Ero Hunters
by Madodev
Game Details
- Version
- v1.10
- Developer
- Madodev
- Engine
- Godot
- Status
- Completed
- Language
- English
- Censored
- No
- Updated
- 18 July 2026
About
Founding a colony on an island crawling with monstergirls means fighting through their dungeons first, since they won't join you willingly. Beat them in combat, capture them, then put them to work.
You're colonizing land that isn't yours by conquering the things that live there, which is either efficient or grim depending on how you squint at it. The colony grows through what you take from the dungeons, and the monstergirls you drag back are the labor force.
Combat runs on turn-based strategy, so fights aren't just a numbers grind, there's positioning and planning involved before anyone gets bred into submission. Captured girls start out useless and workshy, and you gear them up and train them until they're either fighting alongside you or hauling resources for the colony. Managing a growing roster of captives across gear, training, and jobs is as much the game as the fighting is.
Changelog
- Major:
- New dragonkin race including their own laws, new buildings, new trades, new habitats, new miniboss encounters, a new role, new technologies etc...
- Significant code changes to create parity with the Ero Slayers systems. This will cause mod compatibility issues with mods that create new puppets, cutins, or animations.
- 123 new equipment textures.
- Internal View for Equipment.
- Settings rework.
- Playful Plugin support.
- New equipment textures for weaponry.
- Minor
- Added new idle animations for Catgirls, Foxes, Elves, Orcs, Succubi, Cowgirls, and Bunnygirls.
- Cocoons, Entanglement, and Latex Entanglement now have unique visuals.
- Spidergirls and Crabgirls now have their own breeding texture.
- Smoothed out the loading screen and added a running Ada.
- Improved performance of the save panel in case of larger saves.
- Animations now uses blending, properly allowing combinations of ankle restraints and wrist restraints.
- Used the Ero Slayers font instead of the Default Godot one.
- Removed job requirements from habitats.
- Performance improvements for the Jellyfish encounters.
- New Equipment:
- Buzzing Chastity Belt
- Latex Plug
- Latex Dildo
- Jelly Cap
- Muzzle
- Nose Hook
- Legbinder
- Wristcuffs (Back)
- Bunnies can now spawn with a different ear type.
- Small Alraune Puppet now has vines instead of legs.
- You can now mod in new training type buildings.
- Trainings assigned by a group will no longer assign trainings that would not be visible for the target (such as when the target already has been trained) except in the case of visual trainings where they will no longer be assigned if the requirements aren't met
- Throwing equipment or capturing is now disabled if that move would be replaced by any effect
- Very basic blinking
- One Bar Prison no longer allows moving or manipulation moves
- Ratkin would dance off their one bar prison
- Habitats now also give the loot the corresponding dungeon would give upon completion.
- Sound effects now vary a little when used.
- Added a filter for recipe groups for the training selection panels.
- Made small changes to expressions.
- Hoverable text is now yellow instead of underlined.
- Allowed sorting perks by upgrade in the Glossary.
- Increased distance between segmentation at higher health amounts on the health bar.
- Several moves with aphrodisiac in the name now grant aphrodisiac dot instead of arousal tokens
- Damage reduction is now capped at 90%
- Additional Russian/Polish/Spanish/Chinese translations
- Modding:
- Hotkeys are now moddable
- Combat backgrounds are now moddable
- HIDE keyword and custom_text script
- Effects can have a "global" scope, all global effects are always active, global effects with a WHEN:fresh_save get triggered when they are first added to a new save
- Perks can now also stockpile stats.
- Loot is now linked to Habitats instead of the other way around.
- Allowed specifying the stat increase amount given by role levelups
- New field "exclude_from_any" to remove a race from "any" encounter tiles (such as on Flevo)
- A significant amount of new scripts.
- Training Buildings now work even if you're away from the island.
- Bugfixes:
- Fixed the weird hand positioning when wearing the yoke
- Statues would get unassigned periodically and still moved
- Back cow ears were colored incorrectly
- Long hair would clip through bat/harpy wings
- Scrolling was broken when a controller was plugged in
- You couldn't cancel an import if the exporter's production had been reduced to 0
- Fixed a clipping error with the Armbinder and some Ratkin animations.
- Common Doll showed up in the gear glossary.
- When crafting, the recipe selection UI wouldn't update after recipe completion until reloading that UI.
- Adding or removing ports didn't update road connections.
- Levels of girls released into the wild were incorrectly converted to their upgrade.
- Mana, Insight, and Resource Production were all multiplied by the last island speed when you moved to a new island.
- Gear Teleport didn't correctly teleport weaponry.
- Small Slime Textures had legs when viewed from the side.
- After moving a building you lost the ability to move by mouse until opening a menu.
- Pacifying dungeons close together ignored their minimum radius
- Personal impact on attach rates was not correctly displayed
- The Crystalline Shockcollar didn't explain why a character could not work somewhere
- Equipping petsuits on jellyfish caused their animation to break
- When using both a wire gag and a normal gag, the mouth would fully disappear
- Enemy difficulty had no effect on the difficulty of enemies
- Invalid equipment wasn't removed when changing races
- Spear of Freedom didn't work
- Foxtail breeding chance was broken for T5, being 1 in 400 instead of 1 in 20
- The time scaling was broken, 5x increased both tick rate and production rate, now the time scales more but also only increases production rate
- Clip wings wasn't available for the Harpy Trade T2 if you didn't pick Human Supremacy
- Defang wasn't available for the Wolf Trade T2 if you didn't pick Human Supremacy
- Orc T2 now unlocks Spanking so you can complete the T3 trade if you didn't follow the Supremacy path
- Manual recipes didn't show up in ranching buildings (such as beegirl honey in the small apiary)
- After someone changed to a kneeling idle animation, the animation glitched out for a second or so.
- Capturing an enemy that you used gear teleport on would cause the color scheme of their equipment to become entangled with the color scheme of the caster until the next save
- If you were standing in an auto-clearable area, but while hovering from the auto-clear button to the fight-manually button you passed by a non-auto-clearable area, the fight-manually button would disappear.
- small_vault, large_vault, tree_chest, and dollmaker would move when interacted with.
- You could replace hotkeys by "left click" (mostly done on accident), this would break the game when used on "close panel"
- Vine Rope was broken on Large Boobs
- Wrist Cuffs would be drawn over shields (and other weapons)
- Beacon buildings would still transmit their effects even if they lacked a road connection
- Eyecolor and Bust Size weren't saved in the wild encounter pool
- Released girls didn't show up in the encounter pool
- Many centaurs wore panties despite not having an underwear slot
- Tooltip error when hovering Declaw/Defang (Recipe) due to overlap with Declaw/Defang (Perk)
- Tooltips for Techs were missing
- Visual error when unhovering an icon on the Insight Panel
- Clerics of Asena would go Feral when wildshaping
- Command Die's damage didn't scale with higher tiers
- Moves that reduce tokens would reduce them in the wrong order
- Lure crit on Rank 5 instead of Rank 4
- When upgrading bunnygirl from T3 to T4, the requirement for carrot cake changed into apple pie.
- Beacons that affected multiple stats (e.g. Songtower) only affected the last one
- Final Overworld track didn't loop
- Vine Reconstruction was broken
- Road tiles weren't using the speeds set in their data
- Zoom to building on map button was broken
- The tutorial would crash when hovering a specific tooltip
- Fixed mana exploit - building buildings while paused didn't immediately subtract mana, you could then later delete them for infinite mana
- Subsidies were not multiplied by speed setting
- Taxes were calculated differently depending on speed
- Changing speed would pass a production cycle causing incorrect UI displays
- Tokens removed at turn start would not enact visual changes
- Steam release
- Link
- Link
- Link
- 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
- 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.
- 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.
- 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.
- 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.
- Major:
- 159 new genes and a gene rebalance.
- 110 miniboss encounters.
- 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
- 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
- Harpies.
- New buildings, resource system and research system.
- Extra strapons and a rework of breeding.
- Enemy dye system.
- Bugfixes.
- 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.
- The Pet class.
- Enchanting and Trading.
- Bugfixes.
- 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.
Talk about this game