Hello!
Got a new game coming up for you guys. Hoonters is a (As the subtitle above already stated) a XXX Turn-Based Monster Hunting RPG, developed in Unity. In it, your character is a newly formed Beast Hunter, assigned to a new archipelago of Isles that was recently unveiled far from the main country land. Beasts and Monsters, though uncivilized and aggressive, possess magic and their fluids are used for medicine and day to day necessities of people around the world, which makes hunting monsters a very profitable business, well, if you don't mind the messier said of the profession, that is. As you hunt for more monsters, you'll be able to acquire more cash to buy new items to hunt bigger and badder monsters, as well as expand the local Beast Hunter Guild Outpost to be able to provide you with more services and attracting more people to come live in it! Be careful though, you're not the only Beast Hunter around, you may also have to deal with rivals from time to time, who will try and steal your prey from you.
As for what kinds of monsters you can expect? Well, you'll find Goblins, Orcs, Pigmen, Mermaids, Naga, Dragons, Plant creatures, Tentacle Beasts, Fairies and...Well, the list of planned monster goes on for quite a bit, honestly. Our main goal with this game was to make a game that was more than just a good porn game, but also a good game on it's own, with the porn only adding on to it, rather than being all the game is about. As such, the idea of the game is to give you scenes regardless of whether you win or lose a battle, the victorious side is simply the one who gets to be on the dominant position during the scene itself. Also, losing a battle does not mean game over, you'll simply return to the city, a bit bruised and sore, but otherwise ready to go again, few monsters actually possess murderous intent, though this can vary from area to area and from monster to monster.
Also on the matter of how the game works, the Battle System is meant to be easy to understand and straight to the point, I try to avoid complexity and numbers and instead try to focus on depth and strategy. As such, characters do not have levels, instead, a character has 4 things to consider when going out on an expedition:
Their Base Stats, which vary between different Character Archetypes (Average, Bara, Shortstack, Bimbo, etc), their Weapon (Which defines what their special skill is and adds a few bonuses), their armor (Which defines how the character defends, by dodging or by just tanking attacks) and their consumable items, which are mostly for saving them in a pinch situation. Weapons, Armor and Consumables can be switched out before your character goes out in an expedition and, in fact, you're encouraged to do so, as each monster also has different abilities and stats, which demand different builds to deal with different situations. Your spear and light armor combo may work fine against an equally light armored opponent, but don't expect it to work as well against a bulkier monster, by example.
The game is still in early development, much of the art assets are mostly sketched out placeholders and it doesn't actually have any fully animated scenes to show yet, but I figured it'd be nice if I already got the word out about the game and saw what people think of it. We also have a Patreon, if anyone is interested in aiding the game's development. https://www.patreon.com/Hoonters
The game is currently uploaded to mediafire and can be downloaded to play in your browser or as an executable file. (You're going to need to download the Unity Web Player for the browser version, if you don't already have it.)
It is mostly mouse-based.
Want to chat with me or other people who played the game? Hit us up on Discord!
https://discord.gg/zPqmKpC
GAME LINK - DOWNLOAD
The link below will take you to the WebGL build of the game on Newgrounds. There's also a .EXE version, if you'd like something more stable.
Not all PCs can run the HTML5 build, since it requires your browser to pre-allocate 256 MB worth of memory to be used exclusively with it for the game to run. If you end up with a Gray Screen, it is suggested you try closing other Tabs in your browser before attempting to open the game up or just download the .EXE build.
Newgrounds - HTML5 version - https://www.newgrounds.com/portal/view/708014
Mediafire - EXE Version (Be sure to run it in 800x600!) - https://www.patreon.com/posts/hoonters-public-17497925
There is little sound in the game currently, most of it wasn't normalized yet too, so I suggest playing with on a low volume and then adjusting.
Pairings and fetishes
General appeal, with "battle for dominance" and monster girls/guys as major fetishes. Secondary fetishes will include futanari, cumflation, hyper endowements, demons, corruption and a whole other bunch of stuff.
As of now (8 of November, 2015), there are no actual finished monster scenes implemented yet, though there are sketches to give a rough idea of what these scenes are gonna be once they're out. They can be skipped if you've already seen them or if you have no interest in their content.
As of now (8 of November, 2015), there are no actual finished monster scenes implemented yet, though there are sketches to give a rough idea of what these scenes are gonna be once they're out. They can be skipped if you've already seen them or if you have no interest in their content.
Implemented Features
- The system for showing the sex scenes with the monster is ready! The actual scenes...Not so much. But we put sketches of what these scenes will be, for your viewing pleasure.
- Introduction Cutscene is 40% Done.
- Base of the battle system itself is pretty much finished, with possible tweaks in the future.
