
Erofusion v0.4.1: Poison Prison edition
A downloadable mod
DISCLAIMER: THIS IS MEANT TO BE A DIFFICULT MOD. YOU HAVE BEEN WARNED.
The brainchild of PvZ Fusion and Ero Dungeons. Ealthough early in development, this mod is planned to add new enemies, items, combat mechanics, and even item fusions.
Pretty ambitious for my first mod, but it's something I've wanted to work on for a long time.
Small Disclaimer: the screenshots often showcase items and moves from other mods. I highly recomend looking in the files to see what's in here.
Main game: https://erodungeons.itch.io/ero-dungeons
Please don't hesitate to report bugs, or suggest features!
Important Note: I've seen a couple of people install the Legacy version. THIS IS NOT REQUIRED!! You just need to install the latest version for it to work. The old versions are purely for comparison purposes, or if you wnat to play an older version.
| Updated | 11 hours ago |
| Status | In development |
| Category | Game mod |
| Author | Nicoyan |
| Average session | A few seconds |
Download
Development log
- Patch 0.4.111 hours ago
- Update 0.4 is here!4 days ago
- Journey to 0.434 days ago
- Debug Update: v0.3.154 days ago
- Version 0.3 is out now!58 days ago
- Update 1: Where are we?67 days ago
- Version 0.2 is out!81 days ago



Comments
Log in with itch.io to leave a comment.
When i beat enemy i get only their weapons ?
And which mod from Vermilion sky move?
Shade enemies are a stand-alone enemy class. Yes, their only purpose is to drop loot. Vermilion Sky comes from the Suiko Runes mod
Thank you.
When I get the time to spare, I'll def check this out. Is that "item fusion" mechanic you mentioned implemented at all yet? That's the thing that intrigued me the most about this mod (besides the wild concept of "PvZ Fusion in Ero Dungeons")
Hello! Item fusions aren't implemented yet, but enemy fusions are after the new shade rework. If item fusions are possible, they'll definitely be implemented in 0.5
Gave v0.2 a quick try. Was neat, but there's not enough substance here to entice me into a full playthrough yet. Don't know if/when mod dev will see this but here goes:
Specifically for enemy move changes I'd suggest some combination of the following, but you're free to ignore any of these:
Overall there's not a huge amount of stuff here and it could use some tweaking, but it's neat in concept. Have you thought about looking at how slime merging works and changing the shades to fuse or upgrade mid-combat, since enemy fusions seem to be a key part of the theme here? It'd probably be a ton of work to do more than a few combinations that way, and I don't know what it'd do to the balance, but it seems like an idea worth at least toying around with?
Thank you for the support! I am currently working on 0.3, I'll take these in mind. A couple of your observations have been taken in mind through my own testing. Cannon encounters are quite rare, so don't worry if you haven't found them.
Again, thanks for the suggestions and criticism, especially on the spelling. English isn't my first language, so many uncommon words are a bit hard to spell.