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.

An animal-fantasy arena game



Big personalities.
Every fight is personal.
A world worth fighting for
Updated September 5, 2026
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.
Our production target. Character exploration and a first combat showcase are available in the development build; full kits and matches are being built.
Choose a named rascal with a distinct role, resource and identity. The roster is designed around melee pressure, ranged control and teammates worth protecting.
Pillars break sightlines. Ramps change an approach. Open lanes invite a coordinated push. Arena geometry should be readable before a fight turns on it.
Toon is our first skin. Detailed is another look for the same character. Switching appearances preserves abilities, resources and gameplay collision.
The roster
Toon comes first. Detailed stays.
Fifteen characters with a point of view.
Pick a rascal
Swipe or use arrow keys to browse all 15
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.
These are design entries. Full shared combat kits are being built; descriptions and tuning may change.
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.
Burrows forward 15 meters in a spray of earth, surfacing with a strike. Usable while rooted (the badger goes UNDER the problem).
Spends 30 Rage to finish it: nearly triple damage against prey below 35% health.
Tears the tendon: 50% slow for 6 seconds.
Spends 10 Rage on a snarl that freezes the blood: 3 second stun.
Refuses to fall: absorbs the next 30% of max health in damage over 10 seconds and surges 30 Rage.
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.)
An eye-watering burst that disorients everything nearby for 4 seconds (breaks on damage).
A cheap, mean follow-up. Builds 5 Rage.
Spends 15 Rage on a raking tear that bleeds for 8 seconds, and hits a quarter harder into an already-bleeding wound.
Spends 40 Rage on a frenzy of blows. (Authored as one summed hit; a 3-hit sequence runtime is deferred with design.)
Spends 25 Rage to crack the skull: heavy damage, healing on the victim reduced by 25%, and a 4 second daze (30% slow).
A bark straight into the cast: interrupts and locks the school for 3 seconds.
The hide does the arguing: 25% less damage taken and immune to roots for 8 seconds.
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
Walk, weave, strike and cast.
Watch the complete motion set, from any angle.
28 motions per rig
15 rascals · 29 animated skins

Explore every movement, attack and cast. Drag to look around.
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
Eight places to learn by heart.
Cover, crossings and a different way in.
Current arena model renderAncient cedar commons
Three-pillar court with readable rotations and an exposed center.
All eight layouts can be explored in the development build. Navigation, complete movement routes and competitive fairness are still being validated.
Playable now
Emberscale’s separate showcase.
Five moves. A training arena. Plenty to try.
Actual development build · Detailed skinThrow 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
The road ahead
A living development overview.
Capability milestones, not release promises.
Available in the development build
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
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
Bring Cinderpaw, Emberscale and Pebblebrook into one shared combat system. Finish targeting, resources, casting, ability interactions and useful practice opponents.
In progress
Refine Toon materials, rigs, locomotion and combat performances. Test character routes, arena boundaries, navigation and both teams' access to every map.
Next milestone
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
Validate packaged builds outside the editor, test Windows, profile performance and finish release services. No public game download or release date has been announced.
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.
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.
Shared combat now uses a server-controlled 1.5-second global cooldown. The existing Emberscale showcase also passes expanded projectile and cover checks.
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
Follow a world taking shape.