- 5 Weapons, 3 Armors, 2 Consumable Items and 3 Monsters (Futa Goblin, Pigman and Orc Amazon)
- City Navigation is finished, but still needs actual interiors
- Expeditions have been reworked!
- Pet System - Capture and Domesticate monsters and then take them to fight alongside you, alternatively, you can just keep them as pets at your house. (Requires further testing before being properly implemented.)
- Monsters will drop fluids when defeated, which can be sold to buy new items and equipment.
- NPC Interaction - Socialize and "romance" with NPCs, be they rivals, shopkeepers or whatnot. (Partly implemented.)
- Introduction Cutscene is 40% Done.
- Base of the battle system itself is pretty much finished, with possible tweaks in the future.
- 5 Weapons, 3 Armors, 2 Consumable Items and 3 Monsters (Futa Goblin, Pigman and Orc Amazon)
- City Navigation is finished, but still needs actual interiors
- Expeditions have been reworked!
- Pet System - Capture and Domesticate monsters and then take them to fight alongside you, alternatively, you can just keep them as pets at your house. (Requires further testing before being properly implemented.)
- Monsters will drop fluids when defeated, which can be sold to buy new items and equipment.
- NPC Interaction - Socialize and "romance" with NPCs, be they rivals, shopkeepers or whatnot. (Partly implemented.)
Planned Features - Not yet implemented
- Character Archetypes - Change your character's Gender and Body Type, which results in different base stats and different scenes with the monsters. Currently only the Average Female Body is available. (This will probably only start being worked on after all, or at least a good number of monsters, are finished.)
- Buying and Enchancing Weapons and Armor - Acquire new Weapons and Armor, then upgrade them with money and resources to make them better fit your playstyle and challenges. (For the sake of testing, currently all weapons are available from the get go, the shop is working and fine, but enchancing is still in it's early stages, a lot of balancing required before it is implemented.)
- More Weapons, More Armor, More Monsters, More Areas - Ideally, we'd like to offer roughly around 50 different weapons, each with their own unique skill, 30 different pieces of armor and over a hundred monsters, spread out throughout several different environments. Each monster will have two different scenes (Victory and Defeat) for each Character Archetype.
- Buying and Enchancing Weapons and Armor - Acquire new Weapons and Armor, then upgrade them with money and resources to make them better fit your playstyle and challenges. (For the sake of testing, currently all weapons are available from the get go, the shop is working and fine, but enchancing is still in it's early stages, a lot of balancing required before it is implemented.)
- More Weapons, More Armor, More Monsters, More Areas - Ideally, we'd like to offer roughly around 50 different weapons, each with their own unique skill, 30 different pieces of armor and over a hundred monsters, spread out throughout several different environments. Each monster will have two different scenes (Victory and Defeat) for each Character Archetype.
Changelog
Version 0.12
- Lynne will show up on Day 15. To unlock her scenes and conversations, unlock the restaurant and interact with her.
- Goblin Lumberjack Scenes reworked.
- Orc Amazon Scenes Reworked.
- New random event scenes have been sprinkled over the first in-game month.
Version 0.11
New Features
- 4 New Monsters
- One new Hunting Area
- Some monsters rebalanced
Version 0.10
New Features
- Inventory system Revamped
- Town Revamped
- All shops Revamped
- Quests!
- Hunter's Logbook.
- Building Upgrades!
- Kassandra's Restaurant! Acquire stat boosts and chat up the other outpost members.
Version 0.9
New Features
- 4 New Monsters (Centauress, Drider, Lamia, Cerberus)
- 7 New Weapons
- 3 New Armors
Polish
- General Bugfixes and adjustments around the place
Version 0.8
New Features
- Adrenalin system is in. The longer a battle lasts, the more dangerous it gets. You can click the ? below the Adrenalin bar to show or hide the extra information about Adrenalin and its effects. Adrenalin naturally rises throughout the battle, but can be lowered or raised with the use of Incenses.
- Pet system is in. You can now capture monsters by finding their Adrenalin Sweet spot, getting them below 30% HP and then hitting them with a Tranquilizer Bomb. Once captured, tamed and equipped, Monsters will fight alongside you and help you against other monsters.
Polish
- Goblin, Pigman and Orc Amazon battle sprites no longer have that weird delay before their animations play during the battle.
- There is now a neat display on your HUD to show you how many turns until your skill is off cooldown. When you have a pet with you, it will also show the pet's cooldown.
Version 0.7
New Features
- At the introduction Cutscene, you can now offer Annabell's offer for some fun under the Deck.
- Amazon Orc Defeat and Victory Scenes now animated.
- Gellusk Defeat and Victory scenes now animated.
- Goblin Lumberjack Defeat and Victory scenes now animated.
Polish
- Monster scenes now take up a lot less memory than they used to.
