Twiwood Tales
by ENTITIES
Twiwood Tales is a rogue-like RPG with seductive tension, branching paths, and a combat system that rewards planning, awareness, timing, and creativity. Whether you're here for the fight, the story, or something more intimate, the forest welcomes you.
Screenshots
0.83 Demo
Added a special naughty event with a minigame
0.82.7 Demo
Combat Legend menu added
Enemy Techniques tutorial added
Combat speed option added
Corrected enemy target list order
Techniques legend added
Parry Assist added
Enemy placement revisited. Early fights should now feel smoother and more fair
0.79.0 Halloween Special Demo
Added
New decorations
New Active Scene to unlock (3 shards to collect)
0.79.0 Demo
New Features
Parry & Reflect Technique
– You can now deflect enemy projectiles back at them with precise timing.
Enemy Seduction Attacks
– Doe and Ivy can now use their own special techniques to
drain
you mid-battle. Resist them successfully, and you’ll find them in a much more… vulnerable state.
New Player Technique –
Suctus Mammarum
– A close-range skill that lets you drain vitality straight from your opponent.
Engine & Stability
Fixed major Unreal corruption issues that were causing internal project instability.
0.74.9 Demo
Balance Changes
Ivy + Doe combo
No more Ivy + Doe right at the start. Early fights will be gentler, giving you time to gather Dust and learn the ropes.
Doe:
HP reduced by ~15%, healing power reduced by 30%.
Ivy:
Clones are now weaker (about 50% of Ivy’s strength), with a distinct name and color.
Luck scaling
Luck was too strong and felt mandatory.
Effect reduced by 25%, but enemy rewards increased by 25% to keep progression steady.
Enemy boost after boss
The old system doubled enemy stats after the demo boss, which felt like scaling.
This boost has been removed. Enemies now stay consistent throughout the demo.
QoL & Gameplay Flow
Foxy’s Wheel
Spin duration reduced by 30% (still suspenseful, but less waiting).
Ambush results now return you directly to Foxy, skipping the node map detour.
First Mimic chest
The very first chest is now always safe. Later chests can still be Mimics, because that false sense of safety is part of the fun.
Start
New Game
to avoid inconsistencies.
Ivy’s pace
Her movement speed has been doubled to reduce the sluggish feel of her walk cycle.
Sound settings
Volume controls added to both the starting screen and active scene.
Fine-tuning of individual sounds is still underway, but now you have general control everywhere.
Full Game Progress Sneak Peek
While polishing the demo, we’ve also advanced work on the full release:
Map transitions:
after a boss, you’ll move into new maps with fresh enemies, events, challenges, story beats, and bosses.
Hard battle nodes:
the shield icon will mark special high-difficulty encounters with bigger rewards.
Minor Fixes
Pause menu no longer overlaps with options (no more accidental “Quit to Desktop”).
Victory screen now auto-focuses and can be skipped with a single click.
Fair Trade event bug fixed (trading 0 MP no longer leaves you at 1 MP).
Skip rewards screen can be triggered even quicker.
Death screen duration reduced
0.72.5 Demo
New Tutorial
Added a tutorial for menus (can be skipped or replayed anytime).
Combat Flow
Defend now drains stamina when held.
Victory Screen and Boss intro can now be skipped.
Sound Settings
Added volume controls to the Pause menu (coming to other menus soon).
Balance Changes
Enemies no longer scale with player level.
Items, rewards, and enemies rebalanced.
Extra challenge unlocked after Boss defeat (tougher enemies & rewards).
Gear
New shield added to Foxy’s rewards.
QoL Improvements
Level Up button always visible.
Foxy stays in her intended position after affection is maxed.
Nodes map now flashes a Dust icon when you have enough Dust to level up.
Luck Factor
Luck now influences Steal technique.
0.72.2 Demo
Added Visible scroll to Techniques & Magic tabs
for easier navigation.
Techniques tab
now includes a sneak peek at a few upcoming techniques.
