Oh So Hero! Pre Edition II is a 2.5D lewd Metroidvania platformer where you play Joe, a dragonesque hero with a problem: alien invaders have ripped through his once-peaceful island, and he's the only one weird enough to push back. Combat and fornication blur into the same loop, with most enemies giving as many ways to get off as ways to get hurt.
The game leans into its furry identity: Joe is a dragon, the cast is anthropomorphic, and the relationships you build along the way span the spectrum of beasts, soldiers, and aliens crossing the map. Side-scrolling exploration, animated combat, and lewd encounters keep the rhythm tight.
This is an exclusively gay experience with male-protagonist routes only, set against a sci-fi alien-invasion backdrop. Full Frontal Frog continues to push updates that grow the world, the enemy types, and the variety of intimate encounters across each new build.
Changelog
v1.11.000
Summary:
This is the eleventh build following the release of Act 1. This build is not recommended for new players. New players should use v1.10 (currently live on Steam). This v1.11 Beta Build is the first build in a series of occasional experimental builds that can be used to preview new features, but may contain some game breaking bugs. On Steam, a new "beta" branch will be created so Steam players can check it out there.
We have been busy with localization, so I apologize that I couldn't show off anything more interesting. But I'm fixing bugs more quickly now (v1.12 will arrive within a month as a legit bug fix build) and I'm looking at getting new features done soon. Thanks for your patience and support! =}
Build changelog:
Here are the changes made since the last release (v1.10.000)...
New features:
New Options Screen UX (added between v1.10.000 & v1.10.044)
This is not a full redesign. I just wanted to move some things around to make the description easier to read, which is important in English and other languages, as well as playing on Android and Steam Deck. This is just one part of many changes I made to accommodate the 13 additional languages we plan to add! (I'd like to give you all a preview of the localization work next month.)
Android note: It's currently difficult to tap on the value selection arrows (""). I've already prepared a fix for the next version, v1.12!
New desktop mouse cursor visibility option
Hidden During Gameplay (old/default)
Visible When Paused (new) [shows the mouse cursor on the pause menu]
Let me know what you think. Is this working correctly? Any other mouse cursor option you want to see here? =}
Improvements & bug fixes:
Done between v1.10.000 & v1.10.044:
Fix: T#6 Rapidly switching between levels causes complete control lock-up.
Fix: HP bars are now hidden for enemies entering a multigrab.
Fonts are updated and text has been adjusted game-wide.
Added input glyph to Joe knocked out message: ["Press (A) to Continue"]
Done between v1.10.044 & v1.11.000:
Fix: Map screen UI layering.
Fix: Speech bubble positioning and layering.
Fix: Area name waits for loading screen fade out.
Fix: Pause menu cursor has corrected oscillation.
Added extra logging around victory against Bates to help with the known issue.
And even more fixes that are too trivial to list!
Known issues:
Bates lockups:
The game may freeze (soft-lock) after beating Bates.
The game may freeze after the ending cutscene.
These issues may occur intermittently.
This bug reappeared while adding code for localization into different languages. We are still trying to find a solution for this. (If you encounter this issue, please send us a debug log!)
Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before.
(The following known issues for v1.11 already have fixes prepared for the next version, v1.12.)
Android: Option screen value selection arrows are difficult to press.
Clicking/tapping on a value selection arrow makes the category name invisible (black text on black background).
When entering an area and then pausing the game, the area name overlays the pause menu.
On the title screen, entering and exiting the options screen makes the "Options" text on the title screen bigger and bigger.
Title screen back button:
The title screen back button is difficult to click/tap on (only visible with touch controls enabled or mouse cursor visible when paused).
This button is going away in the next version. Starting in v1.12, you can click/tap the "Oh So Hero! Act 1 Main Menu" corner banner to return to the initial "Oh So Hero!" title screen.
All Known Issues
Cheers, Ribbit~
v1.10.000
Summary:
This is the tenth build following the release of Act 1. This build finalizes Joe's Throw Moves! This is a feature we've been hinting about for the past several months, and has come out of beta since v1.09. We hope you enjoy yeeting those opponents as much as you enjoy romancing them~ We also have new idle/walking animations, gallery improvements, and various fixes. We expect to have news of upcoming work to share with patrons/substars before the end of the month. In the meantime, please enjoy this new v1.10 build of Oh So Hero!
Build changelog:
Here are the changes made since the last release (v1.09.002)...
New features:
Joe's Throw Moves! (Now out of beta~)
Throw DOWNED ENEMIES and CRATES in one of multiple directions: DOWN or to either SIDE!
Hold down the Tactical Stance button and press Down to Down Throw, or Left/Right to Side Throw.
Tactical Stance defaults to R1/RB on a controller, or F on the keyboard.
Tactical Stance will be expanded upon in future acts.
Joe's Throw Moves are now enabled by default. They can be turned on and off in the Skills menu.
The Beta Throw Moves setting in the Options screen has been removed.
The Throw Moves skill is granted by a new item, Weighted Shorts, which Joe starts with by default in both new and existing saves. View it in the Inventory or Skills screen for additional info.
Thrown enemies now collide with solid objects and enemy blockers (invisible barriers) such as the enemy gauntlet boundaries.
The Tactical Stance button has been added to Android Touch Controls (needed for Throw Moves).
Some other fixes and minor improvements have been made to Joe's Throw Moves since beta.
New Animations
Ryuta has a new idle animation (by Arty & Red).
O'Deere & Signal have new walking animations (by Red) that play when these enemies move into position to voyeur while Joe is engaged in sex with another character.
Trailer Mode
The Trailer Mode feature has returned! This was originally added during development to aid in creating trailers for the game.
Press T on the keyboard to hide the HUD/UI, and press it again to restore the interface.
Trailer Mode is not bound to controllers by default, but you can bind it in the Key Bindings screen.
Trailer Mode has no effect in the Pause Menu or Options screen.
Improvements & bug fixes:
Downed Enemy Glow
Enemies that have been knocked down but have HP remaining (Downed state) are now outlined with a yellow glow. This is useful for multiple reasons:
1. It indicates you can throw this opponent (down or to the side).
2. It indicates you can have sex with this opponent to get loot gems.
By contrast, sex with a KO'ed (stars VFX) opponent grants no loot gems.
3. The glow oscillates and fades based on the downed time, providing a visual timer for when the opponent will get back up!
Enemy Gauntlets
Enemies that are spawned inside a gauntlet and manage to escape through collision foolery are instantly knocked out to prevent soft locks.
There is a known issue where this sometimes doesn't happen (T#254).
Gallery
Added a lock icon to gallery entries that are unlocked at 100% gallery completion (Brask's Palace is the only one at this time).
Added entity completion stars next to gallery entity names.
A solid star (★) means all animations are unlocked for an entity.
A hollow star (☆) means some animations are unlocked for an entity.
A question mark (?) means no animations are unlocked for an entity.
And as mentioned above, a lock icon means it is unlocked at 100% gallery completion.
Various Fixes
Fix: Second interaction with certain characters will freeze the game T#247.
Fix: Act 1 End Credits softlock the game T#245/T#230/T#216.
Fix: Enemies should voyeur if Joe has NSP #1360.
Fix: Excessive box breaking sounds in Sheo Islands Beach T#155.
Fixed colliders around the alien ship in Sheo Islands Beach.
Made minor text changes in preparation for game localization.
And even more fixes that are too trivial to list!
Known issues:
Joe attempts to throw KO-ed enemy T#249.
Throwing crates at swooned/KOed enemies moves them T#250.
Incorrect movement of Amaru body on the crane T#251.
Speech bubble graphic bug on ultra widescreen (21:9) T#252.
Behind O'Tary at Hiroto Dojo Secret Basement T#253.
Enemies can escape slightly outside gauntlets T#254.
Very short hops may glitch out Joe's animations T#255.
Sex with thrown KO'ed enemy grants loot gems T#256.
All Known Issues
Cheers, Ribbit~
v1.09.000
Summary:
This is the ninth build following the release of Act 1. This is primarily a bug fix build, but we have an additional feature in development we are close to completing, so we're allowing beta access to it in this build: Joe's Throw Moves! Read the changelog to see how to access these moves and give them a spin! We estimate to have these completed by next month. Hope you enjoy what we're workin' on~
Build changelog:
Here are the changes made since the last release (v1.08.000)...
New features:
Joe's Throw Moves! [IN BETA]
This is the "Additional Feature" we mentioned in previous dev previews~
Beta Throw Moves must be enabled in the General Gameplay Options before use!
HOW TO USE: Tactical Stance button (F/R1/RB) plus Down Direction (Down Throw) or Left / Right (Side Throw) on a downed enemy (with remaining HP) or an Isadora crate.
There is currently no touch control implementation for Android.
Can't rethrow a thrown enemy until they get back up (by design).
This throw feature is incomplete. Currently, enemies can be thrown through walls/barriers. Use at your own risk!
Improvements & bug fixes:
Gamepad controller input glyphs will take precedence over keyboard input glyphs when both input methods are available.
Potential improvements for certain controllers unknown by Rewired (input framework).
Fix: Incorrect threesomes during gauntlets T#186.
Fix: Bates may get knocked off screen T#207.
Fix: 8BitDo Controller requires manual config on Mac T#229.
Fix: Bates spamming flame shield at the edge of the screen T#231.