- Gellusk and Harpy were nerfed. Gellusk has 100 less HP and 2 less armor. Harpy now has 50 HP. General strategies for beating them remains the same, just easier and friendlier to different approaches.
- Code clean ups, you know the drill.
Version 0.6
New Features
- 2 new monsters
-- Harpy (High Evasion and High Damage but squishy.)
-- Gellusk (0 Evasion and Average Damage, but EXTREMELY tanky.)
- 2 new weapons
-- Chakram (Can debilitate enemies, lowering their dodge chance.)
-- Caestus (As long as you keep comboing, your damage keeps going up! Losing the combo puts you in a very bad situation, however, as you'll need to stack it back up.)
- 1 new armor
-- Fluid Hunter Outfit (Average Armor for Dodging or Defense, but increases your Fluid Rewards by double if worn.)
- New displays for Status Effect on the Player & Enemy on the Battle Screen (So you'll always know for how long someone is stunned, how much extra damage you currently have, etc.)
- "Sell all" button on the shop. Should make selling loot a lot faster.
- Enemies and some items rebalanced.
- Code clean ups, you know the drill.
Version 0.5
- Cutscene Animated Sprites. Now, along with the art that comes in the background and in the various scenes, the introduction cutscene now also has our first "Living Portrait" for Rona. Smiling and breathing in glorious 60 FPS.
- Battle Animated Sprites. Much like the Cutscene sprites, all of the monster battles now also have animated sprites. The Goblin, Orc Amazon and Pigman all had their designs updated and will now actively move, attack and dodge around as you fight.
- Most of the monster sex scenes (All except parts of the Orc Amazon Defeat) have all been properly polished up. As you might've seen in the previews, they're now looking all pretty and proper! They're still not final, mind you. The idea is for all of them to be animated, just like the stuff above was! But that's gonna take a fair amount of time yet, and there's other things which should take a little bit of priority over it. The reason why the Orc Amazon Defeat scene wasn't finished is actually because I'm re-working it into something else. I wasn't really satisfied with how the current scene was turning up, so I figured it'd be better if I figure out how I'm gonna do it before I properly polish it up.
- The introduction cutscene images were also polished up! Several of them just got a bit of a better paint job over them, but a few were re-drawn over. As you might notice, Annabell also received a full re-design to go along with the new cutscene art!
- Some code clean ups, as usual.
Version 0.4
- The new expedition system is implemented. When going out to hunt a monster, instead of being bumped into a bunch of random events, you'll instead be sent to the map exploration screen. You and the monster will take turns moving through the map, where you'll be able to set traps or move around at will. Entering the same tile as the monster will cause the battle to start, carrying over any debuffs or buffs acquired while traveling the map.
- All of the monster fluids, which you previously could only sell, are now implemented as consumable items which you can pick up while going out on an expedition...Speaking of which.
- The Expedition Set Up Menu in the town was completely changed up to fit the new expedition system. You can take up to eight items with you, decide which area you're going to hunt and you'll also get a little bit of information on each monster before you set off to hunt them.
For testing purposes, all consumable items are available to take into an expedition right away, as many as you're able to fit in your backpack.
Version 0.3
- Upgraded the quality of the Goblin Scenes.
- Working in-game shop implemented.
- You can now skip the introduction cutscene, straight to the point where you have to name your character. No more spamming the Next button.
- Performed some coding clean-ups, the game should run smoother now.
- Based on feedback we received, we removed the freeware music from the game for now, (Sound effects are still in) at least until the sound options are properly implemented. We're looking into getting someone to make music for us and it's likely going to get turned into a milestone goal, seeing as we'll be commissioning them to make the soundtrack for us.
Version 0.2.1
- Added Forest Background Art
Version 0.2
- Expedition Events
- Monster Scene Previews
- Fiddled with a few numbers
Version 0.1
- Release
- Lynne will show up on Day 15. To unlock her scenes and conversations, unlock the restaurant and interact with her.
- Goblin Lumberjack Scenes reworked.
- Orc Amazon Scenes Reworked.
- New random event scenes have been sprinkled over the first in-game month.
Version 0.11
New Features
- 4 New Monsters
- One new Hunting Area
- Some monsters rebalanced
Version 0.10
New Features
- Inventory system Revamped
- Town Revamped
- All shops Revamped
- Quests!
- Hunter's Logbook.
- Building Upgrades!
- Kassandra's Restaurant! Acquire stat boosts and chat up the other outpost members.
Version 0.9
New Features
- 4 New Monsters (Centauress, Drider, Lamia, Cerberus)
- 7 New Weapons
- 3 New Armors
Polish
- General Bugfixes and adjustments around the place
Version 0.8
New Features
- Adrenalin system is in. The longer a battle lasts, the more dangerous it gets. You can click the ? below the Adrenalin bar to show or hide the extra information about Adrenalin and its effects. Adrenalin naturally rises throughout the battle, but can be lowered or raised with the use of Incenses.
- Pet system is in. You can now capture monsters by finding their Adrenalin Sweet spot, getting them below 30% HP and then hitting them with a Tranquilizer Bomb. Once captured, tamed and equipped, Monsters will fight alongside you and help you against other monsters.
Polish
- Goblin, Pigman and Orc Amazon battle sprites no longer have that weird delay before their animations play during the battle.
- There is now a neat display on your HUD to show you how many turns until your skill is off cooldown. When you have a pet with you, it will also show the pet's cooldown.
Version 0.7
New Features
- At the introduction Cutscene, you can now offer Annabell's offer for some fun under the Deck.
- Amazon Orc Defeat and Victory Scenes now animated.
- Gellusk Defeat and Victory scenes now animated.
- Goblin Lumberjack Defeat and Victory scenes now animated.
Polish
- Monster scenes now take up a lot less memory than they used to.
- Gellusk and Harpy were nerfed. Gellusk has 100 less HP and 2 less armor. Harpy now has 50 HP. General strategies for beating them remains the same, just easier and friendlier to different approaches.
- Code clean ups, you know the drill.
Version 0.6
New Features
- 2 new monsters
-- Harpy (High Evasion and High Damage but squishy.)
-- Gellusk (0 Evasion and Average Damage, but EXTREMELY tanky.)
- 2 new weapons
-- Chakram (Can debilitate enemies, lowering their dodge chance.)
-- Caestus (As long as you keep comboing, your damage keeps going up! Losing the combo puts you in a very bad situation, however, as you'll need to stack it back up.)
- 1 new armor
-- Fluid Hunter Outfit (Average Armor for Dodging or Defense, but increases your Fluid Rewards by double if worn.)
- New displays for Status Effect on the Player & Enemy on the Battle Screen (So you'll always know for how long someone is stunned, how much extra damage you currently have, etc.)
- "Sell all" button on the shop. Should make selling loot a lot faster.
- Enemies and some items rebalanced.
- Code clean ups, you know the drill.
Version 0.5
- Cutscene Animated Sprites. Now, along with the art that comes in the background and in the various scenes, the introduction cutscene now also has our first "Living Portrait" for Rona. Smiling and breathing in glorious 60 FPS.
- Battle Animated Sprites. Much like the Cutscene sprites, all of the monster battles now also have animated sprites. The Goblin, Orc Amazon and Pigman all had their designs updated and will now actively move, attack and dodge around as you fight.
- Most of the monster sex scenes (All except parts of the Orc Amazon Defeat) have all been properly polished up. As you might've seen in the previews, they're now looking all pretty and proper! They're still not final, mind you. The idea is for all of them to be animated, just like the stuff above was! But that's gonna take a fair amount of time yet, and there's other things which should take a little bit of priority over it. The reason why the Orc Amazon Defeat scene wasn't finished is actually because I'm re-working it into something else. I wasn't really satisfied with how the current scene was turning up, so I figured it'd be better if I figure out how I'm gonna do it before I properly polish it up.
- The introduction cutscene images were also polished up! Several of them just got a bit of a better paint job over them, but a few were re-drawn over. As you might notice, Annabell also received a full re-design to go along with the new cutscene art!
- Some code clean ups, as usual.
Version 0.4
- The new expedition system is implemented. When going out to hunt a monster, instead of being bumped into a bunch of random events, you'll instead be sent to the map exploration screen. You and the monster will take turns moving through the map, where you'll be able to set traps or move around at will. Entering the same tile as the monster will cause the battle to start, carrying over any debuffs or buffs acquired while traveling the map.
- All of the monster fluids, which you previously could only sell, are now implemented as consumable items which you can pick up while going out on an expedition...Speaking of which.
- The Expedition Set Up Menu in the town was completely changed up to fit the new expedition system. You can take up to eight items with you, decide which area you're going to hunt and you'll also get a little bit of information on each monster before you set off to hunt them.
For testing purposes, all consumable items are available to take into an expedition right away, as many as you're able to fit in your backpack.
Version 0.3
- Upgraded the quality of the Goblin Scenes.
- Working in-game shop implemented.
- You can now skip the introduction cutscene, straight to the point where you have to name your character. No more spamming the Next button.
- Performed some coding clean-ups, the game should run smoother now.
- Based on feedback we received, we removed the freeware music from the game for now, (Sound effects are still in) at least until the sound options are properly implemented. We're looking into getting someone to make music for us and it's likely going to get turned into a milestone goal, seeing as we'll be commissioning them to make the soundtrack for us.
Version 0.2.1
- Added Forest Background Art
Version 0.2
- Expedition Events
- Monster Scene Previews
- Fiddled with a few numbers
Version 0.1
- Release
Screenshots
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