Magic tab
now displays available spells more clearly.
0.71.5 Demo
Fixed:
Punitor Natium
technique could be learned multiple times.
Side improvement branches for
Punitor Natium
were not purchasable.
Changes:
Punitor Natium – Speed upgrades
→ now changed to
Duration upgrades
.
Each level adds +3 seconds of technique performance time.
All levels together = +15 seconds total, on top of HST scaling.
Punitor Natium – Damage upgrades
Each level adds +10% total slap damage.
All levels together = +50% total damage, on top of STR scaling.
Other Improvements:
Pause menu can now be closed with the Esc key.
0.71.1 Demo
What’s New in This Demo:
No timers, play at your own pace.
More spells, items, and techniques to experiment with.
A new “memory” scene is unlocked by collecting shards.
A travelling con artist to meet (and maybe win over).
Smoother gameplay and various bug fixes.
A pretty high-polish 3D rogue-like, there's a lot of potential but I'd say it needs some more balancing work. The real-time blocking system on paper is great but in practice it's a bit brutal. The parry is borderline useless with these Elden Ring attack windups, and the attack animations aren't really designed in a way to let you predict a parry. The enemies have too many different attacks to realistically memorise each attack delay - at least for a porn game. I think there should be some brief indicator to let you know better when to parry. This of course should still be challenging, otherwise there would be no reason to use any other action, but at the moment It's far too hard to use. Blocking is a choice, but if stamina permits you should always dodge; although some attacks have two-parts and you can't really dodge both. Not to mention the times where you still get hit during a dodge when it looks like you shouldn't. The enemy randomness can be brutal, the stone enemies are significantly harder than the skeletons without any distinct weaknesses I can see, and it's completely random whether you get one skeleton or two stone enemies. During the early game the enemies are brutal, but when you level up enough most of the enemies become extremely trivial. Gaining affection with the fox lady is not realistic, at least not in this demo. You need to spin a wheel and land on a specific spot to gain a small sliver of affection points. The tokens to spin the wheel are not particularly common either. In my ~2 hours of playing I only landed on affection once. There are lots of "rewards" which are just notes or random items with either some obscure, or currently no, use. The mimic enemy should give some dust. There are battle-sex actions you can use in combat which is great, but the enemies you can use them on are rarer than the standard enemies and don't spawn until you're 4 or so stages deep. A bit nit-picky at this very early stage, but some of these points do hold it back a lot for me, and there's a lot of potential here. Hopefully as more content is added the gameplay gets more refined.
I found it boring, there's not enough "sex" in the game and the mechanics can get really annoying real fast. Another thing is the randomized enemies, for example if u die and u go back to the forest spawn there's a chance u could be facing 3 pebble monsters or whatever tf they r called, it's just not enjoyable. I would be rating the game 4 stars if there was a capture system for the girl enemies and maybe a camp where u could do things to them and add them to your team, but from what I saw there was no such option or feature, idk maybe I'm missing something, for what I played it's barely a 2 star rating for me.
This game is still in the very early stages of development, but it already shows immense potential. The core mechanics are shaping up nicely, and the overall vision feels fresh and exciting. What really stands out, though, is the developer’s clear dedication to the project and their willingness to actively listen to community feedback. They’ve already implemented suggestions and are transparent about the road ahead. While there’s still a long way to go, the foundation being laid now is strong, and the future of this game looks incredibly promising. Definitely one to keep a close eye on.,,
Can I just say, Holy Shit! You are cooking! The renders, the animation... Open world. The potential in this game is immense! Just the game design in general. Very creative with the combat system! I will definitely be revisiting this game from time to time! I'm excited to see how the devs. continue with this game in the future! Again, Holy SHIT! Who needs to mod Skyrim? Just download this game!
I played what there was to play in this beta, and I actually had fun, it's hard to find a hentai game that's actually a game with combat mechanics and sex and things like that, the game still has little content, but the little I saw is very well done, it reminds me a bit of Darkestdungeon 2 because of the map format
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