the Orca. She's big, she's tough, she hits like a freight train, and she really doesn't like you messing with her smaller, squishier friends. Good luck. Room Rebalance: We've stirred the pot in the dream realm. Expect different faces (and different numbers of faces wanting to bash yours in) in familiar places. Adapt or perish, minnow. Primary Attack Sequence: Rebalanced. Again. We're still tweaking it. Let us know how it feels. AoE Rework: Area-of-Effect attacks now serve a more distinct purpose. Damage output is generally lower than primary attacks, but the area covered is much larger, and they're more effective at applying Status Effects. Good for crowd control and spreading misery. Dash Adjustments: The dash mechanic has been fixed and tweaked. We've also finally added some proper visual effects. Stun Reduction: Player stun from most enemy attacks has been removed. Stripping you of control is now a special privilege. (Of course the privilege is granted to the Shark mommy). Dodge Chance: Added a passive Dodge stat. You now have a small base chance to automatically evade incoming attacks. This can be increased through meta progression and other means. Quality of Life & Fixes: Sound Design Overhaul Camera System Overhaul VN System QoL Improvements See Through Walls: Tired of getting ambushed by things hiding behind pillars? We were too. Characters and projectiles now have a fancy see-through-walls effect when obscured. No more excuses. Better Death Screen: Dying is still a failure, but now it's a cinematic failure. Enjoy your new death animation. Writing Fixes & Adjustments: Dusted off the script and threw some new stuff in. Also splashed some new paint (artwork) on older scenes. Keeping things fresh-ish. "Wake Up" Option: Added the ability to prematurely end a dream run from the pause menu if things are going poorly. Freeze Bug Fix: Squashed a particularly nasty bug that occasionally turned your endless workday into an actually endless frozen screen. You're welcome. Pause-Related Bug Fixes: Fixed some weirdness that happened when you tried to pause the existential dread. Pausing should now function as intended (i.e., pausing the game). AoE Spam Fix: Corrected an issue that would sometimes allow you to spam AoE attacks. Attack Collision Fix: Addressed multiple instances of attacks passing through walls and other geometry. "Life Spring" Exploit Fixed: Removed the ability to gain excessive health by repeatedly re-entering the game with the "Life Spring" boon active. AI Improvements: Fixed several bugs related to enemy AI, including enemies getting stuck in hit-stun states or having targeting issues. Tons of other things too small to mention on their own. Meta: Pretty Pages: We cleaned up our room! The itch.io page and loading screen are now . The Future...? Curious about what fresh hell awaits? We've added a 'What's Next' section in-game. To view those outside of the game (and to help keep the lights on/buy us more instant ramen), check out our Patreon, we’ve doubled it all in dedicated posts! And, well, even the free tier gets stuff there, so you might want to follow as well. 0.1.1_Demo initial zone release
Reapergod36 2026-03-20
v0.2.6 I can't say I see what other people are seeing. The game has graphics and art, that's about it. The gameplay is very poor where despite the top-down rogue-lite feel, it's mainly stun locking enemies infinitely(including bosses). I played, lost the first enemy on purpose, no scene, weird dating sim style office dialogue scene, back to the game. Okay so I figured all the default enemies weren't going to have scenes now, big negative against the game. I beat the default enemies, encountered the first boss, Shrimpie. The character talks about how amazing she looks, she's... alright. She also has the personality of a wet paper bag. She's also able to be stunlocked until death. At this point I was getting rather bored and was not enjoying the mechanics. So I figured, at least it has to have great animations right? So I let Shrimpie beat me and I was treated to the stiffest facesitting animation I have ever seen. I swear it's two frames used interchangeably. They have a Patreon as well, and some scenes are locked behind that. I want to be supportive but the game seems so lazy. Whoever the artist is, great job for the 3d models and 2d sprites. The animations are lacking on the erotic end though to a severe degree. The gameplay is not anything, it's just a nothing burger. Great art to lure you in, but nothing to eat, including Shrimpie's pussy.