Fix: Speech bubbles are visible during modal dialogue #1100.
Fix: Defeated enemies can push around other defeated enemies, and be pushed by them.
Note: While defeated enemies are now locked in place, KO'ed enemies (with stars VFX) can still be interacted with.
And even more fixes that are too trivial to list!
Known issues:
Second interaction with certain characters will freeze the game T#247.
All Known Issues
Cheers, Ribbit~
v1.08.000
Summary:
This is the eighth build following the release of Act 1, and the last build of 2025! We'll be back with more Act 1 updates in 2026, including localization and a new feature (to be announced), with news of Act 2 to follow. For now, we have a new NPC (Ryuta) with a new sex animation, a newly included bonus animation, control enhancements, input glyphs, and bug fixes!
Build changelog:
Here are the changes made since the last release (v1.07.000)...
New features:
New NPC: Ryuta!
Find him in Super Import Tech And More in Lood City West Avenue! You can have fun with this ol' tanuki in a brand new sex animation~
New Bonus Animation: Brask's Palace Lono'e Orgy
This is actually an oldie-but-goodie animation that was never included in the game until now!
You can view it in the Gallery after achieving 100% base Act 1 animations ("I've Seen Everything" achievement). You'll find it in the Environmental section, under Brask's Palace (new).
Controller & Keyboard Input Glyphs
The game now has proper controller and keyboard input glyphs (via Rewired). This includes support for Xbox, PlayStation, and Nintendo Switch (Pro Controller) button symbols. The game will automatically adapt to whichever controller you're using. Nintendo Switch 2 controllers may be supported as well, but are currently untested.
Improvements & bug fixes:
Control Enhancements:
Update Rewired (input plugin) to Version 1.1.60.2. This should improve support with some controllers.
Enable Windows Gaming Input, which provides vibration support. However, according to Rewired, this is currently disabled for DualShock 4 and DualSense controllers "due to numerous new Windows bugs causing various issues with these controllers."
Update Key Bindings screen including a fix for "Keybind Screen selector goes out of bounds" T#159.
Allow a single player to use multiple joysticks.
Voyeur System Fixes (T#237):
Enemies will not attempt to multigrab when incompatible, and will voyeur instead, as intended.
Enemies will not continue to move back and forth when preparing to voyeur; they'll pick a spot more quickly.
Credits Update:
Add BraixenFan to Credits! (Introduction forthcoming in Dev Preview #45~)
Patreon & Substar Credits Update~
Misc Fixes:
Fix: Lock-up after credits T#193.
Fix: Defeating Bates not triggering defeat cutscene T#211.
Fix: Credits Screen Bug T#216.
Fix (except Android): After credits, game can freeze up on some platforms T#230.
Potential fix: Possible Android Crash in Treewish Forest T#224.
Shift Lood City W. Ave Door to Smol Beach (by a smol amount).
Gallery Data update (v2): Renamed LoodCity -> LoodCityWestAvenue.
And even more fixes that are too trivial to list!
Known issues:
When starting the game with a controller plugged in, it will show keyboard glyphs until the first time a button is pressed on a controller. Afterwards, it will properly show controller glyphs for that controller while using it.
Disappearing enemies in Forbidden Bayou T#242.
Joe is able to walk around with 0HP T#243.
A Lono'e disappears in Treewish Forest T#244.
All Known Issues
Cheers, Ribbit~
v1.07.000
New features:
Voyeur System + 11 New Animations!
This is a system we originally planned a while ago! While it doesn't actually affect gameplay, it makes the sex scenes even more fun as competitors on the sidelines who don't join in can still enjoy the experience~
Red & Arty created 11 new animations! All of the following enemies now have voyeur animations:
Daku, Amaru, Lono'e, Goliath, Gatis, O'Deere, Stier, Signal, Bax, Puca, and Haya!
You can see these animations whenever you encounter a group of enemies close together (or if you're swooned just outside the grab range of a stationary enemy such as Goliath).
Once you view the animations, you can see them again at any time in the Gallery!
The voyeur system is a brand new feature, so keep in mind there are still a few small issues we plan to iron out in upcoming builds.
Updated Animations: Amaru & Joe x4!
Amaru's FOUR sex animations with Joe are updated with new versions that include additional segments and improved detail!
If you had unlocked these animations previously, you now have both the revised and original (legacy) versions unlocked. The same applies when unlocking these animations going forward.
(Legacy animations are available in the Gallery along with their revised versions when unlocked.)
Less Lewd Mode (Feature Preview)
This is an experimental filter that can be enabled in the Options. It will attempt to remove all sex from the game, though there will still be some nudity. Less Lewd Mode is not intended for normal gameplay as it removes many features core to our design, but it can be used to demo the game. (We recommend you restart the game any time you turn Less Lewd Mode On or Off to ensure the setting takes full effect.)
