Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SirIzike

1,727
Posts
246
Followers
1
Following
A member registered Sep 05, 2021 · View creator page →

Creator of

Recent community posts

You'll get access to the future updates with your purchase! Though... we don't know when exactly that'll be as we're focused on Grove right now.

307 should still be available, though it's accessed via a google drive link.

308 changes are thus:

- Added mouse-over tooltips for most states when in battle. 
- Increased base m.attack scaling of Azure Bolt.
- Increased buff duration of Sigil Concentration state by one turn.
- Sigil Infusion proc chance increased from 33% to 50%
- Sigil Infusion Azure Bolt defense debuff increased.
- Sigil band m.attack buff reduced.
- Jellicap m.def reduced.
- Triple Blitz damage scaling increased
- Weapons (except for the starting dagger) can now be sold.
- Added additional text to the pile of timber in the Slime Cavern - Underworld area.

---
- Added a switch to disable the bat from ending the fight when the sleep event is activated.
- Fixed instance of description text clipping.
- Staggering dash buff removed after battle.
- Lightweight Dyed Armour description adjusted.
- TS_Bookmark plugin updated.
- Fixed issue that caused 50 points of the player’s HP to be removed upon game load when the Regulation Knight set is equipped.
- Blasting Powder will now be correctly removed from the player’s inventory when interacting with the empty barrel during the Mine side quest.
- Added ‘worn’ and ‘un-worn’ options to the Undergarment Lab scene when in the gallery.
- Added a moat around the slug island to prevent players from getting captured by the Primal Slug before unlocking the Jump Sigil.
- Fixed incorrect pathing when taking a seat during the Bandit Leader’s proposal section.
- Removed instances of gallery post battle eventing causing the pet function to be reenabled.
- Fixed instance of Mercenary hall hub interior warping Grove to an older variant of the Mercenary Camp map.
- Removed instance of transition flash in the Deep Husk area post quest completion.
- Added a conditional skip to the drake trap QTE garment rip text to prevent dialogue repeats.
- Fixed some instances of Upper Jungle jump pathing.
- Prevented players from jumping down the well when the 0.3 tutorial segment is active.
- Cooke’s movement will be skipped if Grove occupies a tile.
- Blocked player from exiting the Dusty Mines via the secret passage when the Umerite chunk is in inventory.
- Upon completion of the Desert Temple map, the player will be transferred to the Mercenary Camp map.
- Fixed bug that prevented players from leaving the mill if the shimmering powder bomb was crafted, but no excess dust is present in one’s inventory before the completion of the fourth side quest.
- Fixed instances of inconsistent collision with the slug nest plants.
- Fixed bug that allowed the invader scene trigger to be repeated over and over.
- Fixed erroneous slug encounter that allowed pets to participate in battle.
- Various grammatical fixes.

LINUX - Resolved an issue associated with the engine’s version of NW.JS and the ‘Bookmarks’ plugin, preventing the latter from operating. (Thanks Qazm!)

MacOS - Build released for MacOS (tested on Monterey)

Sorry, we can't commit to an exact release date yet.

The 'Legacy' version of GROVE will remain available for download, though it won't be receiving any more updates.

(1 edit)

As it says right at the top of the page, the game is complete. 

Also you don't need to pay again for each update. If you've got an itch.io account the game will be in your library and you can redownload at any time. You should also have an email receipt of your purchase with a redownload link... so yeah, don't pay again for stuff you already own, be it our projects or anyone else's.

Thanks for the kind words! Glad the game could be a substantial chunk of time and enjoyable throughout!

You'd have to restart I'm afraid

Right now our plan is to look to the audience for feedback and what they'd like to see: 

  • The Rework released when it matches the existing 0.3 content.
  • Waiting a bit longer for additional content (and a few more updates after that)
  • Or waiting 'till we finish the entire game so folks get the full experience with no additional waiting after release.

Yep, we're OK! Still working on the game, making progress, sharing updates on our Discord, Twitter, and via our SubscribeStar.

It's not going to be coming any time this month though, so please be patient, and thank you for your continued interest in Grove!

We don't have a native Linux build, but there is a method to run it on Linux that's written here on the project page.

I'm afraid not, sorry...!

 The other method to get at it would be joining our SubscribeStar at the Super Sponsor tier

Nah, you can't let him out... but he's not to be trusted anyway.

Thanks for playing!

Yes, you can. It's the Super Sponsor tier.

Yes, there'll be a form of grapple combat similar to the old one, which we're now calling "Struggle" combat since you're being lewded by enemies and fighting to get free.

Thanks for the feedback, glad you enjoyed yourself overall!

Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.

Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.

(1 edit)

Big bulky fella's on our SubscribeStar build. We'd love if ya checked it out, but no pressure. Thanks a lot for checking out the public build, truly!

There's three waves in the boss fight. It's a bit of a long endurance fight, so definitely stock up on healing items and maybe even food buff items like kernuts for speed or grazer meat for attack power...

Good luck, you can do it!

There's some orbs around the area you need to destroy. And then after that you're fighting off the main goo monster.

We're going to put the question out when we've reworked UP TO where the game previously was, and see if folk don't mind waiting longer for some all new content, or if they want it immediately.

You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).

The game engine is RPG MAKER MZ

You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).

The 'sexy wrestling' will still be in the game, when Grove loses (or willingly strips) his armour, complete with the progressing grapple scenes.

 This new combat is an alternative style for folks who prefer more action-oriented gameplay instead of turn-based commands.

In the full game this will be largely avoidable if you don't like it and prefer the traditional turn-based combat style.

Thank you very much for the comprehensive writeup and all the positive words you had to say! And thank you also for sticking with the systems and learning them, even if it might take a few goes.

I'm not sure what to say. Nobody else is reporting an issue like this. 

Are you doing the right type of input? Button mashing, quick reactions, etc? That's the only other thing I can think of.

Glad ya enjoyed it!

Thank you very much!

Thanks a lot for the encouragement~!

For complete clarity: 

When an enemy flashes Blue, you use Orange

When an enemy flashes Orange, you use Purple

When an enemy flashes Purple, you use Blue

Hope it helps you out!

Not officially. Various plugins we use aren't necessarily compatible with mobile, you might end up with bugs or a compromised experience.

You can try playing it through a mobile emulator but we don't recommend

OK, thank you! 

And yes, please share a screenshot of the receipt with "regalbuster" if you haven't already, and tell him I sent ya.

Not yet! Hopefully over this weekend or early next week!

Thank you so much, wonderful to hear you think it's an improvement all around!

Thank YOU for taking the time to spare the kind words~!

Thank you so very much for the praise! The writing is my contribution to the game and I've intentionally tried to keep it snappy and focused, so it means a lot to know there's folks like yourself who really enjoy it and think so highly of it, from the fluff to the smut. 

Don't worry, we've not got any plans for anything like THAT, haha

Thank you for the kind and positive encouragement and feedback for the grapple systems! Sadly not everyone agrees with your sentiment, which is why we are going to keep it largely optional... but for the folks like yourself that do enjoy it, we'll try our best to continue to improve it and make it even more engaging.

This guy's got the right idea!

There'll be just as much artwork, if not more in the complete Rework. And we'll also be making some minor tweaks and improvements to the story, too.

We are confidant it'll be worth the wait! Please be patient and we hope you'll enjoy the finished product.