Posted May 22, 2025 by Mado
This week's new race are Alraunes, which you may remember from Ero Dungeons.
Breeding has always been a very repetitive task of checking offspring and throwing the vast majority of them away. The game now has a filter, it allows you to select gene requirements for the offspring. The game then estimates how long it would take to fulfill these requirements and multiplies that to the breeding time and resource requirements.
Breeding now works the same as before 0.2.4 again, the "take two genes from either parent"-part has been removed.
Last week's upkeep mechanic was mostly a prototype and was implemented in a very slow (but flexible) manner. Each game tick, only the upkeep of 5 girls was calculated since it would otherwise slow down the game. Now that I have a clearer view on what I want the upkeep to consist of, I streamlined the system. It now has four components. Additionally, "happiness" has been replaced with "prosperity" as the thing that grows your colony.
Compliance: Girls with low compliance will lower your prosperity growth, girls with high compliance (up to 150) will increase it. The main idea is to prevent wildly capturing new monstergirls without equipping them properly.
Housing: Girls without housing will incur a penalty. This is to put space pressure on your colony, but housing now also matters for happiness.
Food: The main source of prosperity, each food source adds prosperity, failing to supply enough food sources costs you prosperity. I've removed the concept of "loved foods" as it made stuff a bit too complicated.
Happiness: This used to be a simple downward pressure names "expectations", but now there are some ways to increase happiness. Building a bunnygirl tavern increases the happiness of the population around it.
As more mechanics are nearing completion, I've also spent some time updating the UI. The upkeep components are now shown in the top bar, and you can now pause or speed-up the game. There's also been a bunch of visual touch-ups.
Additionally, the UI now scales dynamically. The text stays the same size when you rescale the window instead of getting (poorly) scaled up.
The biggest change that still has to be made to the game is allowing for new maps. The idea is that the game follows a sort of campaign, where you're given governorship of islands of increasing size and with increasingly ferocious monstergirls. Flevo will serve as a last mission, where you get access to all monstergirls, resources, and buildable space. You will also be able to swap between the islands and trade between them.
Goal for next week is to build the tooling for individual maps. Including selecting them and saving them (e.g. keep the state of Flevo while you're building somewhere else, while allowing it to work as an trade partner depending on its production).
If all goes well, I'll have a small tutorial island with some minor missions to advance. If all goes poorly, next week's update will be bugfixes only.
Major:
Minor:
Bugfixes:
If you want access to the preview with these changes (and a debug console), support me here: