1/3
3 Years of Service
- Allow others to update?
- yes
- Developer Name
- Parodos
- Developer Links
- Version
- v0.58.7
- Latest Update
- Apr 25, 2026
- Release Date
- Mar 25, 2026
- Language
- English
- OS
- Windows
- Linux
- MacOS

Overview:
Goblin Layer is the slightly unhinged story about a 'professional' adventurer with a unique method for dealing with goblin nests.
However, due to his method, Goblin Layer has also accrued an enormous amount of Child-Support debt, and on top of that, his severe goblin addiction has made it difficult for him to form healthy human relationships...
After saving a Priestess in distress, you arrive in a rough Frontier Town where the men have mysteriously gone missing... and only the women remain. Things quickly escalate.
(The first screenshot is a pretty good summary of the premise of the game)
2D, Game, 3DCG, Adventure, Ahegao, Anal, Sex, Animated, Big, Ass, Big, Tits, Cheating, Creampie, Fantasy, Groping, Humor, Lactation, Male, Domination, Male, Protagonist, Masturbation, Monster, Monster, Girl, Parody, Spanking, Teasing, Turn, Based, Combat, Vaginal, Sex
1. Extract and run.
v0.58.7 Bootleg Anime Edition
v0.58.6
v0.58.5
v0.57.6 + 0.57.6.1
Scenes
- Lockpicking scene with Priestess (Uses new artstyle)
(The new scene can be played before starting chapter 2,4 and 5 if I remember correctly. Talk to Priestess in church.)
- New Year Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel.
- Summer Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel.
(If you haven't played New Year/Summer Special before, that's basically two new adventures along with new scenes.)
Also, not directly related to the game, but I polished the look of my Itch page, and some parts of the Patreon.
Hope you'll like the changes.
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Gameplay
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New Year Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel.
Summer Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel.
Improved behaviour/attack patterns of some enemies
Added New Spriteart for some enemies
Revamped some Encounters/Battles
Optimized some renders so they load faster & take less space.
Improved/Polished the lockpicking, both art/mechanics
Added Animations for some skills which previously lacked.
Increased speed of battlelog messages... maybe(?). Did it work? I'm not sure. Maybe its placebo? It does feel a bit faster, but...
Made improvements to the Quest Journal
Re-Balanced some skills
Re-Balanced some Enemies, bandits mainly
Re-Added Chapter select 5
Updated hall of fame
There's an actual end with dialogue (in the town hall) to the Southern Adventure now.
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Bugfixes
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Fixed/Improved the way party members are added/removed from the Party.
The game should now be able to tell if they were just temporarily added (like for Frontier Conquest) OR Properly added (Like for a Main Quest). Currently this system should work for the Frontier Conquest areas. If there's no reports about weird things happening there, I will uss it for other stuff as well.
Fixed some problems with Enemy selection control in battle which made certain attacks not behave as they should
Removed 'check 0 damage' skill, it was a leftover from testing
Fixed the lockpick minigame for chests which got messed up somehow
Fixed a bug where you got stuck if you talked to the cat in Hubtown in a specific spot
Fixed bug which Prevented Gobelyne's scene from triggering and some other Grind related bugs #35
Fixed some bugged collision in Grinder
Fixed a bug that made the Pants ON/OFF during combat not work properly and also not clean things up properly after battle
Fixed invisible Goblina
Fixed faulty item descriptions
Fixed the color of the Name in the name boxes, when the box is dimmed (previously the text was too dark)
Fixed the color of messages in the BattleLog, same as above
Fixed some weird behavior with the Priestess-sitting-in-church render
Fixed typos
Fixed Bar Maiden's free drink dialogue triggering in a really weird place
Fixed Barrel's Rockochet skill, previously if you hovered over multiple enemy targets the damage would get lower and lower...
Fixed the Amazon's main base (Outside) being pitch dark
Fixed the entrance to a cave there as well
Fixed reinforcements showing up too early in the Amazon boss fight
Fixed missing image for the control note
Fixed debug items missing....
Fixed Offspring-related bugs, e.g. scenes not triggering and such
Fixed visual bugs, like with the tileset and such
Fixed boat ride + lava on ground in Ceremonial Circle
Fixed the Sea raider encounters up North, they somehow ended up being broken and other broken/empty encounters
Fixed Goblin Layer not getting his "special" abilities during the Paladin fight
Fixed some problems with the "Pose" skill
Added an Exit to the Final Treasure room during Chapter 6
Fixed Party members not getting removed after Chapter 6
Fixed a Bug which prevented GG's new inventory scene from playing
Barrel/Anvil/Priestess will not be in Town if they're in the party, previously you might have ended up with double Barrel's etc.
Fixed party not being cleared after clearing Overrun Outpost
Removed an endless source of simple boots in Gobapatra's chamber
Fixed a number of pathing/getting stuck type of bugs during the Palace Infiltration
v0.57.3
v0.57.2
Highlights:
- New Scene(s) with Town Hall Girl/Mission Madame
- Gameplay Additions
- A Dungeon Dive below Grinder
v0.57.1.1
Highlights:
- Improved writing in places
- Overall map and gameplay improvements
- Shitload of bugfixes
If you are a Public/Free member, this another one of those combined updates.
So 0.57.1 + 0.57.1.1
Normally I don't do this, but yet again... there were to many important bugfixes that needed releasing.
0.57.1.1 "New Beginnings-s" - Edition
(Title screen will still say 57.1.)
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Scenes
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Improved the writing/dialogue for various scenes
Added a dialogue reaction from Gobrielle (Paladin), during Anvil's Potion quest. If you've finished up Ch6 before doing it.
Some extra dialogue with Farm Girl during the scene where you "fix" Anvil after her potion quest. You'll have to have read two specific books for it to trigger though.
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Gameplay
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New Walk + Combat Sprites for Priestess
New Combat Sprites for Goblin Layer. [You can find the old ones in img/sv_actors/old]
Adjustments to the Textbox position
Grinder Lvl 1 is a bit easier now, got some more things planned in the future
Gobelyne's scene is now unlocked after doing Grinder once.
Added a Variable that tracks how many times you've Grinded, might come in handy in the future
Previous version added some small secret events here and there. You might now get a random stat boost if you find some of them.
Removed some events from the Hubtown main, as the map has become a bit 'heavy'. (they only affected visuals)
A new room with a little loot in the Watertown/Sewer Dungeon. Well, to be honest it's been there all the time, but I accidentally made it inaccessible. But now it's accessible.
General map touch-ups
Updated cursor behavior for some events
Added shadows to some events that lacked them
Added a small secret room in the Biz district
Remove TP requirement from Barrel's Moonshine skill, in exchange for a higher MP cost.
The quick-time defense/parry during combat is still kinda janky, but I'm working on it.
Different music in the Ch4 areas
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Bugfixes
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I've done a full playthrough from a New Game, every main quest, every sidequest, every frontier conquest clearing.
So the game should be fully playable with a fresh save, but I'm sure you people will figure out a way to break things anyway. Please report the bugs when you do.
I experimented a bit with dialogue window width in a previous version, which lead to text getting cut off in some cases. Should be mostly fixed now.
Fixed many bugs that could mess up the game when using Chapter Select.