In its current state, when Less Lewd Mode is On, certain disclaimers will be removed, the Gallery will be inaccessible, the Pre-Game Story cutscene will be skipped, Ali's Surf Shack will be inaccessible, and (most importantly) many references and mechanics relating to lust and sex will be bypassed or disabled. There is still lewd dialogue with some NPCs, though you cannot have sex with them. The Bates victory cutscenes still contain some nudity, but the ending sex scene will be invisible (albeit audible). As it stands, Less Lewd Mode is not a fully complete feature, but we will be revising it in future updates for a more consistent experience.
Gallery Cutscene Animations (Feature Preview)
Cutscene animations, i.e. Ket's secret animation and the various Bates cutscenes, are now available to view in the Gallery! (They must first be unlocked by viewing these cutscenes in-game, if you haven't already done so.) This is a feature preview, meaning there's a bit missing from its current functionality. The Gallery cutscenes contain only the foreground animations and sound effects, not any background elements or text dialogue. We'll work on adding the rest in future updates.
You can access these cutscenes through the environments section of the Gallery, specifically Sheo Islands Beach and Lood City Park. (See also: T#151/T#198.)
Returning Animation (Legacy Animation): Joe's Swooned Fap v1
This is Joe's original swooned fap animation that was replaced with the newly updated animation in v1.04. You can now view the classic animation in the Gallery as a legacy animation~
Improvements & bug fixes:
Gallery UI Refresh
We've improved certain aspects of the UI, animated menu selections, improved menu scroll functionality, cleaned up some graphical artifacts, and re-aligned elements to make it all more sleek. Character and environment animations also have new short names for easier identification (e.g. "LGC1"). There are still a few outstanding issues that need to be addressed in the future updates, but we hope you enjoy the improved Gallery experience!
Animation Memory Optimization (Asset Pack Indexing)
Daku Legacy animations are now only loaded in memory for the Gallery, not during gameplay. The same goes for the Amaru Legacy animations, and all Legacy animations now and onwards.
Future memory improvements will build on this feature.
Fix: Unity security vulnerability CVE-2025-59489 (Unity has been upgraded to 2021.3.45f2).
Fix: Full screen animations in the Gallery aren't full screen T#168.
Fix: Minor graphical artifacts on animation symbols T#174 (symbols have been slightly revised).
Fix: Cian idle is too high in Gallery T#183.
Fix: Area unreachable in keybind settings T#228.
Fix: Camera bug after second Dojo gauntlet T#232.
Fix: Sound Effects Buffering Problem In Gallery T#233.
Fix: Gallery Achievements Are Not Obtainable T#234.
Fix: Gallery is inaccessible if filters exist without played animations T#236.
Fix: Ninja Clan trap animation doesn't trigger when at 100% Lust.
Positional offset improvements for some Gallery animations.
And even more fixes that are too trivial to list!
Known issues:
The Voyeur System has some small problems with initiation, movement, and layering T#237.
Gallery cutscene animations are missing background elements and text dialogue T#238.
Less Lewd Mode is incomplete (lewd dialogue, Bates victory, etc.) T#239.
Ket will sometimes appear in his standing idle animation at Sheo Islands Beach T#240.
v1.06.000
New features:
Updated Animations: Daku & Joe x4!
Daku's FOUR sex animations with Joe are updated with new versions that include additional segments and improved detail!
If you had unlocked these animations previously, you now have both the revised and original (legacy) versions unlocked. The same applies when unlocking these animations going forward.
Legacy Animations 1.0
Daku is the first character to get legacy animations! All four of the original sex animations with Joe are now available in the Gallery upon unlocking their revised versions.
(Future updates will bring more legacy animations, including works previously removed from the game.)
Gallery Filters 1.0
Animations can be filtered on a per-animation basis, and can be toggled and reset at the global level.
Filtered animations will be hidden from normal view and will be excluded from Play All mode whenever filters are toggled on.
Filters will be toggled on automatically whenever the player enters the Gallery. Of course, if the player has not filtered any animations, this will have no effect, and the filter panel will be invisible.
(Future updates will allow categorical filters, such as filtering by gender and kink.)
Gallery Completion Metrics 1.0
An animation completion percentage is now shown in the Gallery.
This uses the same criteria as the achievements, and as such, does not count new animations added after the v1.00 release, such as Bryce.
(Future updates may change the completion percentage calculation or completion metrics on the whole.)
The player can now exit sex with an NPC at any time.
This cancellable sex is only for non-competitor characters (NPCs) such as Ket.
It does not apply to sex with competitor characters (enemies) like Daku or bosses like Bates.