It's available now
noxDev
Creator of
Recent community posts
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!
Thank you so much! It is a cute little project isn't it? :3
I plan to have 5 levels for the game's initial production release. So it's about halfway done now, a little under half if you consider the final 2 levels will have more content than the first 3, so they'll likely take a bit longer to complete.
I'm so glad you like this new little game of mine, and thanks for the bug reports as well, I'll check into those asap.
I like the breedable pregnant cow idea, I'll keep it in mind. Might be a cool thing to add to an improved version of her that could be unlocked in a later level.
Quick update here, folks. This version was an in-between version for 1.49 and 1.50; 1.49.5. This version contains some of the new content for 1.50. The reason I'm uploading it now is because I was reminded of a dire error in the 1.49 build, where Visitor monsters were always having their time to leave variable set to 0 upon loading, resulting in them immediately leaving the Garden upon spawning.
This version fixes that, and adds an option for Restoring your garden border, in the main menu under Garden Fixes. This will set the tiles surrounding the Garden back to their default value in case they were changed in the few versions it was possible, and the user would like to change it back. Below is a full list of changes in this version.
New Content
-New Items; Silk Shirt, Silk Skirt
-New Monster Equipment Slots; Body, Legs
-New Options for Equipment Slots; Dye Colour, Dye Pattern (allows you to change the appearance of clothing on Monsters)
-Silk Shirt and Skirt can be crafted at the Spinning Wheel
-Expand the list of Species/Gender combinations that the new clothing system works on
-Species/Genders (Female/Futa only for now) new clothing system has been confirmed to work on: Neko, Elf, Moth, Kitsune, Holstaur, Mouse, Dragon, Wererabbit, Fawn, Angel, Honey Bee, Werewolf, Automaton, Arachne
Changes
-Underwear options work on the species mentioned above, but clothing options currently only work on species using the Slime skeleton, I'll have this updated to include more species in 1.50b
-Test out new top and bottom equipment slots
-Tiles outside of the garden can no longer be effected (changing material or height)
-Trees outside of the garden can no longer be chopped (only god mode for now)
-Added a menu button for restoring the Garden border (the tiles surrounding the garden were editable in the last version, this option restores them to their default state in case something was changed accidentally)
-Garden Fixes sub-menu added to the Pause menu, this contains the new function mentioned above and also contains the Destroy Fences function now as well
-Moth C*m is no longer required to create thread. A later iteration of Thread will likely require monster ingredients, but it's too early in the clothing pipeline to expect anything more than fiber to create the secondary ingredient. Changed item description to match
-Clothing ingredients altered slightly, instead of 5 thread and 2 silk the underwear items will now cost 2 thread and 1 silk
-Deleted some old unused components out of the Monster Girl actor, should positively impact performance (albeit probably very slightly in most cases)
Bug Fixes
-Fixed a bug with crafting Socks, Panties, and Bras. Was expecting 5 fiber, this was not intentional so it wasn't listed in the ingredients, making them uncraftable for an unknown reason sometimes
-Fixed a bug where Visitor monsters were always spawning with 0 time to go, meaning they would leave instantly. This would also happen in older saves with existing Visitor monsters, the time was being set to 0 upon load
I've uploaded a patch that should allow you to fix this through the pause menu, under Garden fixes, if you click Restore garden border the surrounding tiles will be returned to their original state.
Right now there is currently no way to make a tile into Dry Grass or Dry Soil, just as you've stated they're kind of just placeholder materials for later versions when I add some Monsters that prefer those biomes. I'm sure I'll add some kind of Decor item which can convert surrounding tiles, or something along those lines.
Ah shoot sorry about that, these are the issues which can happen since I unlocked the cursor from the camera, an unintended affect was that players are able to work outside of their own garden, even on the surrounding tiles which are just very large tiles that surround the map.
I'll definitely be fixing those errors, not allowing players to work outside of their garden in the next update. I'll also include an option to fix the surrounding tiles when I do
The game does not currently work for Android 14, I'm sorry about that. Some players have been able to get it to work using an emulator of an older version of Android but I don't personally know how to make that work. I do plan to fix this one day but I'm currently unsure if it's simply a limitation of the engine or my own Android Studio environment.
This version contains a bunch of new animations. Tentacles now have 2 forms, the regular ones and the ones summoned by Dryads, each now have their own distinguishing colour and HUD animation when grappled, as well as individual sprite animations for Ero attacks. In addition, the Purple Tentacles have had their animations expanded, fixing the old clunky animation and adding a full rotation including prepping and finishing.
Beyond that, the Slime King fight has also been overhauled. Slime King can now launch a melt/grapple/ero attack while in Green form, and has also been tweaked to make the overall fight less annoying. The Slime King will stay in his vulnerable phase for longer (but will now reform if the player deals more than 50% of his total health while in this state), and cannot dodge or be missed.
A simple test for a new non-combat room has also been added to the Cloister, the Bath house. The spawn chance is fairly low, around 5% of the total possibilities, but will heal the player fully as well as cleaning the player off the same way normal 'bath shrines' found around the dungeon do.
Beyond all of that a bunch of bug fixes and minor changes have been added. Check out the changelog below for a full list, as usual.
Changelog: https://noxdev.itch.io/roguelove/devlog/888596/027