Fixed a bug that could prevent the game from progressing after Chapter 4
Fixed party members going invisible during a cutscene in ch7
Fixed a missing reaction when asking Town Hall for a quest after the prologue
Fixed typos
Fixed some duplicate dialogue lines
Cleared out a bunch of junk files that had been accumulating, unused image files, plugin code and such.
Fixed Lonesome Lighthouse being visible on the world map too early.
Fixed flickering map icon for the Burnt Elven fort
Fixed a whole bunch of bugs with the farm, that got you stuck in walls and shit, side effect of changing things on a map where a lot of quests take place...
Fixed bugs with the bath that did the same
General map fixes, in particular during CH6
Fixed a bug that broke the flame trap in CH3
Fixed the wrong background music kicking after listening to the Bard in Watertown/Capital
Adjusted the location of message boxes & choices to prevent them 'cutting into' each other
Removed a superflous teleport trigger in Watertown/Capital
Fixed a sewer goblin with the wrong type of trigger
Fixed a sewer goblin ending up in the water instead of on the walkway
Fixed Anvil's sprite not behaving properly during the potion quest, movement/visibility
Fixed the Potion shop reverting to an old empty version during a cutscene
Music fades out properly after Anvil's 'flattening' scene
Fixed some minor issues with the Quest Log
Removed some duplicate dialogue
Fixed the text not displaying for some signs, apparently if you put a sound effect between the 'display' box command, and the command defining the text in the box, the text disappears.
---- from 0.57.1
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Scenes
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A fabulous intro animation on New Game start. Though, it's not exactly Pixar-level yet.
A couple renders when you first meet Priestess in the cave
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Gameplay
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Improved the code for the Active Defense plugin. Preventing some bugs & spamminess. Still need to visually remake it so the "jump" becomes a dodge or block though.
Some new rare loot added to random loot lists
Some Item Balance adjustments
Some Combat balance adjustments
Map improvments
Hall of fame updated
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Bug
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Fixed bug that made combat way too easy
Fixed a bug that made your character jump up and down constantly in Combat
Fixed some bugs when entering the Farm
Fixed a bug that got you stuck in Coastal Cavern
v0.57P
This update is a combination of 0.57 and 0.57P. These two have been out on the Patreon for quite some time already, and normally the free/public updates just gets released one by one. But there were some important bugfixes in 0.57p so this time I combined them. The changelog is quite long, but try to at least check out the important info at the bottom of 0.57 list of gameplay changes.
0.57P "-olished" Edition
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Scenes
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Additional "stealth" animation during the Palace infiltration quest (in 3d)
Improved some animations
Added some new renders
The banter during the 'ritual' is more interesting now
Additional sound effects added
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Gameplay
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Spiced up Sorceress shop with new sprite art.
Ogre's Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the 'dummies'
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
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Bugfixes
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Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
0.57 No More Pyramid Schemes - Edition
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Scene Additions
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New Animation for Gobapatra!
Better writing for her scene!
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Gameplay Changes
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The finale of Ch.7!
- New Enemies!
- New Locations!
- New Dialogue!
- New Cutscenes!
In terms of gameplay there's really been a lot of changes. I've playtested the new stuff, but I'm just one person, so please report any issues if you find them.
New Skills for the Party & new skill Icons
New UI skin! The windows got wooden frames and I made the UI in the morning, so I named it "Morning Wood". Don't get too upset if you don't like it, I'm planning to test a few different ones.
There's a new shop menu as, though it's a work in progress.
New cursors as well, cost me a whole dollar.
Overhauled the 'Solemn Swamp' map with a fresh tileset from WinLu. This mans art has singlehandedly saved the 2d visuals of this game (and ruined my budget).
Overhauled 'Northport', visually. Larger map (but walking distances stay the same).
Overhauled the 'Overrun Outpost' with new tileset additions. Both Cleared/Destroyed version. Plus increased size. Same walking distance.
Overhauled the 'Ceremonial Circle' (including the Summer Special maps) & increased size. Same walking distance.
Streamlined and improved the Summer Special. Also added more sound effects and improved the cutsenes, sprites and animation. Option to bury the gnome should he perish during the story.
Further map, tileset & sprite edits and improvements for a better visual experience
Adjusted the hitboxes/triggerboxes for some events via a new plugin. Things like the Midsummer Pole and the Pyramid Elevators should be more inituitive now.
Added a small 2d cutscene in the 'Overrun Outpost', just before you fight the bandits there.
Added a small 2d cutscene before the Ogre fight & extra FX. + Updated his face art.
Added a small 2d cutscene outside the Tavern, after you sleep in the tavern in Nyalexandria, for the first time.
Added a small 2d cutscene when you visit the market Nyalexandria, for the first time. (look at the table with the fishes). Might be worth following it.
Small improvements to the Cutscene after CH II
Custom Slime enemy during Barrel's Crystal quest, suits the cave better
A few new greetings for the Swamp Witch + 4 new items in her inventory
Better (and with a simple animation!) Battle Intros, still a bit jank though, but it's a step in the right direction
Much, much, muuuch smoother movement between pages in the Quest Guide. If you've noticed any non-smooth teleports or moves (on the same "map") pls inform me so I can update those using the same method.
Lowered the level requirements for some skills, so you access them a bit earlier, which might make the early combat a bit more interesting
Randomized greetings for the random people in Hubtown.
Increased the amount of Random Greetings in Nyalexandria, //The greetings will change after Ch.7 is finished to reflect the changes in town
Some sprite updates for the townsfolk
Randomized greetings for the random people in the Capital as well.
New 2d Sprite for ex-Goblinette, Overhauled her dialogue as well.
De-cringed some dialogue lines & some general dialogue adjustments and polishing during various parts of the game. Rewrote some dialogue during the Cheese dungeon quest (Ch. 3).
Updated the control hints
Improved the 'flow' of various scenes. Less waiting.
Set up 'wait' functions for some background 'parallel events' (it's good practice, for performance, so they don't refresh all the time)
Bunch of other sprite updates for random characters
New Animation for Holy Shield + Slightly different sound effects for both Holy Shield & Protection. (these are skills used by Priestess)
Additional Tweaks to various combat animations
Added a bunch of secret mini events. It's nothing big or important, but I thought they were fun. And they're easy to add. Remember, if the cursor changes there might be something going on...
Bought a new voice pack, slowly implementing it into the game. (Not so much talking... but other sounds).
Likewise, added and tinkering with some new Sound Effects.
In the Cheese Factory there's now an extra trap room (non-sexual), with some extra treasure. Also some overall improvements to the maps there & Events.
Removed multiple screen flashing effects for combat skills. Because some people have issues with that and I am a magnamious dev? Yes. But mostly cause I think flashers are annoying.
New Rest sound.
New music tracks!
- Mostly McLeods CC0 stuff. Even if you don't recognize that name, you've probably heard his music at least once in your life. But also a custom track or two.
- RpgmakerMV default music isn't all that bad tbh, but I'm trying to move away from the 'basic bitch' RPGM experience.
- I guess CC0 music isn't all that unique either, but I enjoy the tracks. Maybe I'll order a full soundtrack to be made at some point.
Barrel had a slightly different hair color in some portraits (the ones during dialogue), they've been made consistent now
Changed a trigger from click to touch in the Pyramid. A bit more inituitive that way.
The Cheat Skill work faster now, hit all enemies simultanously. Likewise, Anvils arrow barrage & Barrel's shrapnel hit.
