You must be 18+ to view this content

Harem Dungeon - Alpha may contain content you must be 18+ to view.

Are you 18 years of age or older?

or Return to itch.io

A downloadable game

Harem Dungeon is a hentai RPG where you assemble a party of waifus, raid dungeons, collect loot, and capture more waifus. Back in town, you can customize your party, train your waifus, and embark on adventures with them. Think Darkest Dungeon + Pokemon + SlaveMaker. Sexual content themes include: healslutting, BDSM, and predicament bondage. 

Try the demo: https://haremdungeon.com/demo

Features include:

  • Detailed AI: characters have their own traits, quirks, kinks, flaws, and memories. Each will react in interesting and unique ways as you develop your relationship with them.
  • Deep RPG systems with five classes, three talent trees, and endless variety of loot (some of it cursed!)
  • Modding First: As I build this game, I will build the tools first, so the community can add whatever content their heart desires. 

This game is currently in Alpha, meaning I am still implementing and testing out most gameplay elements. 

Join the Harem Dungeon community, your feedback can help shape the development of the game!

Twitter: https://twitter.com/eroki_dev

Patreon: https://www.patreon.com/erokidev

Discord: https://discord.gg/wPQzzfjyvg

Note: I will be focusing exclusively on the Browser version of the game and the Unity/PC version will no longer be developed.

StatusIn development
Rating
Rated 2.9 out of 5 stars
(20 total ratings)
AuthorErokidev
GenreRole Playing
Tags18, Adult, Anime, Eroge, Erotic, sexual-content, Unity

Download

Download
v3.4.7.zip 468 bytes

Install instructions

https://haremdungeon.com

Development log

Comments

Log in with itch.io to leave a comment.

(+3)

The current download link is literally just a text file and nothing else

(+2)(-1)

Awful game.

The Models don't load. The fights are impossible. Seeing stats and gear of your party members isn't possible (If it is it's a bitch to find, requiring moon logic to figure out). The H scenes are just a big load of nothing.

This game was released 20 versions too early.  It needs to be taken down and brought up to a version .01 before it's posted. As this sits now it's somehow worse in quality than just a collection of photographs of a notebook with plans for a game.

Show post...

I cant build the dungeon even if I have the blueprint. is there a way to fix this

(-1)

You need to right click the blueprint in your inventory and select "learn"

is this game development halted?

(+1)

It's still under active development; I'm just porting it from Unity to Browser. 

(+1)

seems nice but VPN said "virus"

 idk if it's a problem so I informe u about that

recent update downloaded on (8/8/22) causes end of mission rewards to "freeze" causing none of the items to be obtained (you can still put them into your inventory they just disappear). this persists for a few missions and eventually fixes itself after an undefined amount of missions.

Thanks for reporting, I'll look into it

I haven't been able to reproduce this issue, could you please hop on discord and share more info?

I cant get the game fullscreen is there a way to do this

what are the commands?

(1 edit) (+1)

the issue i have with the game is when you progress a day and the message box in the bottom right pops up it blocks you from pressing anything in game, im currently stuck on my outfit change thing because i cant press done. that is making it unplayable for me so i cant progress at all with that happening. Major flaw

thanks for reporting this. What resolution is your screen? Could you possibly post a screenshot of your entire game window? Thanks!

Hello, we missed the Android platform, do you intend to make one?

(+1)

Not at the moment. The good news is that it's technically very easy to generate an Android build. The bad news is that none of the UI was designed for mobile. 

(+1)

So apparently you can never speed boost Mercy because she doesn't have rest.

(+2)

Thanks for catching this, it will be fixed in the next release!

(+1)

Looking forward to it, this idea definitely has potential!

This game is a good concept, infact I'd say there is a potential for this game to become one of the truly great games that balances fun with Erotic content.

The good:

- Character ( not the player " dummy " figure but the girls) design is complex enough to be inviting, but not so complex as to lag systems untill they die.

- Turn based combat is pretty standard with no reall quirks, special abilities have higher cooldowns that regular attacks. There seems to be a variety of diffrent damage based attacks as well as "stun/bind" attacks that let the player choose their own playstyle

- AI or whatever selects the oposing teams moves work effectivly and consistantly. There where no moments that were exceedingly ridiculous.....in the context of an erotic game that is.

The Bad:

- The difficulty. As those who have reviewed this before me, I have to agree that the diffuclty is INSANE. This battle is like the final boss fight/finale/fighting-the-evil-demon-lord-who-has-been-trying-to-kill-you-and-steal-your-girls-the-whole-game level difficulty. Ram is a freakin' tank that you can't make a dent in, Rem's healing abilites far exceed what the player's team can deal in damage and paired with Ram those two are a freaking troll team. Krystal..... acctualy I think she's just right. She's a glass cannon, and she does well in that roll. The player's ally, Mercy is.....well.... She means well but is not on the same level as the opposing forces. Her cooldown for healing is too long, and the amount of healing she can provide is too small.

-Cooldowns are way Way WAY too long. By the time you get a special attack back, Ram is enraged, Rem has fully healed the team and Krystal is ready to fireball you to death.

-I cannot understand what the morale bar does..... I don't see a diffrence in their performance.... Is it supposed to weaken them over time? Is that the secret to finally defeating these girls?

In short: Its a great concept, and with apropriate fixes here and there It will be awesome. I've played a number of similar games  and I think this has a good future. I am eagerly awaiting what happens next!

(+1)

Thanks for the feedback! All great points, and if I may say, I think you'll be pleasantly surprised by the next update =). Please consider joining the discord!

I think i will, thank you for the offer

I'm going to be blunt: this demo is tough. Really tough. The "kick your ass and leave you crying in the corner" tough. I've attempted the prototype fight nearly ten times now, and I've gotten runs lucky enough to the point where I'd manage to defeat both Krystal and Rem, as well as injure Ram pretty nicely, but all it would take is one unlucky hit or blade storm to finish off the best of the party. I blame Ram's near over-powered status for that since she hits like a damn truck and has the health of a tank.

Right, now that my venting about that's over, onto my main thoughts about the prototype. Whilst there's obviously not much here at the moment, I can say that I'm pleasantly surprised by the mechanics here once I look past the difficulty. I'm a fan of the traits each character holds and how they affect their stats in combat. They're quite reminiscent of Darkest Dungeon's quirk system, and leave me curious as to how they'll be further implemented in the future.

If this fight wasn't so mind-numbingly difficult, I can certainly say one thing: the combat is fun, at least for the moment. The number of skills each character leaves a lot of room for imagination and strategy, although I didn't get to explore all the avenues of possibility with the resolve and lust(?) skills since physical damage seemed to be the only way to actually make a dent in the fight. From what I can guess, however, lust appears to be used for more powerful abilities (such as Mercy's healgasm skill), like a mana bar, which can be reduced by enemies' offensive lust skills, or the other way around. Resolve took far too long to drain due to the massive cooldown time of abilities, but I assume it'll follow the same mechanics as stress in Darkest Dungeon. 

On an off-topic note, before I get to the things that need to be worked on in the combat thus far, the selection of characters here is certainly interesting. I'm excited to see what plans you have for the customization mentioned in the description. Krystal is the best waifu, fight me.

Alright, onto the things that need to be worked on and the bad. Like I mentioned above, the cooldown for skills can be crippling in this combat encounter. Bash, for example, either has a 6 turn cooldown or a 3 turn cooldown that only starts after the effect runs its course. Either way, the waiting time before you can use that ability is abysmally long, even if the skill is incredibly helpful.

The other issue I had was all of the binding and gag abilities. At first, they look incredibly helpful, as a four-turn ability lock would've been extremely helpful, but their current state is kind of a mess. Combatants are capable of struggling in the binds when their turn comes around, and it makes sense that this ability might have a percentage chance to release/reduce the bind's effect. However, whether by bug or choice, enemies always escape when they struggle, meaning that the bind abilities are actually one turn stuns. This makes them near completely useless, outside of the few scenarios where you have to stun Ram to prevent her from hitting the party whilst she's enraged. 

So, in conclusion, I'm liking a lot of the ideas this prototype's bringing up. The idea of a Darkest Dungeon + Slave Maker + Pokemon game intrigues me in the development of this game, so I'll be keeping an eye out for future changes. Since it's a prototype, all the issues I've found are easily waved off as early build problems. No one makes anything perfect on the first try, that's for damn sure.
 

(+2)

Thanks for taking the time to share your thoughts. This is extremely helpful and I cannot thank you enough for providing your feedback. You're absolutely right: the demo is overtuned right now, there are major bugs that need to be fixed, and the balancing is simply off. I decided to release the demo early because my development style thrives on feedback, and you provided it in such a thoughtful and constructive way. I really hope you will join my discord server and continue to provide feedback as I release updates. 


I'm currently working on a major update to the demo which includes:
  • Visual indicators for when characters' arms and legs are bound. While this is purely cosmetic, I think it really adds to the sense of immersion
  • Ability to tune the difficulty
  • Equipment 
  • Rebalanced skills 
  • Updates to the morale mechanic

I appreciate both the response and the offer to join the Discord! Unfortunately, I like to keep my Itch.io reviews and that apart, so I likely won't be joining anytime soon (I have made exceptions before, however). I have decided to follow you to keep up-to-date on any future releases, so I'll still be here for any further feedback and suggestions! Albeit my suggestions are more personal preference-based than actual universally loved changes, so maybe not. 

Either way, despite the rather negative tone I gave in my review, I'm enjoying what exists of this game thus far, so I wish you luck on any future development!

(+2)

Good evening, I stumbled upon your demo by chance, so I had the opportunity to test it.

Extremely frustrating (I'm kidding but it really is). In fact, I wonder if it is possible to obtain a victory. I'm on my 24th attempt, but for tonight I'm going to stop there. xD

In terms of the problems that I noticed, in the current state of the demo, there are several.

It's difficult, very difficult. The slightest "miss" is an almost irrecoverable error at all times. On the character of Mercy, I could see that her failure rate is 10% (because she is a little dumb) but I wonder if in the others it is not worse. Even when they are "tied", I very often manage to miss a simple "caress", while them with the legs tied are still as precise as before.

Speaking of tying, I like how it works, but it's not useful enough at the moment. Using this skill ties up arms and legs, and using "struggle" targets untie very quickly. Too fast to be really efficient. The overall situation in the same round is "I tie you up, he unties his arms and at the next action you will suffer". It makes them lose a turn, but for us too suddenly ... Since even with the feet tied they attack.

In my opinion, the enemies should register their turns of action. This way, if the enemy finds himself attached, he will lose his action, the next turn he will struggle, and again in the next turn he will be able to act. It will be more pleasant for the player.

The option "insult", for the moment I do not see the usefulness of it in the demo. Too little devotion damage (like removing clothing), and only Mercy can use it. Impossible to win with it.

And last but not least, such long skill cooldowns. Whether it is at the level of Mercy's support skills, or at the level of the character "Player". I really think we have to rebalance all that, or find another system, like endurance or defense.

Finally, there it is. Good luck with the development, I will observe the result a little later.

Oh, and sorry for my poor English if I'm not clear on my point.

Thank you so much for this feedback. This is incredibly useful for me as I continue to develop the game. I totally agree, the demo is on the difficult side right now, and I will be releasing an updated version with new scenarios with varying levels of difficulty. 

hello ^^ I allow myself a little quick return.

I wanted to join the discord on the link in the description, but I think it's expired.

Are you sure? It still seems to work and someone joined just a few hours ago. Can you please try again? https://t.co/v3WCry2nWX

sorry for the wait ^^ It's good now, I managed to join. But otherwise yes, before that marked me that it was expired.  So, I'm going to keep a furtive eye on the progress ;) good luck.