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noxDev

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A member registered Apr 21, 2017 · View creator page →

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Hmm it should run on a laptop I would think, I guess it depends on the DX version and hardware, but the requirements should be fairly low. I haven't done a benchmark test though to be fair

The new version is now available here on itch.

The new version adds a new type of unlockable photo, called Murals. Murals are larger images (400x400, instead of the usual 200x200 for the existing photos), that depict important events, such as boss fights, defeats, or game endings, and can contain any combination of the 5 characters in the game.

When unlocked, the character's present are saved. Murals can be viewed from the Gallery, like photos, but the player can choose to show or hide any of the characters who were unlocked during the event. In order to unlock all 5 characters, all 5 must be present, so the event will have to be completed again to obtain any missing characters.

There are 2 Murals in this version, one for each of the two Good Endings. Unfortunately if you've already completed one of the endings, you'll have to do so again to obtain the Mural as there was no way to have the game retroactively know which characters were present.

This version is now available here on itch

The latest public version is now available here on itch.

This update includes a total overhaul of the Encyclopedia Items section, which contains 215 Items and now refers to the 125 Recipes that are in the game. Every single Item that is part of a Recipe now contains a reference to the recipe, and shows all objects required. Additionally, Item references within each page can be clicked on to take you to its own page. This part took a bit longer than expected (as usual), but it was important to update this information section of the game to clarify how to obtain a lot of Items, and what you can do with them.

Beyond that, the Monster Girl Guild has also been updated with a couple clarifying features; Jobs contain a description of what the Monster's are doing and what you can expect to receive in return. Additionally, when choosing a Monster to assign to a Job, the expected returns are visible before assignment, including points that show different bonuses being applied to the returns. Most importantly, it shows what stat is improving the returns, and by how much. This let's you simply hover over each Monster and select the best one for each job.

Oh shoot, thank you for the report. I'll look into that and at least have it fixed for the next version

Hm, I'm not sure why that's happening I can't replicate this bug. 
Make sure your Interact key is still bound to the button you're using to try to open the chests.

Good call, thanks for the reminder!

Lol that's exactly what I thought when I started making it! Made a little more sense when I started to see the challenges associated with reimagining the game, but I think I'm striking a pretty good balance between the original gameplay and my own little thing I've started :3

The new public version of RogueLove is now available!

The new version adds a new enemy, The Voidcat, to the Somber Cloister and Dark Keep. This enemy tricks the player's senses, making them think it's somewhere that it isn't. Every attack made against these beasts requires 2 attack rolls to land successfully, when missed they will teleport somewhere else in the room. Voidcats also have a ranged attack, a melee attack, and a "pounce" attack that can be used at any ranged, and destroys armor, initiating an ero scene if armor is destroyed.

The Voidcat also comes with a card, granting their powers of dodging as a +2 to all Dex Rolls. Voidcat scenes have been added to the Theatre, writing is complete, and they will spawn properly alongside 3 new possible combinations of enemies in both the Somber Cloister and Dark Keep.

I definitely plan to add something like that in the future, I've also planned to add a femboy type character later on as well

Exactly, they were responding a little bit when all this started last summer. Now we get radio silence.
And yup other platforms are expanding to include us, even Steam the biggest PC gaming platform continues to support us, while Itch gives us the cold shoulder and will not explain why.

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It definitely seems that Itch has completely wiped their hands of us. There's no way to take their decision at this point other than a simple moralist stance against our content, even though we earned them tons of money and visibility in their early days, they have no appreciation for what we did and are simply telling us to get lost.

Nope! You'll receive all future updates once they move from Patreon to Public access. The only time you would have to do that is if you wanted to purchase it on another platform as well, such as Steam when the full game is released there.

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Thank you for your support! Right now Cheats are only in the Patreon version of the game. Cheats will be available in the full paid version of the game once it leaves Early Access.

Version 1.54.1 of Monster Girl Garden is now available on Steam and Itch!

Firstly, Achievements have been almost entirely overhauled, only the 12 achievements awarded for paying back Debt and increasing your Trainer Rank have not been changed. All of the existing monster based Achievements have been changed, and new Achievements for every other species have been added. Instead of the 1 and 5 Resident Achievements, each species now has a Bronze, Silver, and Gold medal Achievement. These are awarded for 1 Visitor, 3 Residents, and 5 Breeds respectively. The medals are also visible on the Monster Encyclopedia list.

A new type of Rock has been added to the game; Ore Rocks will spawn in specific locations around the Island and will only give their own ore type as loot. Copper Ore Rocks will only drop Copper, Silver Ore Rocks will only drop Silver, etc. In order to break these rocks you must have at least the previous ore types pick level. Gold Ore can only be broken by Silver picks, Ruby ore can only be broken by Gold picks, etc. The yield from these new Ore Rocks is based on your pickaxe level. I've also changed the way the normal boulder drop loot, they no longer drop Diamond ore (even once the quest is complete), Diamond can only be found inside the Caves. Also, rocks break down into pieces like before but it's less random. There's a certain number of rock breaks than can happen, sometimes dropping coins instead, and each time dropping a certain number of Ores (based on pickaxe level).