Goblinette has changed name. The name had to be changed due to lore reasons. A bit strange, I know, but it'll make more sense when her backstory is added. Pls report any instances of the old name being used.
(According to the Poll we had the new name will be "Gobihime". If you see any cases of the old name being used, please report it as a bug.)
Town Hall Girl is now Mission Madame. We actually also had a poll on her name-change a really long time ago. But I forgot to change it. Anyway, the people have spoken and I will obey.
Edited the 'emote ballons' slightly. Y'know the ones that pop up above a characters head. Like "!, ?, ..."
Compressed all parallax images, might or might not help boost performance or loading times a little.
Option to turn off animated tiles, might be useful for perfomance if you're using joiplay to play on mobile. Or if you got a potato-computer. By default you should keep them on though.
Some new plugins to improve game functionality, like the Equipment screen.
Goblin Layer can now dual wield. Dunno if this is gonna make him OP, let's just test it for now.
Also testing a battle info pop-up, that gives you an estimate of how effective an attack will be & likelyhood to land a hit.
Updated some of the in-game books you can find.
Active Defense Core: New animation & sound upon successful parry/block. (It's still a work in progress)
(If you missed the last changelog, you can now parry/block enemy attacks if you time it right. Click Mouse/Z/Spacebar when they attack.)
(It's a work in progress functionally as well, at the moment it might be a bit too easy to time the blocks).
!Observe!
Your 'locked' equipment (Muscles of Iron, Goblin Layer's helm, etc) might get un-equipped as a side-effect of the Equip menu getting upgraded.
Talk to Grandma (Hubtown), or Dhakir Qayn (Nyalexandria), or Barry (Norfwich) and they'll re-equip it for you.
Spiced up Sorceress shop with new sprite art.
Ogre's Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the 'dummies'
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
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Bugfixes
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Fixed the greetings of the people in Hubtown, I started working on the randomized greetings last update, but got distracted & forgot to finish them, so they ended up broken. But properly set-up now.
Fixed map bug in the south, involved walking on water
Fixed map bug in the south, involved clouds blocking your way
Fixed a bug that made 'open door' sounds not play 50% of the time, on certain doors
Fixed tyupos
Fixed some passability issues on the world map
Fixed Grindr fast travel sending you to Goblinette's cave instead
Fixed weird robotic movement for the chickens at the Farm
Sorted out various visual bugs for maps and tileset
Fixed a bug with the plugin that handles the "buttons" on screen (quest log etc), though I don't think anyone ever noticed that particular bug existed in the first place.
Fixed a bug where you could die after a Frontier Conquest battle, despite winning
Previously when clicking the quest journal, the player would move a little before it opened, cause the game registered a movement click. But that's fixed now.
Fixed a bug from the Summer special that transported you out of the map if you stood on a specific spot, left over from testing
Resolved some navigational issues in Nyalexandria
Fixed duplicate sprites and other weirdness during the Gobapatra resurrection scene
Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
v0.56.75
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Gameplay
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!Newly added & currently testing: "SRD's Active Defense System"!
When the enemy is attacking, click: Spacebar/Z/Mouse right (one of them). If you time it right, the attack will be parried/blocked!
Since this block/parry event takes place during the enemies attack phase, it will add some extra spice to combat - without slowing it down.
Just sitting there and watching the enemy attack is the part I hate the most about about turned-based games. This hate extends to IRL boardgames. Imagine you're playing monopoly, and you just have to sit there, rage barely contained, while your opponent spams hotels on the most expensive streets. Now imagine you could punch him in the face as he places the hotels, interrupting him. Catharsis. That is kinda what this new mechanic is intended to feel like.
- If you fail to time the parry, there's currently no negative consequences. Except you get hit as usual.
- It's gonna require some tweaking to feel smooth and become balanced for sure.
- The sound & visuals will recieve improvements as well
- The "block window" is generally the final 1-3 frames of the animation, or the middle...
- If nothing is happening, it's cause I haven't set up that skill yet, or it's an unblockable attack (like magic)
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Bugfixes
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- Fixed a cottage related issues when using Chapter Select
- Fixed some sleepy snake issues
... And I added one animation from the 'cutting room floor' to the cheat room, cause it didn't feel right to to release a version with at least something rendered/animated. Though, it was cut for a reason.
v0.56.5
Scenes
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Gameplay
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Bugfixes
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v0.55
Art/Scenes
The Main Story continues with Ch 7...
The gang goes south, and things go south.
Talk to the Town Hall Girl/Mission Madame to Start.
(Ch.6 must be finished. If you're using Chapter Select, select Ch.6 and then go directly to Town Hall)
Gameplay
Hubtown shops will have more stuff after the Amazon Quest
New Places
New Items
New Enemies
New Friends
New Tilesets
New Sprites
New Music
New Password
Updated hall of fame
Bugfixes
I forgot to write down what I did
Also in the Snake's Armory, make sure to click the Iron Maiden before exiting (Metal statue thing, with spikes, you'll know when you see it). I'll fool-proof it next update.
Dev Notes
This update is mainly story/gameplay and kinda ends on a cliffhanger, the 'other stuff' comes in Pt.2 along with a more polished experience. I'll try to get it done asap! (Sorry, I need to work a bit more on the jiggle physics)
Rigging clothes is kinda difficult. Luckily, in this type of game, the characters also spend a lot of time without clothes
Let me know what you think about the graphics!
I got some saves sent to me with various issues, which I'm currently looking into.
Remains be added:
At the very least two new 'spicy' scenes with animations for Ch7
The resolution of our Desert Conflict & Prophecy
More cutscene art
Goblin Cave scene before the quest starts
Optional Locations for the Southern map
v0.54
Game Changes
-Restructured Town Hall Girl's "coding". Probably not very noticable in-game, but I reduced like 11 event pages to 3. Which makes my life easier. I played through the main quests and it seems to work as it should, but let me know if there's any town hall related weirdness.
-Gneral map improvements and fixes
-Some dialogue touch ups
-Farm Girl gets out of the way a bit quicker after the intro, so you can enter the house
-Rebalance Goblina fight a bit (a bit lower health and MP).
-New skill for Priestesss - gives a little TP for the whole party
-Some map and a few UI touch ups
-You should move in/out of the quest log a bit faster now. I had a delay in place to prevent some scripting issues. I've lowered it now, and things seem to work ok anyway, on my end.
-Faster page switch in the Quest log/no fade
-Improvements to the quest log
-Adjustments to the Chapter Select, e.g. you get more items in some cases
-Some loot adjustments, removed lockpick requirement for a chest in the watertown dungeon
-Updated town Silver-Rank hall of fame, Patreon did something to the rank filters, so drop me a message if you're missing
Bugfixes
-Fixed some typos
-Fixed bug that could freeze you in the Amazon's lair/house/home/whatever
-Removed frontier map from battle screen, shouldn't be there
-Fixed a potential black screen bug for Gobelyne
-Fixed a Gobelyne related bug
-Fixed Bath Girl being called Smith Girl in the quest log
-Fixed a weird quest log related bug that sent you back to the game's starting room
-If you lose menu access (can't open the menu) at some point in the story, pls report. Going to the main town will fix it atm, but I'm trying to track down the exact trigger.
v0.53
Art/Scenes
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New scene with Paladin in the Cave! (animated)
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Game
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Fixed the pose skill (used during CH6) not working as intended + minor buff, this means you have an alternate method of 'defeating' the Paladin
Goblin Layers 'pose' (used during CH6) can now bypass enemys using 'taunt'
Rebalanced some Enemies and Enemy skills (especially from CH6).
