If you're up for it, feel free to hop into my Discord—it's where I hang out the most!
AxiomNova
Creator of
Recent community posts
Thank you for your feedback! It will be fixed in the next version.
If possible, I’d really appreciate it if you could play on the desktop/PC version for now. As a solo developer, adapting to Android is driving me a bit crazy (so many browsers, Android versions, and screen resolutions…), which is why most of my recent updates don’t have a separate Android build anymore. Sorry for the trouble and hope you understand~
Thank you for your bug report! In the new version (v0.44.5), I’ve attempted to fix the issue. Since I developed the game on a 1920x1080 monitor, I overlooked the adaptation for widescreen displays.
https://mega.nz/folder/hgsiCIhY#4E-fphdUU4nFOd-O6yfUqg
It was my oversight, I added the download link for Mega
https://mega.nz/folder/5pd3FBbD#ccn7nL-Ho9b0luckW9AR3A
After my testing, this link is working normally. If it's due to a network issue, you can try a few more times. Additionally, I’ve added an explanation at the end of the post about why the homepage version hasn’t been updated.
Gofile : https://gofile.io/d/0emYtL
Tips : The latest version includes significant changes and may contain more bugs. It is currently in limited testing and will not replace the version on the homepage. If you're interested in trying it, please download the latest version from Discord.
From a game design perspective, as players breed, they’ll produce monster girls with increasingly better stats. Therefore, managing these transitional monster girls is an important consideration. The upcoming update will introduce species-specific housing capacity limits, moving away from the current infinite expansion model. As a lord with modern values, the protagonist rejects slavery and slave trading. Thus, assigning monster girls to quests to bolster the territory’s strength while relocating those with lower stats is a logical design choice (inspired by other games’ approaches).
Thank you for your follow-up reply! I understand where the confusion lies, and I’m very grateful for you pointing it out. As a lord starting with only 80 human residents, surviving in such dangerous times requires uniting the forces of humans and monster girls. When a citizen (the quest issuer) needs help building their territory but lacks manpower, the lord dispatches a suitable monster girl to join the issuer in constructing the territory (while the lord receives the quest issuer’s rewards). This monster girl moves from the temple to the territory and won’t return, but she still lives in the territory under the lord’s rule and protection, contributing to population and labor calculations, though she can no longer participate in summoning rituals. The timer you mentioned is the quest’s expiration countdown—when it reaches zero, the quest expires (meaning the issuer has found another collaborator and no longer needs the lord’s direct assistance). I realize the in-game description may have been ambiguous, causing this misunderstanding. These quests expire rather than return the monster girl after the timer ends. I’ll clarify this in the next update. Thank you for your feedback—it’s incredibly helpful for improving the game!
On the itch.io app question, thanks for bringing that up! The game is currently available as a browser version and offline package on itch.io, but I haven’t optimized it for the itch.io desktop app yet. I’ll look into what’s needed to make it compatible, as it could make the experience smoother for players like you. If you’ve got specific reasons for preferring the app, I’d love to hear more.
Your observations are helping me prioritize improvements, so please keep them coming! If you have ideas for visuals, features, or anything else—or if you’d like to chat further on Discord—let me know. Thanks again for supporting this project and helping it grow!
Thank you for your detailed and thoughtful feedback! I’m thrilled to hear you enjoyed the strategic elements and the Overlord vibe—it means a lot to know the game’s potential is shining through, even in its early state. As a solo indie developer, your insights are incredibly valuable for shaping the game’s future, and I’ve taken note of all your suggestions and bug reports.
Response to Suggestions
Infusion Pregnancy Duration and Incentives: You’ve hit on a key issue with the infusion pregnancy mechanic—its high energy cost and slow progress make it feel unrewarding, especially with no experience gain. I completely agree it needs rebalancing to be more engaging. My plan is to reduce the energy cost through upgrades to the infusion device, though these upgrades aren’t implemented yet. Your suggestion to accelerate natural progression (e.g., 2 weeks/day) and shorten infusion to 3 months or 1 month for normal summoning energy cost is fantastic—I’ll explore these timelines to make the mechanic more viable within the 120-day endgame. Adding experience gain during pregnancy is also a great idea, and I’ll look into tying it to the mother’s activities or traits to reward players for engaging with the system.
