Posted February 20, 2025 by Mado
By now, enough people are playing the game that I'm receiving a bunch of useful feedback from people who have played the game a lot. Based on their feedback and issues with the game, I've spent some time cleaning up the UI and improving the experience of handling larger colonies. What may seem simple when you only have 10 girls starts to break down once you have 100 or so.
I've described the exact UI changes in the changelog, so I'll just show some images here:
Ero Dungeons had the concept of unlimited equipment. Once you had 4 of an item, you got an infinite amount of them. This reduced the grind and kept loot relevant. It worked since you could just swap out any gear of your party anyway, so it just removed tedium. This of course won't work in Ero Hunters since your employed girls also need equipment and crafting is a core component of the game.
So now there is the concept of bound equipment. Once you equip an item, that item stays bound to a girl. It can be unequipped and equipped at will, but never returns to the inventory. This means that you don't have to (and can't) swap equipment between girls. This, combined with preset loadouts significantly simplifies equipment management.
There's a new monstergirl race, the wolfkin. Unfortunately, the quality of life improvements above took quite some time, so she isn't fully finished. As of now, they have their unique classes, the Druid and "Feral". The latter happens when the wolfkin uses her transform move, healing her to full and giving her a new set of moves (akin to the Abomination in Darkest Dungeon).
But, as mentioned, this isn't fully finished. The wolf is supposed to turn a lot furrier once transformed. Additionally, her cursed role is the Pet role. As in Ero Dungeons, I'd like her to kneel for that which will require some wrangling of the animation system. Of course, that's inevitable, since it would be boring if all monstergirls were just girls with animal ears.
Resource costs were too high in the past, and this has caused players to simply catch more ratkin and build more production buildings. The primary issue here is that the game starts to slow down once you reach 200 girls. It's still playable, but around 500 girls autosaves start taking a second, and it only gets worse from then on. The second issue is that it's really impersonal. You don't care about those 200 Ratkin you only caught to chop lumber, and you don't care that you could get a 20% improvement by using a different monstergirl.
The solution for this is simple, roster limits. Of course, without changes to the core systems, this just makes the game unplayable as resource generation would be too slow. The goal then is to give players more ways to squeeze the most of their monstergirls. This will inform the mechanical decisions I'm making going forward.
So next week I'm continuing on the wolves, and will also carry on with QoL improvements and fixing the inevitable bugs that this large UI change has brought forth. It's also time to start implementing the remaining mechanics.
Housing (and roster limits) should encourage building tall and investing in a small amount of highly capable monstergirls.
Fatigue (which will get fully reworked) should encourage swapping out your main combat party every so often.
Level Caps (depending on technology) should prevent you from overleveling and just clearing the entire map.
Training should further allow building tall and improving your girls.
Ports can be built on the other landing sites for quick travel.
Condensation merge similar monstergirls together to improve a single one (as in Palworld). This ensures that captures are still needed without bloating your roster.
Trading similar to the above, you send monstergirls to the mainland for resource rewards (instead of improving a selected monstergirl).
Major:
Minor:
QoL:
Bugfixes:
If you want access to the preview with these changes (and a debug console), support me here: