Others Haunted Monster Forest - Development Thread [Godot] [3D Horror/Eroge]

pitinar277

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Sep 27, 2025
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UNUSUAL H-GAME ALERT!!!

For my first post in this website, i will share a little project i've been doing in the Godot game engine for the past few months. I'm pretty sure it will take years to complete since it is ambitious for a beginner dev/modeler like me. So, let me just skip the introduction and summarize what it will feature, i hope you get interested in something there:

Haunted Monster Forest (Placeholder Name)
logo2.png
Overview
It is a 3D game in first-person, dynamically changing to a third person camera during h-scenes / inspect scenes. I want an interesting art direction, so i settled with low-poly + blurry textures, inspired by N64 graphics, with a little more polish (don't ask me why, i am quite sure it will be an interesting challenge to make low poly erotic). *subject to change

Now for the juicy part: it will feature a wide variety of NPCs, mainly monsters that will try to grab and drain/breed with the player, with dynamic H-scenes that work everywhere. I promise, no pre-rendered stuff. *(their design leans towards true monster girls, not the usual cute/anime style ones, more on that below)

(Monster Previews Coming In Future Devlogs)

Genre

[3D, Retro, First Person, Horror, Eroge, Reverse R, True Monster Girl, Younger Protagonist, Physics, Puzzles]

Other Tags
[Creampie, Impregnation, Group Sex, Penis Worship, Dirty Sex, Mild Violence, Body Horror]

I will try to mix horror and eroge like this:

Survival Horror in the environment, lantern/flashlight, puzzles, inventory.

Eroge in gameplay mechanics like when they spot/chase/lure/grab you, as well as the reverse r minigames and scenes.

Both of these aspects will be present in their models, with varying levels, some will be scarier and ambiguous, others more breedable. I want their appearance to be the best of both worlds, i'm not entirely sure how, but i will try to spice things up and provide an interesting sexbeast catalogue.

*(my main inspiration is the artist double_deck/bbwdeck, i heavily recommend that you go see their artwork to get an idea of the enemy aesthetic).

Lore
The game will have rich lore that is mainly told by the environment and by NPCs, and for those who want to know more, there will be pages and notes scattered across the whole map, some very well hidden, others explicitly placed. Entire hidden sections will also be present, but they are not necessarily filled with notes. The whole concept is it being a dark place that clashes with eroticism.

Environment / Weather
Speaking about the environment, there is already a day/night system implemented with in between stages, and a weather system, so it can become silent hill, an ominous dusk, or rainy. They all have their moods, and can be combined to make rainy days, foggy nights, and more.

Ambient sounds are also implemented, it changes if you are inside a building or outside. As you progress, you will discover new places with different vibes and color schemes, i only have the "cabin in the woods" section partially done, which is a small area found after the starting sequence.

*(an abandoned village section is being brainstormed)
*(and very likely a mansion section too)


The Protagonist
The protagonist should be a frail young male, definitively leans towards a shota appearance, that way, the monsterfemales will have physical advantage most of the time, not much can be said right now as i don't have a lot done for him. Just know that there will be a dialogue system, even if the monster is non-talkative, the protagonist still talks. He will have unique lines for everything, and there will sometimes be dialogue choices for NPCs that speak.

H-Scenes
There will be lots of H-Scenes, they all happen on the spot when they get you, no pre-rendered stuff, i want immersion. If you get caught inside the cabin, the scene will be there, in the exact same place, no cutscene, the camera will adapt and not clip. If there are multiple monsterfemales, you will see them menacingly waiting in the background, perhaps they may even join or touch themselves while watching. I will try to make the positions unique. Once a friend told me there were over 500 sexual positions that i could use, that number can only go higher with my body horror monsters!

Physics????
It will feature physics objects, think of source engine games like Half-Life 2. Quite unusual to have it, yes i know, but even early on it already plays a huge role in gameplay, you can use it to bait enemies with a rock, or throw a chair at their faces/bodies to stun them! Or perhaps use that same chair to barricade a door, that by the way is also a physics object. Stronger monsters will try to break down barricaded or locked doors by force, so there is a risk of you losing a door forever, truly dangerous gameplay elements.