All none 2026-03-17
v0.2.6 This game, in my opinion, is snuggled rightly in the 3/5 for me personally. At its best this game feels like a 4, maybe even a 5 depending on who you ask, and at its worst it feels like a 2, or maybe even a 1 depending on who you ask. anyway that was the bit, so lets start the review - GAMEPLAY - a somewhat rogue-like but the dungeon isn't random, the upgrades in them are, but the only thing upgrades affect are stats, such as crits, health, damage and etc. nothing interesting overall. has permanent upgrades when you end a run, they just boost your basic stats again. combat is very easy, you are given 2 attacks (AOE and basic attack} from the very start and you can stunlock almost everyone with the AOE attack. this game is very easy even without upgrades, and with upgrades it becomes into coughing baby vs hydrogen bomb situation, but actually you are the nuclear bomber plane. also i didnt know you can CHOOSE the path for different upgrades or shops, nothing told me what you can do it, some lack of clarity going on. bosses are also easy, it was harder to get a losing scene rather than a winning one. also there's a higher difficulty with 1 hp and no revives, but the difficulty spike is just absurd and unfair at this point. - OST - clearly devs didnt make music for their game, it is unfitting and not that good as the other review said, at one point i had to turn the music off and turn on my own playlist because of how annoying at times it was - writing - i never rate writing. dont ask me why i added this - SEEEEX - i dont really know how to rate this one but the animations certaintly lack, and feel quite basic to me. but to scale it, it would be 2/5 i recommend you also read other reviews. honestly my rating would be 2/5 but i somewhat enjoyed destroying anthropomorphic fish and animals with zero chances of their survival.
Greediestestest 2025-07-01
For now it looks good/ok. For now sex scenes are ok/nice. Mainly because they feel stiff. They are above average but there is little movement and faces don't change. Gameplay is again ok. enemies attacks lack clarity somewhat and sadly there is not enough powerups to know how far are they planing to go that route. one main problem right now is that when durring fight, horny scenes against normal enemies. There is no time to watch them and they weren't in gallery to watch. So it might be cool but over all it feels little to stiff. Still 4/5. Also big + for it not being ntr/ugly bastard/women mc corruption game.
colascage 2025-05-13
Yes, it’s still at version 0.2 and in its early stages, but the first impression is quite promising: - The combat needs some work but has a solid foundation. With some refinement, it could become truly great. - The OST is excellent. - The writing is decent. It doesn’t take itself too seriously and doesnt go on tensions like in 90% of other h-games. Sadly the porn is not my cup of tea but thats because im not into furry. If I was one i would throw money at it.
LittleLotsOfLife 2025-03-20
Spoiler: 0.1.1 Review This game has a solid foundation but not much else. The quality is above average, and there aren't any obvious bugs, but it's not quite all there, and there are a few glaring issues that plague this project as a game. First and foremost, the visuals are a little rough around the edges. Character animations are floaty and lack impact, and the lower resolution background is a bit of an eyesore when paired with the more high fidelity 3D models. Additionally, the lack of solid shadows paired with the awkward orthogonal perspective makes it hard to place where characters are in relation to each other, which makes placing attacks more difficult. Maybe these things will be changed as development goes along, but who knows. Character design, however, is solid and the 2D art part of the game is enjoyable to look at. The gameplay itself is functional but lacks a lot of polish. The stiff movement paired with the floaty combat feels awkward, when my character slides effortlessly forward with attacks but blinks to areas in an instant and sticks to the floor. Because of this, the dodge isn't really worth using, and you're better off just walking around for the increased responsiveness and better visual readability. I'd recommend to not have the camera snapped to the character's position 100% of the time to combat the readability issue. The secondary attack is also extremely lacking, feeling like it has half the power with half the speed, meaning I'd just never use it over the primary attack. Additionally, because of the floaty animations, enemies are difficult to read because their animations have little anticipation to them, which is crucial in a game like this to help readability. On top of this, melee attacks will animate attacking away from you but will spawn a projectile that moves directly to you, which makes strafing melee enemies impossible. On top of this, enemies will be obscured by terrain and don't automatically aggro to you, which can make finding them difficult and draw out combat encounters more than necessary, if they don't flatout hit you by surprise, anyway. The elemental perks suffer from a lack of obvious tells of what they do, other than change the color of your attacks. From my best guess, fire increases power, lightning increases power a little less but with crit chance, and ice... probably slows movement speed. The H-Scenes have good animation along with solid sound design paired with good 2D art, but they lack the level of polish and detail to make them truly good animations. Transitions are linear and have body parts move through each other. Cumming animations lack fluids of any kind. And the characters' static expressions give them the look of being dolls rather than actual beings. So, yes, the game absolutely works. It's clearly a project with time and thought put into it. It has the potential to be really good, and it looks like the developer isn't too familiar with making games just yet. I can respect the effort that's gone into this and wanting to get something out, but it's also good to achieve maximum polish so that the game doesn't acquire even more flaws while it's being developed to make sure it remains enjoyable. Spoiler: 0.2.0 Review Edit - Update 0.2.0: There have definitely been improvements made