The game will now boot up on the New Island, and Gardens can be started on the New Island (this includes Quick Start for Ruby level patrons). The character creation and intro scenes have been fixed and effectively recreated, allowing for new Gardens to be started there.

Last but not least, I've fixed some bugs/errors in the Garden Info and Encyclopedia screens. The Garden Info screen includes all species now, and the Item page of the Encyclopedia displays all items, and allows for viewing the list sorted into Categories. To do this, buttons have been added to the top-right of the Item Encyclopedia page.

It's available now

0.04.9 is the current Patreon version, but 0.04.2 is now available here on itch

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Sorry about that! Must have forgotten to upload it during the holidays. I'm uploading it right now

EDIT: Fixed!

This version finishes up a few things undone for the new Phoenix species, as well as few unexpected bugs involving their addition. A new potion can be mixed from their materials, an end-game Elixir which heals both HP and MP by percentage as opposed to hard numbers. It also begins adding new behaviour for Male NPCs in town, starting with Wandering.

Beyond that there's a ton of bug fixes related to the Resident Requirements system. When introducing the entire new requirements system (pens, comfort, social needs, etc), I had forgotten to go back and make sure that all of the Resident Requirements were the same in the encylopedia, the monster details panel, and the actual code Monsters were using to detect residency.

The big problem was that the information in the Encylopedia was correct, but in many instances it was not the same as what was being displayed in the Monster details panel, and in some instances both cases were entirely wrong. This series of bug fixes will ensure that all gameplay features as well as UI elements are aligned in their expectations for Monster Residency.

As well

A player pointed out a pretty striking problem, crafting Thread was checking for an empty item ID, which was returning the first item in the inventory, resulting in its deletion. Crafting multiple Threads would delete an item for each instance, essentially trading a stack of items for one Thread. Huge problem, sorry to everyone affected by this bug!

I've updated the Patreon versions, and I'll also be fixing this in 1.53 and uploading it to Steam and Itch asap. (This update is now live!)

The game has been updated to the current public version, let me know if this error still occurs in the new version

Just another troll, thanks for confirming that

It's definitely starting to show how much they truly care about us and our work, and our contribution to their platform over the years. Seems like they simply won't stick up for us NSFW creators, they'd only solve the issue if it effected the devs that are still making them money.

Bump. This needs to be dealt with. How hard is it to prevent new accounts from posting throwaway comments, especially ones containing links?

The forums are also being attacked by bad faith actors pretending to still have problems with seeing NSFW content on the site. My account has the setting to see those games activated by design, and I STILL have to go hunting for them.

Yes you did

Interesting that this kind of post appears at the same time as the site is getting flooded with bots, and the only voice that agrees is clearly a throwaway or a bot account as well

Lots of spam bots lately, I know it goes without saying but do not follow links posted here by spam accounts, they're just phishing scams.

Lots of spam bots lately, I know it goes without saying but do not follow links posted here by spam accounts, they're just phishing scams.

Oh, the demo isn't a version ahead. It's a couple versions behind the current paid version on both Itch and Pateron

To preserve value for my Patrons

Sorry about that!
I tested a build and it runs fine on my PC, so I went ahead and reuploaded those files.
You may need DirectX12 or some kind of redistributable, however, so if it still doesn't work let me know what the error says and I'll see if I can help you get it working

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The public version of MGG has been updated to 1.51b!

Changelog: https://noxdev.itch.io/monster-girl-garden/devlog/996092/151b

Sorry about that, the game currently only works on Androids up to version 13

One of the secret characters is a futa, and the other is a femboy :3

Oh you would like Level 3 a lot haha. Lots of futa content gets introduced there.

Right on, thanks for the insight. There's definitely still some janky stuff like that which needs to be fixed.

This only occurs in the Android version, and thank you for reminding me about it. There seems to be a problem with collision profiles for Android versions of UE4 games, I'll see if I can add a bit of code to the next Android version that pops items back up to floor level if they pass it.

No problem! I'm glad you're enjoying the game :)
I'm planning on updating the Android version soon, basically when there's significant changes to the HUD I have to recreate many aspects of the game for the Android version, that's why it tends to fall behind. With everything that's been happening lately I haven't had time to focus on it, sorry about that!

This should be fixed now, sorry about the errors! The key will only ever appear when clearing a room of it's objective, so you don't need to break all objects or anything like that. An old error was placing it in a room with no objective by a small chance, this has since been fixed however.

Oh thank you for telling me about that, I actually haven't seen that error! I'll look into that, and update the demo with a fix as well when I can

I would also love to add more Worlds to this game, it lends itself well to expansion type content. Once the game I had planned initially is done, I definitely want to continue to add stuff to it in the future.

Next version will be out soon, just a few more days! Aiming for the 9th atm.