Slight buff to Holy Light
Added some additional text for the 'posters' in OCSE.
After you clear the "Weathered Watchtower", it changes it's name to "Catgirl Caravan", which have lead to a bit of confusion. So edited the naming to make things a bit clearer.
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Bugfixes
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Missing label for Gobrielle in the tavern fixes
Fixed offspring trigger for Goblinette
Fixed wall posters/scrolls bug in OCSA.
Set up some safeguards to prevent bugs during CH6.
Some more map behaviour improvements
Fixed bed healing issue in farm girls farm (the lower part of the bed wasn't updated)
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Other // Current Status // Notes
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There's still some other unresolved bugfixes I'm working on, hopefully another version before the end of the month with those!
Currently working on the next Main Quest, which will take a bit more time than normal updates. But there will still be smaller updates leading up to the big one
Learning blender, and I'm also in the progress of recreating the main cast of the game in Blender. Will take a bit of time as well, but I believe it's gonna pay off in the end. (I've actually already used blender for some scenes in the current Patreon version
)
0.52
Paladin Cave scenes!
Paladin proportions adjustment!
New music!
Some bugfixes
0.50 New Year, New Me – Edition
Art – Spicy
A dark goblin? Or something else? The crew investigates. (Animated)
Priestess blesses the New Year. (Animated)
Art – General
New ‘walk’ Sprite for Guild Girl
New ‘walk’ Sprite for Cow Girl
New-ish 2d face for Church Maiden
Added a graveyard tileset to the game
Gameplay
New Year Special – Mini Adventure
Two new Enemy types for the New Year Special
New weapon (get it from playing the special)
A very brief temporary new party member
Faster camera movements in some cases
The Special Adventures are now Unlocked after CH2 has been finished, it will lessen the risk of party-related bugs. (Using Chapter Select 2 or higher works)
Grandma in Hubtown can now give you your party members back, if they’re missing due to a bug. (Along with other things). It’s the “You gotta help me out” option.
Updated hall of fame
Updated cheat room with new scene
Cleaned up and organized the Cheat Room a bit (the events)
Bugfixes
An assortment of minor bugs and tileset fixes
I will work on a lot of bugfixes for 0.51. Normally I’d ‘backport’ them to public, but this time it’ll affect too much stuff.
0.44.3 Short Changelog Edition
I accidently deleted the original changelog, but this is the tldr version based on what I remember:
Spicy Art/Scenes
Added Gobelle to the preg system (xmas special goblin) + ‘art’ for the finale
Added Gobelyne to the preg system (grinder goblin)
Added preg art for Gobelle, in book of offspring
Added preg art for Gobelyne, in book of offspring
For these “side-gobs”, aka not part of the main quest-gobs, I added an option during the ‘finish’ for pregnancy, rather than making a separate scene like with the others. So basically start a scene and then there’s optional cream at the end.
That’s all of the current goblins in the system! Now it’s time to add new ones…
0.44.2.B Extreme Home Makeover // Spring Cleaning Edition
Spicy Art/Story
Small scene in which Goblin Layer has a drink in the tavern and things escalate, can start after Amazon quest.
Added pinup(s) of of a secret character, can be found in a secret place during one of Anvil’s quests (when looking for the leaves).
0.43.9 “Baking Edition” aka it’s another fucking wall of text changelog
### Art/Scenes ###
New Animations/Scene! Gobsicca inaugerates her office. (this happens after you renovate the office in this Cottage)
New Scene – kind of! Amazon combat training (this happens in town, directly after the intro cave & Goblinette). (Uses already existing art in a new context)
### Gameplay ###
(finally) Added the first iteration of the official child suppport debt increasal system framework, it not fully complete yet, kinda “tech demo-tier” at the moment. You can go knock up Gobsicca in the cottage office to try it. It should work something like: Bun in oven —-> player walks x amount of steps (time passes) —-> finished baking. You can give the kid some life advice before they set off on their own path (they grow up fast). I’m gonna add some more special art for the impregnation & different stages, better dialogue and interactions etc in the future updates, just wanna let you people get a chance to break the system first.
Added a new plugin that puts the Quest Journal displayed directly on screen, so you can just click it directly for quick access. It might be disabled during certain scenes and the intro. The code for the plugin was actually written by chatgpt (after a lot of trial and error, I don’t think programmers have to be worried about losing their job for quite some time), please let me know if there are any bugs. At the moment the icon is always visible, but I’m planning to have it auto-hide during scenes.
0.43.3 Catnip Edition II
Art/Scene
New Romance Cards for:
Catgirl Merchant
Anvil
Bar Girl
Town Hall Girl
v0.43
Highlights:
Lots of behind the scene texture upgrades & fixes (for stuff like, environments, hair, some clothes etc)
New scene with Bar Girl! (in Hubtown)
New scene with Bath Girl! (in Hubtown)
New scene with Town Hall Girl! (also in Hubtown)
The changelog is gonna look a bit different this time cause it ended up being a highly cinematic update.
Since it moves the main story forward I'd say its a significant update!
The main story continues as the gang attempts to deep dive into the Protagonists dreamscape.
So it's got the usual 'significant story update' stuff including:
- Main Plotline Progression
- New Animations/Cutscenes
- New Dialogue
- New Sound FX
To explain: The animations/cutscenes in this game are played through pre-rendered video files.
For example all of Chapter 2 has 6 cutscenes like that, and Chapter 3 has 8 in total. (mainly short spicy loops).
This update I ended up with a total of 14, and they also ended up being more elaborate and longer than average. I figured since we're doing a dream arc, its a good time to experiment a bit and try new things. I could probably have spent less time on this, but it was fun and my animation and and rendering skills improved a bunch in the process.
Behind the scenes I've also made 5 or so "spicy" animations and added them to a library. As in they are raw animation data that I can apply to any model. Will save some time and come in handy in the future... I've also been studying stylized rendering.
Since it moves the main story forward I'd say its a significant update!
The main story continues as the gang attempts to deep dive into the Protagonists dreamscape.
So it's got the usual 'significant story update' stuff including:
- Main Plotline Progression
- New Animations/Cutscenes
- New Dialogue
- New Sound FX
To explain: The animations/cutscenes in this game are played through pre-rendered video files.
For example all of Chapter 2 has 6 cutscenes like that, and Chapter 3 has 8 in total. (mainly short spicy loops).
This update I ended up with a total of 14, and they also ended up being more elaborate and longer than average. I figured since we're doing a dream arc, its a good time to experiment a bit and try new things. I could probably have spent less time on this, but it was fun and my animation and and rendering skills improved a bunch in the process.
Behind the scenes I've also made 5 or so "spicy" animations and added them to a library. As in they are raw animation data that I can apply to any model. Will save some time and come in handy in the future... I've also been studying stylized rendering.
v0.58.6
.......................
Polished/Added:
.......................
Added a unique reward for defeating Greenbeard (Sewer Pirates, Watertown) /Enemies + Armor
Added unique reward for defeating Gunnar the Lucky (Sea Raiders, North) /Enemies + Armor
Added Rusty Throwing axes to loot lists
Added some new animations (for FX & Combat)
Added a Fountain of Rejuvenation to the Secret Room in the Sewers
Added Scroll of Protection to loot lists
Various enemies have gotten new skills, e.g. throwing spears & axes for Sea Raiders
Extra lootables placed on some maps
Debug: FadeIN item changed to Debug: Screen. Can clear pics/videos/blackscreen now.
Improved Anvil's "arrow nerd" scene during Chapter 4
Made some improvements to Hoblina's Arrival & aftermath scene during Chapter 5
Improvements to the Paladin's intro scene (leading up to the 'main' scene)
Various other scenes throughout the game have also recieved small tweaks and improvements, can be bothered list them all
Some enemies might have new skills at higher levels
Light effects should be more vivid now, and the ambient light indoors slightly brighter.
Fade during map transfer should feel slightly smoother/faster now
Various enemies stats rebalanced
Silence state now also makes the affected enemy less likely to reflect magic.
Replaced VE_tile priority plugin with an optimized version by Hudell/Sang. (Ported to MV from MZ though). Tested on old save and seems ok!
Revamped some combat encounters/Troop Compositions
Updated/Remade sprite art for some enemies.
Adjusted enemy loot lists to make more sense and give more useful things, and thematically correct things, and give less junk.
Various enemies combat AI (if you can call it that) adjusted
Adjustments to music/sound effects etc that were either too loud or too silent /Ch2 CAVE
Adjustments to music/sound effects in general, like switching some out, changing pitch, timing etc
Better hitbox for the healing fountain in Grinder
Better hitbox for the Goddess statue in Hubtown's Church
The dungeon dive below Grinder will be inaccessible until you've met Anvil & Barrel. Things flow better that way. /BACKPORT IMPORTANT!!
A number of tiny adjustments to the farm fence repair quests to make things flow better //animations, Farm
Removed some unnecessary screen fade in/fade outs from various events & places
Improved hit/triggerbox for the fast travel posts in Hubtown
Priestess is more resistant against getting Blinded /Actors
Anvil's Careful Aim skill lasts 3 turns instead of 2.
Improved some map transfer down south
Improved the process of pushing a guard out of a watchtower (Overrun Outpost)
Improved the game over scene.
Slightly slowed down the rate of levelling, to make things more balance.
... and many small adjustments to many things throughout the game.
Added a check to see if the player is allowed to open the Quest Journal or not. Blocking access during some scenes/maps, some more esoteric bugs can probably be prevented.
Adjusted stat allocation points (eggplant) cost of upgrading skills.
Not sure if I'm repeating myself, but added some new skills to enemies.
And a few new enemy types
Bought a new computer (Rtx5080! Faster blender renders, letsgo!)
Updated hall of fame
Updated cheat room
(!)Re-encoded most of the music and sound effects for better optimization.(!)
Also attempted to normalize all audio to -23 LUFS.
However, I feel things are still slightly off-balance, so adjust as you see fit in the options.
I'm gonna give the re-encoding a try again, next update. Cause there's def some performance to be gained there, + I've used sounds from
different sources, so it'll be good to give them all the same baseline.
.......................
Fixed
.......................
Fixed missing sound effects /Northport /all over
Visual bugs on the map /(Northport
Fixed some plugin issues that might've prevented lights from showing
Fixed and optimized light effects /everywhere
Fixed Goblin character bust stuck on screen during animation
Fixed a Chapter 4 bug that might've prevented you from leaving the Cottage area /BACKPORT IMPORTANT!!!
Fixed Chapter 8 being visible in the Quest Journal too early.
Removed "test" message from Priestess Physical Encouragement skill
Fixed an oversight that might've prevented you from getting a unique staff after dealing with Goblina /Enemies + Ch2 int
Added animation to enemy 'Oily Eruption' skill (previously missing)
Fixed a map transfer in the capital that sent you to the wrong spit
Fixed a lockpick bug that prevented GG's intro scene from triggering properly. Also made some small dialogue adjustments + you get a discounted lockpick.
Fixed Man-Eating Plants combat-ai not working as intended
Fixed broken combat encounter during CH5 (Watertown, final sewer room) //Important backport!!! map 102 + troops + items + skills + animations
Fixed broken or at the very least outdated combat encounter during CH6 (Norf, Dwarven fortress, entrance/courtyard) ////BACKPORT map 144 + Courtyard + Tower
Fixed visual bug where the cathedral staircases changing sprites upon being used
Fixed an 'out-of-order' type bug, that happened after the "resurrection" scene in the Cathedral. If you went back to the baths instead of the sewers the scene would replay.
Fixed sleeping state not wearing off after a certain time
Fixed shitty accuracy for Crossbow gobs
Fixed splatter showing up too early after Priestess beats up a goblin during Ch6
Fixed a bug that might've potentially reset some progress if you backtracked in the fort during ch6
Fixed movement on various stairs
Fixed various enemy magic skills not getting blocked by 'Silenced'.
Fixed Broken Treasure chest in Overrun Outpost
Fixed some incorrect collision on various tiles
Fixed some wonky tiles in OCSE
Fixed Missing sound FX crash in Gobapatra's tomb //Important!
Fixed water bottle not behaving properly
Fixed a bug that muted the victory music
Fixed a bug that skipped a mini-puzzle and repeated some narration during the Grinder Dungeon dive.
Fixed some missing sound FX during the dungeon dive
Fixed missing animation crash in Solemn Swamp
Removed a weird map transfer spot from Lonesome Lighthouse
Fixed a bug that made the protag say "Let's meet Barrel inside" before it was actually time to do so, which may have led to some confusing
Brigade is not spelled bridage
Fixed wall-hacking snakes
Fixed a bug (I hope!) that caused Gopatra's "sneak loop" to get stuck on screen when loading a save. It's was a bit complicated to figure out, because it involved 2 different plugins and on top of that the player would have to act in a certain way, at a certain time at a certain map. It is possible the bug might still happen on older saves, but you can just use the debug item (screen) in your inventory to clear it.
Didn't fix some typos from the latest quest, I got distracted and forgot until after uploading. Next time.
Polished/Added:
.......................
Added a unique reward for defeating Greenbeard (Sewer Pirates, Watertown) /Enemies + Armor
Added unique reward for defeating Gunnar the Lucky (Sea Raiders, North) /Enemies + Armor
Added Rusty Throwing axes to loot lists
Added some new animations (for FX & Combat)
Added a Fountain of Rejuvenation to the Secret Room in the Sewers
Added Scroll of Protection to loot lists
Various enemies have gotten new skills, e.g. throwing spears & axes for Sea Raiders
Extra lootables placed on some maps
Debug: FadeIN item changed to Debug: Screen. Can clear pics/videos/blackscreen now.
Improved Anvil's "arrow nerd" scene during Chapter 4
Made some improvements to Hoblina's Arrival & aftermath scene during Chapter 5
Improvements to the Paladin's intro scene (leading up to the 'main' scene)
Various other scenes throughout the game have also recieved small tweaks and improvements, can be bothered list them all
Some enemies might have new skills at higher levels
Light effects should be more vivid now, and the ambient light indoors slightly brighter.
Fade during map transfer should feel slightly smoother/faster now
Various enemies stats rebalanced
Silence state now also makes the affected enemy less likely to reflect magic.
