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Devlog
Version 0.1.3: Quality of Life
February 20, 2025
by
Mado
22
Quality of Life 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...
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Version 0.1.2: Persistence and Roads
February 13, 2025
by
Mado
27
Persistence It was always a bit of a shame that you would lose any thrown equipment once you defeated an enemy. It meant that attaching gear only really made sense for enemies you wanted to capture. H...
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Version 0.1.1: Bunnies and Cleanup
February 07, 2025
by
Mado
27
We interrupt your weekly scheduled devlog for a short announcement. Star Knightess Aura , game by a good developer and friend of mine, is releasing on Steam today. If you happen to buy it, be sure to...
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Public 0.1.0: Earlygame
January 31, 2025
by
Mado
41
A lot has changed since the latest public version 0.0.4, I'll quickly go over all the changes and will link you to the relevant devlogs. Saves are not compatible. If you see the changes below, you'll...
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Version 0.1.0: Dungeons and Tutorials
January 30, 2025
by
Mado
44
A public release is coming very soon, either Friday or Saturday. As always, people on Patreon and Subscribestar already have access. I'll make a full overview of all changes from the latest public ver...
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Version 0.0.8: It's all coming together
January 24, 2025
by
Mado
51
It can take a while before crafting/automation games "click". I think with the current Uncommon Tech circle, building updates, overworld graphics, and new gear, this version is finally bringing the ov...
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Version 0.0.7: Tech Update (Common)
January 16, 2025
by
Mado
39
Calculation Reworks Catch Rate / Disrupt / Attach Rate calculations weren't in a good place. The calculation method tended to result in values close to 50% regardless of what you did. So I decided to...
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Version 0.0.6: Mules and Crits
January 09, 2025
by
Mado
44
Critical Hits Rather than having critical hits decided by chance, critical hits now depends on specific conditions. These conditions can differ per move (and can even be chance), though the default is...
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Version 0.0.5: Rams and Reworks
January 02, 2025
by
Mado
32
Version 0.0.4 seems quite stable, so I'm releasing it publicly both as a download and as web version. I'll probably start doing monthly-ish public releases again. Reworks Move Targetting: As mentioned...
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Version 0.0.4: World Map
December 26, 2024
by
Mado
49
World Map I spent this week creating the full world map for Ero Hunters. Changing the world map breaks saves, so I prefer to only have to do it once: That's the terrain map. It's as big as it can be w...
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Version 0.0.3: Upgrades
December 19, 2024
by
Mado
27
First a short notice that I'm planning to add a web version of Ero Hunters on this page soon (during the weekend), together with a second Patch for Ero Dungeons (mostly containing translation stuff)...
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Alpha Devlog 9: Some Streamlining
December 12, 2024
by
Mado
30
The preview of Ero Hunters, available to subscribers on Patreon / Subscribestar , is doing pretty well and I like to believe that the biggest crashes are fixed by the hotfixes that came out. So let's...
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Alpha Roadmap
December 06, 2024
by
Mado
46
As this post goes live, I've just released a preview for Ero Hunters for subscribers on Patreon / Subscribestar . It's hard to describe a preview, it doesn't contain all content (or very much content)...
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Alpha Devlog 8: Progress Report
November 29, 2024
by
Mado
24
Timings I'll be releasing a preview of the pre-alpha will be available to subscribers on PATREON / SUBSCRIBESTAR next week (6 December). I don't really know what to call it, but it's similar to the Er...
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Alpha Devlog 7: Overworld Mechanics
November 22, 2024
by
Mado
39
Idea As I mentioned before, the idea behind Ero Hunters came from Palworld. I thoroughly enjoyed the loop of "go out to catch pals", "put them to work in your base", "let them make palspheres", "use t...
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Alpha Devlog 6: Progress Report
November 14, 2024
by
Mado
30
Being so early in development, progress tends to move in all directions at once. So instead of tackling a theme, I'll just run you through the most important progress of the last two weeks. Upgrades:...
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Alpha Devlog 5: Some UI stuff
November 01, 2024
by
Mado
20
A smaller update this time. Between the release of Ero Dungeons and some time getting sapped away by Factorio: Space Age, I only had the time to do some UI work and smaller cleanups. For Ero Dungeons...
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Alpha Devlog 4: New Puppets
October 25, 2024
by
Mado
4
Foundations: If I had a nickel for every game I released, I'd have two nickels. Which isn't much, but it's strange that it happened twice. And to make sure it keeps happening, I'm trying to make as mu...
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Alpha Devlog 3: Combat Changes
October 18, 2024
by
Mado
3
What Remains Rank-based Combat Four gals in a column is an amazing combat system. It makes positioning impactful and easily allows multiple roles on a team. So that remains. Tokens Tokens are also gre...
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Alpha Devlog 2: Curios and Hair
October 11, 2024
by
Mado
4
Here's a short overview of the stuff I've been working on last week. Curios I've already discussed Curios in a previous devlog of Ero Dungeons. I'll repeat it here: In Ero Dungeons, the attempt was to...
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Alpha Devlog 1: Mission Statement
October 03, 2024
by
Mado
3
Ero Hunters What's the game about? You have discovered an unknown island. Upon landing, you quickly find that the island is inhabited with monstergirls, some of which are more dangerous than others. W...
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