Inspiration

We wanted to make a spatial clicker game - not just menus and buttons - where the world feels alive. Our aim was to expand the idea of a clicker with the warmth of farming games and monster collecting, visual upgrades, and a collaborative “Teamwork Statue” that grows as players help each other. We also focused on making it feel native to mobile, using modern interaction design.

What it does

It’s a clicker x cosy x collecting x farming game. Hatch eggs, discover monsters, harvest their golden poop, and feed them crops to boost production. Upgrade buildings to improve yields across 11 different farm variables, analyze monster stats, and optimize your team for maximum buffs. Complete quests, grow your farm, and become a poop millionaire!

How we built it

We built Hungry Monsters collaboratively in Horizon Worlds, developing side-by-side for rapid iteration. Early versions used generative AI prototypes for meshes, sounds, and code; later, we replaced many with Blender-created assets for visual consistency. Some genAI ambient audio and effects remain in the final version.

Challenges we ran into

Collaborating in the Horizon Editor was exciting but occasionally unstable, producing vague or unclear errors. We also encountered publishing issues, particularly with the Camera API.

Accomplishments that we're proud of

We’re proud of creating a cute, friendly, and genuinely fun idle game that blends creativity, community, and humor.

What we learned

Generative AI tools greatly accelerated our workflow and ideation, even when their outputs weren’t directly used in production.

What's next for Hungry Monsters

More monsters, more cosmetics, more gameplay, more playing with monsters, more endgame, more fun!

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