An animal-fantasy arena game

Forest Rascals

Cinderpaw Toon modelEmberscale Toon modelPebblebrook Toon model

Big personalities.
Every fight is personal.

Step into the world
Current Toon model studies · Game in development

A world worth fighting for

Updated September 5, 2026

Choose your rascal.
Make the arena yours.

A badger who refuses to back down. A lizard with fire in its fingertips. An otter who turns the tide. Forest Rascals is a competitive arena game built around named animal heroes, expressive abilities and fights decided together.

15Named rascals
225Active ability designs
8Arena layouts

Our production target. Character exploration and a first combat showcase are available in the development build; full kits and matches are being built.

Personality becomes playstyle.

Choose a named rascal with a distinct role, resource and identity. The roster is designed around melee pressure, ranged control and teammates worth protecting.

Position is a decision.

Pillars break sightlines. Ramps change an approach. Open lanes invite a coordinated push. Arena geometry should be readable before a fight turns on it.

The look is yours. The rules are shared.

Toon is our first skin. Detailed is another look for the same character. Switching appearances preserves abilities, resources and gameplay collision.

The roster

Meet your next main.

Toon comes first. Detailed stays.
Fifteen characters with a point of view.

Pick a rascal

Swipe or use arrow keys to browse all 15
Cinderpaw, Toon skin
Actual model studyToon
Badger / Melee

Cinderpaw

A stubborn frontline bruiser who turns pressure into Rage. Commit to the fight, chase down an opening, and make the other team deal with you.

Traversal available · 28 animation studies

Same rascal. Same abilities and collision. A different look.

Explore all 15 ability designs

These are design entries. Full shared combat kits are being built; descriptions and tuning may change.

01Bloodwrath

The break: for 12 seconds Cinderpaw deals 30% more damage and cannot be crowd-controlled, but NO healing may touch it. Get the kill or die trying.

02Dig

Burrows forward 15 meters in a spray of earth, surfacing with a strike. Usable while rooted (the badger goes UNDER the problem).

03Execute

Spends 30 Rage to finish it: nearly triple damage against prey below 35% health.

04Hamstring

Tears the tendon: 50% slow for 6 seconds.

05Intimidating Snarl

Spends 10 Rage on a snarl that freezes the blood: 3 second stun.

06Last Stand

Refuses to fall: absorbs the next 30% of max health in damage over 10 seconds and surges 30 Rage.

07Maul

The basic mauling. Builds 10 Rage. (The bible's below-half cleave needs a caster-HP condition clause the DSL lacks; the missing-HP identity rides the Honey Badger scaling instead.)

08Musk Bomb

An eye-watering burst that disorients everything nearby for 4 seconds (breaks on damage).

09Overpower

A cheap, mean follow-up. Builds 5 Rage.

10Raking Claws

Spends 15 Rage on a raking tear that bleeds for 8 seconds, and hits a quarter harder into an already-bleeding wound.

11Rampage

Spends 40 Rage on a frenzy of blows. (Authored as one summed hit; a 3-hit sequence runtime is deferred with design.)

12Skull Crack

Spends 25 Rage to crack the skull: heavy damage, healing on the victim reduced by 25%, and a 4 second daze (30% slow).

13Snarl Down

A bark straight into the cast: interrupts and locks the school for 3 seconds.

14Thick Skin

The hide does the arguing: 25% less damage taken and immune to roots for 8 seconds.

15Territorial Rush

Dash up to 12 m toward facing; swept collision stops at cover. Generates 10 Rage only when an enemy is reached.

Model studies show our current assets. Final materials, locomotion and full combat performances are still in production.

The animation workshop

Get a feel for
every rascal.

Walk, weave, strike and cast.
Watch the complete motion set, from any angle.

Appearance

28 motions per rig
15 rascals · 29 animated skins

Cinderpaw, toon appearance

Cinderpaw in motion.

Explore every movement, attack and cast. Drag to look around.

IdleMovement · 2.00 s
Movement16
Combat7
Casting5

Made to connect. Short crossfades soften the change between motions. Movement cycles share a stride phase in the development build, so changing direction keeps the legs in rhythm.

A foundation to refine. These are in-place animation studies on the actual character rigs. Combat and casting previews show body motion; ability effects, final foot placement and individual combat performances are still in development.

The arenas

The ground changes
the game.

Eight places to learn by heart.
Cover, crossings and a different way in.

Oathgrove Court current arena layout, seen from aboveCurrent arena model render

Ancient cedar commons

Oathgrove Court

Three-pillar court with readable rotations and an exposed center.

Playable footprint
73.2 × 73.2 m
Elevation
Level arena
Current access
Traversal preview
01 / 08

All eight layouts can be explored in the development build. Navigation, complete movement routes and competitive fairness are still being validated.

Playable now

A first taste of
the fight.

Emberscale’s separate showcase.
Five moves. A training arena. Plenty to try.

Balls of Fire in the current Emberscale combat showcaseActual development build · Detailed skin

Fire. Water. A little chaos.

Throw a volley of fireballs, ride a growing wave, turn Fire Blood toward an ally or an enemy, call down Fire Storm, or keep Finger Guns firing. Training targets and a resettable arena make room to experiment.

This showcase uses its existing Detailed combat rig. Toon combat animation is a separate production step.

In the current development build

  • 15 selectable characters
  • 14 Toon + 15 Detailed traversal skins
  • Eight explorable arena layouts
  • Five-move Emberscale combat showcase
How can I play?

The road ahead

Built one good
fight at a time.

A living development overview.
Capability milestones, not release promises.

Available in the development build

A roster you can explore

Choose among all fifteen named characters, walk the eight arena layouts, and browse every hero's fifteen active ability designs. Fourteen Toon skins and all fifteen Detailed skins support traversal.

Available in the development build

A first taste of combat

Emberscale's separate showcase has five working abilities, training targets, resources, cover interactions and a resettable practice space. It currently uses the Detailed combat rig.

Current production focus

Three complete combat kits

Bring Cinderpaw, Emberscale and Pebblebrook into one shared combat system. Finish targeting, resources, casting, ability interactions and useful practice opponents.

In progress

A world that holds up in play

Refine Toon materials, rigs, locomotion and combat performances. Test character routes, arena boundaries, navigation and both teams' access to every map.

Next milestone

Private matches, start to finish

Build complete rounds, results and rematches, then expand through the full roster. Duel and team formats are part of the intended game; a complete match flow is not available yet.

Later milestone

A game ready to share and ship

Validate packaged builds outside the editor, test Windows, profile performance and finish release services. No public game download or release date has been announced.

Latest from the build

Every rascal gets a motion library

Explore 28 movement, combat and casting studies on each of 29 rigged skins. The animation workshop plays the complete set with camera, pause and slow-motion controls. A new foot-contact pass adds knee bending, ankle compensation and toe motion.

Toon becomes the first skin

The same rascal can now switch between accepted Toon and Detailed appearances while keeping gameplay state intact. Mosswell's Toon model still needs its animation rig.

A stronger combat foundation

Shared combat now uses a server-controlled 1.5-second global cooldown. The existing Emberscale showcase also passes expanded projectile and cover checks.

Eight arenas under the microscope

A fresh geometry audit collected 6,703 samples. The next work includes Oathgrove's gate containment, navigation and actual character movement through the layouts.

A few useful answers

Before you
jump in.

Follow a world taking shape.

Good company.
Great rivalries.

Send the overview to your future teammates.