I have a dream
And lastly, for my ultimate goal: i want to create a H-game that is replayable. In the eventual major build, i want people to play it, finish it and still discover new stuff in a new save, or just face different challenges in general, so even if you aren't horny you can still enjoy it as a game. I really don't want a h-scene gallery simulator, because i believe my passion project deserves more than that!

*(you will still get your gallery level cheat code)

Finishing Thoughts
Aaaaaaaaaaaaaaand that's it, i think it was enough for a first post. If you have any question or suggestion, i will gladly answer as soon as possible in the replies. I will be posting frequent devlogs and bonus content in this thread, convenient for me and for you. If you HATED the concept, i get you, i will refine it until you refuse to hate it.

Now hide in the hidey closet, or go read the progress below.
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Vistonwafi

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May 24, 2025
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It sounds interesting, but I would advise taking a closer look at Redot (a fork of Godot). I have no idea about your current programming experience, and I recommend exploring Redot due to its visual programming capabilities. In my personal experience, working with visual programming tools is much more comfortable than coding in the traditional way.

I wish you success in developing your dream game!
 
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pitinar277

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Sep 27, 2025
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It would be better to use Redot (a fork of Godot). As far as I remember, they planned to introduce visual programming there.

I have no idea about your programming experience, so if you’ve never programmed before, I recommend considering visual programming. In my personal experience, it’s much better than writing code the traditional way.
To be honest, i've reached a point where visual programming is harder to keep track than actual written code, i'm shifting towards using streamlined code, so it can be reused in virtually any object or monster (a single health script for everything, etc).

Now, correct me if i'm wrong, but wasn't Redot forked due to an ideological difference more than anything? I've been watching Godot development and it is advancing at a pretty fast rate. Not sure about Redot, but in last time i checked their justification was not enough to make me switch to it.
 

Vistonwafi

New Member
May 24, 2025
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To be honest, i've reached a point where visual programming is harder to keep track than actual written code, i'm shifting towards using streamlined code, so it can be reused in virtually any object or monster (a single health script for everything, etc).

Now, correct me if i'm wrong, but wasn't Redot forked due to an ideological difference more than anything? I've been watching Godot development and it is advancing at a pretty fast rate. Not sure about Redot, but in last time i checked their justification was not enough to make me switch to it.
Yes, this fork originally emerged because of these problems. As for visual programming, it really comes down to personal preference. In my case, visual programming helped me port a Ren’Py game to Unity 6 in just three months — even though Unity was a completely new engine for me.
 
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pitinar277

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Sep 27, 2025
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warning.jpg
Some progress has been done:

ADDITIONS
- Added a warning screen before the main menu, in the style of 90s CGI.
- Added my own trigger system, a reusable node that will be used for dialogue, playing sounds, deal damage, it will also help with custom events.
- F2 now toggles the in-game interface on and off.

CHANGES
- Made it so creatures can also have triggers attached to them, i wonder what i can do with that.
- Visual and code improvements to the minigame system, still needs polish.
- Some minor UI improvements.
- Lowered the time it takes for a creature to try grabbing the player again.
- Refactored the dialogue system, now the text has a deleting animation, typewriter-like.

FIXES
- Fixed critical issues with the H-scene system, player and creature animations now sync, and the sounds won't spam.

REMOVED
- No removed content, yet.

TO-DO LIST
- Make the game playable with objectives/tasks for a possible demo.
- Make an actual starting area.
- Code a pathfinding monster.

And that concludes the first proper devlog, i want to provide more info in future progress, so stay tuned, perhaps i will reveal a monster soon? who knows.
 

pitinar277

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Sep 27, 2025
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[DEVLOG #1]
Vital progress has been done, let's see...

I've added a starting section, finally. Just a short section for now, i tried making these tree textures for walls, and it gave an interesting result so there will be more sections like that, and this will likely be how i end up making the map's borders in open-world sections.

A little polish and animation work has been done in the dialogue/inspect animations, and i've also made a "progression component", now you will start without a light source, and there will be some initial dialogue and scripted sequences as seen in the images. Better prepare these rocks for the first encounter.

strangeforest.png
strangeforest2.png

Monster Reveal - The Bustplant
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Here's the first look at what i consider to be a monster girl (not so cute, right?). It is by no means sexiest of creatures, nor the most dangerous in the game. But its a nice proof of concept in my opinion, definitely ambiguous, definitely body horror.

It is a rape plant that has two huge breasts, a monstrous pussy, and two ass cheeks on the back, its anus release fertilizers on the grass, to make sure the region stays habitable. Above the torso it boasts a sharp tentacle that is sticky enough to wrap around prey (you). Its intentions are not to eat you alive, but it will not hesitate to grab and rape the protagonist, perhaps to extract the precious nutrients from his seed.

Gameplay-wise it is a sound-based enemy that emerges from the ground, and of course reacts to the sounds nearby the area it hides on, meaning it will teach how to use the "bait and sneak" system properly. I think about keeping it in the prologue area since it is not a chasing enemy, it won't overwhelm the player early on.

Monster Pushing
Creatures can now push objects with their attacks or violent grab attempts! they will each have different strengths, i plan to tie it into the "door break/getting rid of obstacles" mechanic i will implement soon. I've also made it so monsters play a stun animation if you escape the h-scene minigame.

Technical Stuff
I switched to Jolt Physics for a more stable and better performing physics engine, this is for the best since my game has a lot of physics objects involved.

I've also fixed stun animations and attacks/grabs that shouldn't trigger.
 
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papel

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Game Developer
Sep 2, 2018
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> low-poly + blurry textures, inspired by N64 graphics, with a little more polish

So, going with the Biko 1 style?

> Here's the first look at what i consider to be a monster girl (not so cute, right?).

Reminds me of some of the stuff that Zoctongo had some updates ago. Weird, but it takes dick.
 

pitinar277

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Sep 27, 2025
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So, going with the Biko 1 style?
From the images, no, my game is mimicking another style, like a (literal) love letter to N64 graphics (Majora's Mask, Banjo-Tooie/Kazooie, Mario 64, and the many obscure titles in that console). My game is blurry, not to be confused with the ps1/psx aesthetic that Biko seems to be going for, with the unfiltered, pixel textures (i'm also dumb and thought it was a new-ish indie game, just saw that it was a 1999 game, but yeah what i said before still counts).

I notice the lack of n64-esque games in general, so i had the genius idea of making the game with this aesthetic.

Reminds me of some of the stuff that Zoctongo had some updates ago. Weird, but it takes dick.
Never seen before, i'll research.
 
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pitinar277

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Sep 27, 2025
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Did a retexture with more detail where it was needed, and less "noisy" skin texture, took more manual work, but i think it looks better visually, i would say a little more cartoony. The new texture also did a better job at hiding UV seams, those things are nightmarish to deal with.

However...
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I don't know what godot is doing, but the belly texture is completely destroyed in the editor, i guess it doesn't have a horror monster fetish.

EDIT: i fixed it by marking them as high quality, i will probably do this to every texture since they are already lowres and shouldn't be impactful on performance.

EDIT 2: After some tinkering, I will stick with this skin texture, a mix between the old and clean one.
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Magister Masquerade

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Jun 24, 2018
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Definitely have my interest, I'm rooting for you all the way. Hopefully you keep cracking at it because we definitely need more stuff like this, niche as it is!

Also, ever seen I've seen the retro(adjacent)-aesthetic start become popular in the indie scene across a ton of genres, I've been hoping we'd see some more it bleed over to NSFW games, so I'm loving both the graphical style and the monster design direction you're taking so far.

Definitely following the project!