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
noxDev
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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.
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.
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.
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.
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.
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!)
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.
The public version of MGG has been updated to 1.51b!
Changelog: https://noxdev.itch.io/monster-girl-garden/devlog/996092/151b
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!