Infusion RNG and Offspring Stats: Your observation about the summoning RNG leading to diminishing returns is spot-on. The current system, where only passes base stats and offspring stats are often weaker than the better parent, isn’t ideal. I’m planning to expand the infusion system to include multiple partners for greater variety, as you suggested, and I’ll tweak the RNG to ensure higher-quality offspring are achievable. This might involve factoring in both parents’ stats more effectively or adding a trait inheritance system to make infusion more rewarding.
Bug Reports
I’ve logged all the potential bugs you mentioned and will investigate them for the next version:
Population Cap and Housing: The Hamlet capping at 1,000 despite upgrades is definitely a bug. I’ll ensure housing properly expands capacity.
Food Mechanics: The lack of impact from food (and the unintended profitability of letting people starve) is not intended—dark humor aside, I’ll fix this to make food management meaningful.
Slave Market Incest Flag: The random incest marker on a slave market character is odd and likely a bug in the character tagging system. I’ll track it down.
Battle Rewards and Skipping: Losing population rewards when skipping battles is unintended and makes population growth too hard. I’ll add partial rewards for skipping to balance this.
Cavalry Overpowered: The cavalry being too strong (no damage taken, no need for towers) needs tuning. I’ll adjust their stats or enemy strength to make battles more strategic.
Fullscreen Menu Issues: The fullscreen requirement for menus to work properly is a UI bug. I’ll test across resolutions to fix this.
Character Image Inconsistency: The inconsistent character image sizes in the chambers menu (only in fullscreen) is another UI issue I’ll address to ensure consistency.
General Thoughts
The game is still in active development, with many mechanics (like infusion) being experimental. Your feedback has been a huge help in refining these systems—particularly the infusion mechanic, which will see improvements based on your suggestions. I’m currently working on fleshing out species level systems, and the next version (due in about a week) will introduce a core evolution mechanic to make breeding more rewarding. Thank you again for taking the time to provide such detailed observations. It’s players like you who help me understand what’s working and what needs work. If you have more ideas or want to discuss further, feel free to share here or join our Discord community. Keep the feedback coming, and I’ll keep pushing to make this game something special!
Thank you for your detailed feedback!I’m still learning the ropes of optimizing UI for phone devices, and I haven’t fully mastered it yet. For now, I recommend trying to zoom out in your browser or switching to desktop mode to access the start icon and complete the tutorial. If possible, playing on the desktop version might provide a smoother experience.
My previous explanation was a bit unclear. What I meant is (as the goddess statue will later explain) the summoned monster girls are naturally allies of the lord. At this point, the lord’s territory should be their home. By assigning them work (through the Quests system) or directly moving them out of the temple, they can live normally in the territory. Once settled, they become part of the territory’s population, contributing to labor, military strength, and other stats, just like regular human residents.
Thank you so much for your detailed feedback! As an indie developer, I truly appreciate the time and effort you put into sharing your thoughts. The game is still in its early stages, focusing more on functionality testing rather than fully developed storylines, but your eight points are incredibly insightful and will greatly help me improve.
To make things easier in the summoning interface, you can double-click to quickly select characters without needing to hit the close button. The core design philosophy of the game revolves around the clash between the protagonist’s modern mindset and the dark medieval setting. For example, players can send monsters to their territory to help rebuild homes or live freely, but they won’t be used for trading. This is why the protagonist immediately frees the catgirl maid and all the furry characters.
I completely agree that the UI needs significant improvement, and I’m actively working on refining it, though it may take some time. The dialogue system has gone through multiple iterations, and I’m still gathering feedback on the current version. Since I know many players skim through text, I’ve opted for a compact layout to avoid slowing down the experience, rather than focusing on intricate text formatting for now.
Once again, thank you for your thoughtful input! If you’re interested, I’d love for you to join our Discord community to provide more guidance and help shape the game’s direction.
1, The sidebar is a temporary setting, and the MainHall will undergo significant modifications and integrate more features.
2, You can double-click the character to quickly select and close the window.
3, Currently, it records the last pair of matchers. Do you mean to record some more group?I will note this suggestion and implement it later.

