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HuniePop is a unique RPG experience for PC, Mac and Linux. It's a gameplay first approach that's part dating sim, part puzzle game, with RPG-like systems and a visual novel style presentation. HuniePop joins inspiring works like Dream C Club, Chobits, DOA Xtreme Beach Volleyball, Catherine and many of the wonderful dating sims out there in celebrating romance, beauty and sexuality.

It's an independent effort by a western developer (though our team is all around the world) for a western audience with the goal of breathing some new life into a genre that is greatly underrepresented both in the western market and the independent games scene. Personally, I believe dating sims can stand among the most beloved game genres out there today with the right level of passion and care!

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At the core of the game is a deep time and resource management system. HuniePop has everything you would expect a fully featured dating sim to have. You can talk with the girls, give them gifts, show gestures of your fact, almost everything you can do in this game is done with a girl by your side; shopping, studying, working out and so on!

Since every action you perform will consume time, you'll have to be strategic and cunning about how you plan each day to optimize your opportunities and get the most out of every minute. Each girl has preferences, interests and turn ons. So, for example, it might be unwise to take a yoga class with a girl who doesn't like to exercise. You aren't going to get much benefit and she will be unhappy. There are many factors that influence the results of a particular action so you'll have to think ahead and play smart!

Gameplay Screenshot Gameplay Screenshot Gameplay Screenshot Gameplay Screenshot

The puzzle stuff comes into play when you go out on dates with the girls. Each date is presented as a match-3 style puzzle where you have to earn enough affection, by matching heart tokens, before the end of the date. You'll collect different types of energy by matching talent, flirtation, romance and sexuality tokens and use that energy to perform special moves. People who have played Puzzle Quest will be familiar with this concept. You can learn new moves from the girls as your relationships strengthen and there are items and equippables that can help you out on dates as well!

Tiffany Photo #1 Aiko Photo #1 Kyanna Photo #1 Audrey Photo #1 Lola Photo #1 Nikki Photo #1 Jessie Photo #1 Beli Photo #1

Some of the features you will enjoy in HuniePop include:

  • 8 gorgeous girls each with their own tastes, personality and storyline. Choose your favorite one...or don't ;)
  • 12 in-game locations each with their own activities. Attend a class on campus, play games at the carnival, go shopping at the mall or do some part time work for extra cash almost anywhere!
  • Beautiful hand painted environment art that have full day/night cycles.
  • Over 250 unique items (food, drinks, equipment, gifts) that you can purchase, unlock, collect and give as gifts.
  • Customize the girls' appearance with unlockable hairstyles, outfits, even shoes! The girls will usually dress up for special occasions and dates as well.
  • Characters with their own lives and schedules that also react to your decisions. Kyanna might miss her morning workout routine if she has to much drink the previous night!
  • An addicting match-3 style puzzle dating system with it's own unique twists including the ability to move any number of positions, upgradeable puzzle tokens and a variety of special moves.
  • A modest-budget game with big-budget value from a team of experienced and passionate creators. We are happy to go through great lengths to create breathtaking visuals, a brilliant soundtrack and ensure your gameplay experience is highly polished and throughly satisfying.
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Blog RSS Feed Report abuse Latest News: Our Unusual Dialog Flow For HuniePop

1 comment by seirie on Jun 27th, 2014

Hey guys, I want to talk about writing dialog for our dating sim/puzzle game hybrid, HuniePop. Not from a creative perspective, but from a technical/engineering perspective. Because HuniePop is built in Unity (and not a more visual novel-y engine like Ren'py), there are no out of the box tools or features that make getting dialog into the game particularly convenient (or bearable). The video above covers the basics but I wanted to write a bit more about it. So, read on if you'd like.

Out of the gate we begun writing our scenes in google docs. As you can imagine this turned out to be an extremely cumbersome process. Not only was I manually formatting everything on the document, manually coping and pasting lines into the game, but google docs has a tendency to convert certain characters (for example: apostrophes) into special "fancy" versions not supported by my in-game fonts. The bottom line is that there was simply zero automation.

So I set out in search of a better solution for our project. It had to be simple and intuitive for me as the writer, but also for the wonderful actresses who voice the characters in the game. I spent some time playing around with a variety of tools that are specifically designed for writing game dialog; tools such as chat mapperarticy:draft and even inklewriter. I found all these tools to be overly complex and contain features and widgets that really got in the way more than anything else. I couldn't find a sense of "flow" in writing with these tools either; you're frequently required to stop to click on something.

Eventually I stumbled onto a lovely text editor for Mac called Ulysses. It's not in any way designed for writing game dialog. It contains no support for branching paths, selectable player responses, conditional dialog, etc. But, through it's simplicity and versatility I was able to build a hacky, but elegant, solution using what Ulysses provides as a foundation.

The program itself is really quite enjoyable to write with. With it's minimalist feature set and markdown formatting it's easy to get into the flow of writing; your fingers rarely have to leave the keyboard. Plus, as I mention in the video, the color scheme is highly reminiscent of my code editor so I'm right at home. It didn't take me long to realize I could use different types of markdown formatting tags to denote the different types of behaviors and actions within a scene that I needed. Then I realized, if I put the entire scene in a giant nested list, I could essentially achieve branching paths (see video for more on this). Everything was looking great.

But... this clearly wasn't going to be sufficient for the voice actresses. At least with google docs the scripts we're easy to share. As it turned out, Ulysses does not have any useful export formats for games; or so I thought. I was excited to see that the program lets you export the scene as HTML, but it wasn't quite right. The web page it generates contains no line numbers or useful formatting and since at this point I've kinda twisted the program to fit my needs, the layout of the page was a bit confusing.

There was hope though. Because the entire scene is in one big nested list, the raw HTML it generates can be hooked into it and with a little bit of custom PHP and Javascript some magical things can take place. Within a couple of days I had a custom script viewer tool that automatically laid everything out nicely, automatically added line numbers and provided other cool features that make the process a little bit easier for the actresses.

It was at this point I had the most exciting realization of all. I could take this tool a step further and automate the process of building these scenes into the game. So, I added a JSON exporter. Using the JSON data that the script viewer now generated, I quickly put together a utility in Unity that parses the data and constructs the scene. It is an immense time saver. I'm only sad that I hadn't really given any of this a thought prior and wasted all that time with google docs. Now, all that's left to do to complete a scene is to add the audio and toy around with expressions to get the most engaging scene possible.

Thanks for reading! Hopefully you've found something useful in this short article. If you want to keep up with the project I recommend our Twitter or Dev Blog. You can also pre-order HuniePop now through the Humble store by going to

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Guest Mar 4 2014, 4:12am says:

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jeicake Dec 29 2013, 5:07pm says:

awwww yess can't wait for this ;v;

+1 vote     reply to comment
Nukikero Nov 19 2013, 5:18am says:

looks...different xD i will play when its released :3

+1 vote     reply to comment
ironstrom Oct 4 2013, 2:38pm says:

To be honest this is a really well done presentation of the game and the trailer is a great presentation.

+2 votes     reply to comment
Colossal_Dragon Oct 3 2013, 1:26pm says:

Um wow.

+3 votes     reply to comment
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Release Date
Coming Q4 2014
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Latest tweets from @huniepop

Ever wonder what Nikki sounds like?:

Aug 18 2014, 11:50pm

I’ll be uploading short clips over the next few weeks as I work to populate the game with all the voice over clips:

Aug 17 2014, 8:09pm

@CHowell2010 I think the point is, you can't make everybody happy... and it's a fool's errand to try.

Aug 16 2014, 12:59am

@CHowell2010 It's very easy to run into the situation where you change a thing because Guy A complained but now Guy B is upset about it.

Aug 16 2014, 12:59am

"If people don't like what you're doing, then your work was not meant for them." - video below. Something I have to remind myself everyday.

Aug 16 2014, 12:43am

Some sound ass advice for creative people. This guy doesn't get enough views:

Aug 16 2014, 12:32am

This is my life for the next 3 weeks.

Aug 15 2014, 9:31pm

@CHowell2010 Only two voice modes. Normal mode, and Banjo-kazooie mode.

Aug 15 2014, 9:26pm

So hot

Aug 15 2014, 3:01pm

RT @Ninamo_lcr: Here's a small cropped preview. I have so many unpublished CGs, I'm nervous for when the game is released! #HuniePop http:/…

Aug 14 2014, 9:24am

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