to the game, and I would like to thank the development team for listening and taking suggestions. Now I'll address my previous concerns in order. The 2D textures of the arenas have either been improved, or the pulled back camera helps obscure the pixels that could be previously seen. While I don't think that the characters don't quite match up with the angle they take (made most obvious by Shrimpy's death animation), it still looks remarkably better. As for combat, it plays remarkably smoother, though the combo attack still feels a little stiff. Perhaps trying to include a buffer system would finally smooth this over, but it's not the end of the world. The pulled back camera along with the camera interpolation helps a lot more with navigation, and the dodge can be freely dodged into and no longer locks you out of attacking, so it's much smoother to use. Additionally, because you can now minimally influence what direction you're moving in while attacking, you don't quite feel like you're totally locked out of your inputs. While it's not quite the most visually appealing thing, it definitely feels a lot better to play. Boosting the range of the secondary attack and giving it the purpose of enhanced elemental capabilities turned out to be a rather smart choice to help differentiate it from the primary attack. Additionally, because you can use different elements between your primary and secondary attack, you have all the more reason to specialize the both of them for different reasons. Moving onto elemental effects, while they're mostly described for flavor rather than mechanical benefit, what they do is much more obvious now. With the new inclusion of the status build-up bar, you can now see that your elemental attacks are definitely doing something, and the fire element has gotten the most out of this. It's still not entirely clear what lightning and ice do, but they do seem to increase crit and slow enemies respectively. The team worked to time their attacks much better. While still perhaps a bit too linear to have that extra oomph, enemy attacks hit pretty much exactly when you'd expect them to, and melee enemies now aim to where they're facing rather than where you're standing, so you can now strafe them properly. Additionally, because of the transparency effect, you can now see them through terrain, so you no longer have to feel like you got arbitrarily sneak-attacked or are hunting for a missing enemy. H-Scenes (from what is presented in the free version) remain unchanged, but they're already pretty alright for what they are. It wouldn't be a deal breaker if they remained the way they are now, but even just some fade-ins and out between different drawn expressions would help a lot. Now, let me talk about the camera. This is so improved over the original. With the zoom out alone, it very neatly solves many the problems the game was suffering from: visible pixels on the terrain textures, enemy hunting or being sniped off-screen, and more room for the player's view to not be so crowded and cramped, and it makes the speed seem a lot more manageable. The newly added camera interpolation also makes the dodge seem much less jerky and movement overall smoother. I'd recommend using the mouse for the reference point to move towards rather than the player's movement, but this is already pretty good. The upgrade system seems okay. Improving numbers isn't really the best kind of system, but it at least turns the game into an actual rogue-lite. Sadly, I can't really change my rating just yet because content is still pretty barebones, but I do recommend supporting this team because they're definitely out here to make a fun experience. Edit: 0.2.2 Now we're really getting somewhere. This update includes three new key features: lewd combat for basic enemies, different paths to take for different rewards, and the shop and its resident catgirl. Shrimpie and Lady Fin have fairly souped movesets now. While Lady Fin plays mostly the same, her new ranged attack keeps you moving and prevents you from face-tanking her like you could in previous iterations. Shrimpie, on the other hand, is actually a bit of a threat now. She now teleports around to prevent infinites from being performed on her, and she actually has to throw out a couple of attacks before she lets you hit her. Regarding general combat, it plays pretty much the same as 0.2.0, but there is some more quality of life. Ice attacks now apply a blue effect to enemies and the slow effect is much more apparent, so all of the different elements feel like they're evenly matched now. On top of this, there's now the introduction of the lewd mechanics to enemies. There's a separate status bar that represents the "Horny" effect, and it seems to represent the chance for the enemy to be finished through an in-game h-scene, which relies on timing the spacebar to thrusts. The mechanic is clearly in its infancy with how choppy the exit transition is, but it's quick and unobtrusive and optional, so it's a very welcome addition. Finally, in true Hades fashion, you now have different gates that you can walk through obtain different rewards, which for now only includes health, the already included upgrades, a new currency known as gems, and then the newly introduced shop and its items. While implemented well, I think that the upgrades need to be slightly revamped to have their own rooms per element, and perhaps more upgrades to alter your moveset, like the dodge. Speaking of the shop and gems, you can now acquire the new run-based currency by either performing well on the h-scene minigame or going through a gate that gives you them. You can then use that currency to buy items or healing (the following including a paid h-scene of its own). Moving onto the h-scenes themselves, it's kind of baffling of the quality between the win scene against Ms. Fin and the first two h-scenes. There's actual transitions between the different parts, and Ms. Fin actually emotes. It makes me wonder why they can't go back and apply that same quality to the first two h-scenes. At this point though, I'd give the game a solid 4.5 stars now. This is a point where I'd happily recommend playing this game to anyone interested in the genre, but it still has a lot of work to do.

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