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.
noxDev
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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!
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.