Replaced VE_tile priority plugin with an optimized version by Hudell/Sang. (Ported to MV from MZ though). Tested on old save and seems ok!
Revamped some combat encounters/Troop Compositions
Updated/Remade sprite art for some enemies.
Adjusted enemy loot lists to make more sense and give more useful things, and thematically correct things, and give less junk.
Various enemies combat AI (if you can call it that) adjusted
Adjustments to music/sound effects etc that were either too loud or too silent /Ch2 CAVE
Adjustments to music/sound effects in general, like switching some out, changing pitch, timing etc
Better hitbox for the healing fountain in Grinder
Better hitbox for the Goddess statue in Hubtown's Church
The dungeon dive below Grinder will be inaccessible until you've met Anvil & Barrel. Things flow better that way. /BACKPORT IMPORTANT!!
A number of tiny adjustments to the farm fence repair quests to make things flow better //animations, Farm
Removed some unnecessary screen fade in/fade outs from various events & places
Improved hit/triggerbox for the fast travel posts in Hubtown
Priestess is more resistant against getting Blinded /Actors
Anvil's Careful Aim skill lasts 3 turns instead of 2.
Improved some map transfer down south
Improved the process of pushing a guard out of a watchtower (Overrun Outpost)
Improved the game over scene.
Slightly slowed down the rate of levelling, to make things more balance.
... and many small adjustments to many things throughout the game.
Added a check to see if the player is allowed to open the Quest Journal or not. Blocking access during some scenes/maps, some more esoteric bugs can probably be prevented.
Adjusted stat allocation points (eggplant) cost of upgrading skills.
Not sure if I'm repeating myself, but added some new skills to enemies.
And a few new enemy types
Bought a new computer (Rtx5080! Faster blender renders, letsgo!)
Updated hall of fame
Updated cheat room
(!)Re-encoded most of the music and sound effects for better optimization.(!)
Also attempted to normalize all audio to -23 LUFS.
However, I feel things are still slightly off-balance, so adjust as you see fit in the options.
I'm gonna give the re-encoding a try again, next update. Cause there's def some performance to be gained there, + I've used sounds from
different sources, so it'll be good to give them all the same baseline.
.......................
Fixed
.......................
Fixed missing sound effects /Northport /all over
Visual bugs on the map /(Northport
Fixed some plugin issues that might've prevented lights from showing
Fixed and optimized light effects /everywhere
Fixed Goblin character bust stuck on screen during animation
Fixed a Chapter 4 bug that might've prevented you from leaving the Cottage area /BACKPORT IMPORTANT!!!
Fixed Chapter 8 being visible in the Quest Journal too early.
Removed "test" message from Priestess Physical Encouragement skill
Fixed an oversight that might've prevented you from getting a unique staff after dealing with Goblina /Enemies + Ch2 int
Added animation to enemy 'Oily Eruption' skill (previously missing)
Fixed a map transfer in the capital that sent you to the wrong spit
Fixed a lockpick bug that prevented GG's intro scene from triggering properly. Also made some small dialogue adjustments + you get a discounted lockpick.
Fixed Man-Eating Plants combat-ai not working as intended
Fixed broken combat encounter during CH5 (Watertown, final sewer room) //Important backport!!! map 102 + troops + items + skills + animations
Fixed broken or at the very least outdated combat encounter during CH6 (Norf, Dwarven fortress, entrance/courtyard) ////BACKPORT map 144 + Courtyard + Tower
Fixed visual bug where the cathedral staircases changing sprites upon being used
Fixed an 'out-of-order' type bug, that happened after the "resurrection" scene in the Cathedral. If you went back to the baths instead of the sewers the scene would replay.
Fixed sleeping state not wearing off after a certain time
Fixed shitty accuracy for Crossbow gobs
Fixed splatter showing up too early after Priestess beats up a goblin during Ch6
Fixed a bug that might've potentially reset some progress if you backtracked in the fort during ch6
Fixed movement on various stairs
Fixed various enemy magic skills not getting blocked by 'Silenced'.
Fixed Broken Treasure chest in Overrun Outpost
Fixed some incorrect collision on various tiles
Fixed some wonky tiles in OCSE
Fixed Missing sound FX crash in Gobapatra's tomb //Important!
Fixed water bottle not behaving properly
Fixed a bug that muted the victory music
Fixed a bug that skipped a mini-puzzle and repeated some narration during the Grinder Dungeon dive.
Fixed some missing sound FX during the dungeon dive
Fixed missing animation crash in Solemn Swamp
Removed a weird map transfer spot from Lonesome Lighthouse
Fixed a bug that made the protag say "Let's meet Barrel inside" before it was actually time to do so, which may have led to some confusing
Brigade is not spelled bridage
Fixed wall-hacking snakes
Fixed a bug (I hope!) that caused Gopatra's "sneak loop" to get stuck on screen when loading a save. It's was a bit complicated to figure out, because it involved 2 different plugins and on top of that the player would have to act in a certain way, at a certain time at a certain map. It is possible the bug might still happen on older saves, but you can just use the debug item (screen) in your inventory to clear it.
Didn't fix some typos from the latest quest, I got distracted and forgot until after uploading. Next time.
v0.58.5
-------------
Scenes/"Art"
-------------
New renders during a showdown at the Farm
-------------
Game8
-------------
Chapter 8, Part I, has started. Chapter 8 will be a turning point in the story, and a psuedo-psychophysicological exploration of the Protagonist's inner workings...
In this episode:
Hubtown comes under attack by a bunch unusual goblins out for revenge, and there's an epic(debatable) showdown at the Farm
A conclusion to the 'Homoglobin' substory.
A certain goblin brings a folding chair.
The Mission Madame breaks the Geneva Convention.
The townswomen hold an emergency meeting after witnessing something
New dialogue
New battles
New location
New 2d face portraits for Blondie to better suit her new 3d model.
New enemies
With new skills
and new sprite battlers
and new FX
and new sound FX
Tileset/map spriteart additions
Some general map Improvements and Optimization
I replaced the Light Effect plugin with a simplified one. I noticed when opening savefiles that people send me for bugfixes etc, that half you guys have the light FX turned off anyway, so I figured there's no point in running a heavy light plugin. I think the simplified version will still be good enough.
Upgraded NW.js from versios .48 to .105. (!). 105 minus 48 is 57. Which is a big difference.
RpgmakerMV (the game engine) is powered by something called NW.js, by default it's got an ancient 0.29. version, and it's basically not been updated since the Heian Era.
A long time ago, I updated it to 0.48. And then in 0.58.2 Patreon version I made an experimental upgrade version with NW.js 0.94.
A couple patrons reported big performance improvements, so I decided to go even further and now I have tested to upgrade it to 0.105.
In theory there should be a performance boost and potentially compatibility improvements.
In practice... well you know. Won't know until it's been tested. It works on my machine (tm).
If this upgrade turns out to be stable, I'm also gonna try upgrading PIXI, which is kinda like the rendering engine.
If there are any issues, I will upload a version 0.48. But let's try 105 first. I'm gonna do a bughunt again, in the meanwhile.
-------------
Bugfixes
------------
Thanks to some reports from the cummunity, I was made aware of the following bugs, which has now been fixed
Map120 missing from the 2nd Xmas Special. I somehow deleted it. Yeah, the whole map. But its back now.
Also fine tuned some sound fx while I were at it
Fixed a bug that might've happened when opening the calendar(s) from the 2nd Xmas Special
Set up some extra collision in the Grinder Treasure room, to prevent wall clipping.
Changed the trigger for the exit in the Blue House, from action to touch (so you can just walk on it to exit, instead of having to click)
Fixed double farm-girl
Fixed a bug that might've gotten you stuck in the Weathered Watchtower
Fixed missing collision in Ice Cave
Fixed infinite crystal skull glitch
Fixed a bug that showed the Ceremonial Circle dialogue, when trying to clear the watchtower
Fixed missing troop (Fire, armoury map) in the Dwarven fortress
Fixed path getting blocked up North by a barrel.
Fixed some missing entries in the Quest Log
Fixed some unkillable critters in the Pharaohs tomb
Scenes/"Art"
-------------
New renders during a showdown at the Farm
-------------
Game8
-------------
Chapter 8, Part I, has started. Chapter 8 will be a turning point in the story, and a psuedo-psychophysicological exploration of the Protagonist's inner workings...
In this episode:
Hubtown comes under attack by a bunch unusual goblins out for revenge, and there's an epic(debatable) showdown at the Farm
A conclusion to the 'Homoglobin' substory.
A certain goblin brings a folding chair.
The Mission Madame breaks the Geneva Convention.
The townswomen hold an emergency meeting after witnessing something
New dialogue
New battles
New location
New 2d face portraits for Blondie to better suit her new 3d model.
New enemies
With new skills
and new sprite battlers
and new FX
and new sound FX
Tileset/map spriteart additions
Some general map Improvements and Optimization
I replaced the Light Effect plugin with a simplified one. I noticed when opening savefiles that people send me for bugfixes etc, that half you guys have the light FX turned off anyway, so I figured there's no point in running a heavy light plugin. I think the simplified version will still be good enough.
Upgraded NW.js from versios .48 to .105. (!). 105 minus 48 is 57. Which is a big difference.
RpgmakerMV (the game engine) is powered by something called NW.js, by default it's got an ancient 0.29. version, and it's basically not been updated since the Heian Era.
A long time ago, I updated it to 0.48. And then in 0.58.2 Patreon version I made an experimental upgrade version with NW.js 0.94.
A couple patrons reported big performance improvements, so I decided to go even further and now I have tested to upgrade it to 0.105.
In theory there should be a performance boost and potentially compatibility improvements.
In practice... well you know. Won't know until it's been tested. It works on my machine (tm).
If this upgrade turns out to be stable, I'm also gonna try upgrading PIXI, which is kinda like the rendering engine.
If there are any issues, I will upload a version 0.48. But let's try 105 first. I'm gonna do a bughunt again, in the meanwhile.
-------------
Bugfixes
------------
Thanks to some reports from the cummunity, I was made aware of the following bugs, which has now been fixed
Map120 missing from the 2nd Xmas Special. I somehow deleted it. Yeah, the whole map. But its back now.
Also fine tuned some sound fx while I were at it
Fixed a bug that might've happened when opening the calendar(s) from the 2nd Xmas Special
Set up some extra collision in the Grinder Treasure room, to prevent wall clipping.
Changed the trigger for the exit in the Blue House, from action to touch (so you can just walk on it to exit, instead of having to click)
Fixed double farm-girl
Fixed a bug that might've gotten you stuck in the Weathered Watchtower
Fixed missing collision in Ice Cave
Fixed infinite crystal skull glitch
Fixed a bug that showed the Ceremonial Circle dialogue, when trying to clear the watchtower
Fixed missing troop (Fire, armoury map) in the Dwarven fortress
Fixed path getting blocked up North by a barrel.
Fixed some missing entries in the Quest Log
Fixed some unkillable critters in the Pharaohs tomb
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You must be registered to see links
v0.57.6 + 0.57.6.1
Scenes
- Lockpicking scene with Priestess (Uses new artstyle)
(The new scene can be played before starting chapter 2,4 and 5 if I remember correctly. Talk to Priestess in church.)
- New Year Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel.
- Summer Special scenes are back on the menu. Starts in the Town Hall after you've met Anvil & Barrel.
(If you haven't played New Year/Summer Special before, that's basically two new adventures along with new scenes.)
Also, not directly related to the game, but I polished the look of my Itch page, and some parts of the Patreon.
Hope you'll like the changes.
.....................
Gameplay
.....................
New Year Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel.
Summer Special is now fixed up and playable. Starts in the Town Hall after you've met Anvil & Barrel.
Improved behaviour/attack patterns of some enemies
Added New Spriteart for some enemies
Revamped some Encounters/Battles
Optimized some renders so they load faster & take less space.
Improved/Polished the lockpicking, both art/mechanics
Added Animations for some skills which previously lacked.
Increased speed of battlelog messages... maybe(?). Did it work? I'm not sure. Maybe its placebo? It does feel a bit faster, but...
Made improvements to the Quest Journal
Re-Balanced some skills
Re-Balanced some Enemies, bandits mainly
Re-Added Chapter select 5
Updated hall of fame
There's an actual end with dialogue (in the town hall) to the Southern Adventure now.
.....................
Bugfixes
.....................
Fixed/Improved the way party members are added/removed from the Party.
The game should now be able to tell if they were just temporarily added (like for Frontier Conquest) OR Properly added (Like for a Main Quest). Currently this system should work for the Frontier Conquest areas. If there's no reports about weird things happening there, I will uss it for other stuff as well.
Fixed some problems with Enemy selection control in battle which made certain attacks not behave as they should
Removed 'check 0 damage' skill, it was a leftover from testing
Fixed the lockpick minigame for chests which got messed up somehow
Fixed a bug where you got stuck if you talked to the cat in Hubtown in a specific spot
Fixed bug which Prevented Gobelyne's scene from triggering and some other Grind related bugs #35
Fixed some bugged collision in Grinder
Fixed a bug that made the Pants ON/OFF during combat not work properly and also not clean things up properly after battle
Fixed invisible Goblina
Fixed faulty item descriptions
Fixed the color of the Name in the name boxes, when the box is dimmed (previously the text was too dark)
Fixed the color of messages in the BattleLog, same as above
Fixed some weird behavior with the Priestess-sitting-in-church render
Fixed typos
Fixed Bar Maiden's free drink dialogue triggering in a really weird place
Fixed Barrel's Rockochet skill, previously if you hovered over multiple enemy targets the damage would get lower and lower...
Fixed the Amazon's main base (Outside) being pitch dark
Fixed the entrance to a cave there as well
Fixed reinforcements showing up too early in the Amazon boss fight
Fixed missing image for the control note
Fixed debug items missing....
Fixed Offspring-related bugs, e.g. scenes not triggering and such
Fixed visual bugs, like with the tileset and such
Fixed boat ride + lava on ground in Ceremonial Circle
Fixed the Sea raider encounters up North, they somehow ended up being broken and other broken/empty encounters
Fixed Goblin Layer not getting his "special" abilities during the Paladin fight
Fixed some problems with the "Pose" skill
Added an Exit to the Final Treasure room during Chapter 6
Fixed Party members not getting removed after Chapter 6
Fixed a Bug which prevented GG's new inventory scene from playing
Barrel/Anvil/Priestess will not be in Town if they're in the party, previously you might have ended up with double Barrel's etc.
Fixed party not being cleared after clearing Overrun Outpost
Removed an endless source of simple boots in Gobapatra's chamber
Fixed a number of pathing/getting stuck type of bugs during the Palace Infiltration
v0.57.3
You must be registered to see links
v0.57.2
Highlights:
- New Scene(s) with Town Hall Girl/Mission Madame
- Gameplay Additions
- A Dungeon Dive below Grinder
v0.57.1.1
Highlights:
- Improved writing in places
- Overall map and gameplay improvements
- Shitload of bugfixes
If you are a Public/Free member, this another one of those combined updates.
So 0.57.1 + 0.57.1.1
Normally I don't do this, but yet again... there were to many important bugfixes that needed releasing.
0.57.1.1 "New Beginnings-s" - Edition
(Title screen will still say 57.1.)
.............
Scenes
.............
Improved the writing/dialogue for various scenes
Added a dialogue reaction from Gobrielle (Paladin), during Anvil's Potion quest. If you've finished up Ch6 before doing it.
Some extra dialogue with Farm Girl during the scene where you "fix" Anvil after her potion quest. You'll have to have read two specific books for it to trigger though.
.............
Gameplay
.............
New Walk + Combat Sprites for Priestess
New Combat Sprites for Goblin Layer. [You can find the old ones in img/sv_actors/old]
Adjustments to the Textbox position
Grinder Lvl 1 is a bit easier now, got some more things planned in the future
Gobelyne's scene is now unlocked after doing Grinder once.
Added a Variable that tracks how many times you've Grinded, might come in handy in the future
Previous version added some small secret events here and there. You might now get a random stat boost if you find some of them.
Removed some events from the Hubtown main, as the map has become a bit 'heavy'. (they only affected visuals)
A new room with a little loot in the Watertown/Sewer Dungeon. Well, to be honest it's been there all the time, but I accidentally made it inaccessible. But now it's accessible.
General map touch-ups
Updated cursor behavior for some events
Added shadows to some events that lacked them
Added a small secret room in the Biz district
Remove TP requirement from Barrel's Moonshine skill, in exchange for a higher MP cost.
The quick-time defense/parry during combat is still kinda janky, but I'm working on it.
Different music in the Ch4 areas
.............
Bugfixes
.............
I've done a full playthrough from a New Game, every main quest, every sidequest, every frontier conquest clearing.
So the game should be fully playable with a fresh save, but I'm sure you people will figure out a way to break things anyway. Please report the bugs when you do.
I experimented a bit with dialogue window width in a previous version, which lead to text getting cut off in some cases. Should be mostly fixed now.
Fixed many bugs that could mess up the game when using Chapter Select.
Fixed a bug that could prevent the game from progressing after Chapter 4
Fixed party members going invisible during a cutscene in ch7
Fixed a missing reaction when asking Town Hall for a quest after the prologue
Fixed typos
Fixed some duplicate dialogue lines
Cleared out a bunch of junk files that had been accumulating, unused image files, plugin code and such.
Fixed Lonesome Lighthouse being visible on the world map too early.
Fixed flickering map icon for the Burnt Elven fort
Fixed a whole bunch of bugs with the farm, that got you stuck in walls and shit, side effect of changing things on a map where a lot of quests take place...
Fixed bugs with the bath that did the same
General map fixes, in particular during CH6
Fixed a bug that broke the flame trap in CH3
Fixed the wrong background music kicking after listening to the Bard in Watertown/Capital
Adjusted the location of message boxes & choices to prevent them 'cutting into' each other
Removed a superflous teleport trigger in Watertown/Capital
Fixed a sewer goblin with the wrong type of trigger
Fixed a sewer goblin ending up in the water instead of on the walkway
Fixed Anvil's sprite not behaving properly during the potion quest, movement/visibility
Fixed the Potion shop reverting to an old empty version during a cutscene
Music fades out properly after Anvil's 'flattening' scene
Fixed some minor issues with the Quest Log
Removed some duplicate dialogue
Fixed the text not displaying for some signs, apparently if you put a sound effect between the 'display' box command, and the command defining the text in the box, the text disappears.
---- from 0.57.1
.............
Scenes
.............
A fabulous intro animation on New Game start. Though, it's not exactly Pixar-level yet.
A couple renders when you first meet Priestess in the cave
.............
Gameplay
.............
Improved the code for the Active Defense plugin. Preventing some bugs & spamminess. Still need to visually remake it so the "jump" becomes a dodge or block though.
Some new rare loot added to random loot lists
Some Item Balance adjustments
Some Combat balance adjustments
Map improvments
Hall of fame updated
.............
Bug
.............
Fixed bug that made combat way too easy
Fixed a bug that made your character jump up and down constantly in Combat
Fixed some bugs when entering the Farm
Fixed a bug that got you stuck in Coastal Cavern
v0.57P
This update is a combination of 0.57 and 0.57P. These two have been out on the Patreon for quite some time already, and normally the free/public updates just gets released one by one. But there were some important bugfixes in 0.57p so this time I combined them. The changelog is quite long, but try to at least check out the important info at the bottom of 0.57 list of gameplay changes.
0.57P "-olished" Edition
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Scenes
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Additional "stealth" animation during the Palace infiltration quest (in 3d)
Improved some animations
Added some new renders
The banter during the 'ritual' is more interesting now
Additional sound effects added
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Gameplay
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Spiced up Sorceress shop with new sprite art.
Ogre's Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the 'dummies'
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
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Bugfixes
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Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
0.57 No More Pyramid Schemes - Edition
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Scene Additions
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New Animation for Gobapatra!
Better writing for her scene!
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Gameplay Changes
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The finale of Ch.7!
- New Enemies!
- New Locations!
- New Dialogue!
- New Cutscenes!
In terms of gameplay there's really been a lot of changes. I've playtested the new stuff, but I'm just one person, so please report any issues if you find them.
New Skills for the Party & new skill Icons
New UI skin! The windows got wooden frames and I made the UI in the morning, so I named it "Morning Wood". Don't get too upset if you don't like it, I'm planning to test a few different ones.
There's a new shop menu as, though it's a work in progress.
New cursors as well, cost me a whole dollar.
Overhauled the 'Solemn Swamp' map with a fresh tileset from WinLu. This mans art has singlehandedly saved the 2d visuals of this game (and ruined my budget).
Overhauled 'Northport', visually. Larger map (but walking distances stay the same).
Overhauled the 'Overrun Outpost' with new tileset additions. Both Cleared/Destroyed version. Plus increased size. Same walking distance.
Overhauled the 'Ceremonial Circle' (including the Summer Special maps) & increased size. Same walking distance.
Streamlined and improved the Summer Special. Also added more sound effects and improved the cutsenes, sprites and animation. Option to bury the gnome should he perish during the story.
Further map, tileset & sprite edits and improvements for a better visual experience
Adjusted the hitboxes/triggerboxes for some events via a new plugin. Things like the Midsummer Pole and the Pyramid Elevators should be more inituitive now.
Added a small 2d cutscene in the 'Overrun Outpost', just before you fight the bandits there.
Added a small 2d cutscene before the Ogre fight & extra FX. + Updated his face art.
Added a small 2d cutscene outside the Tavern, after you sleep in the tavern in Nyalexandria, for the first time.
Added a small 2d cutscene when you visit the market Nyalexandria, for the first time. (look at the table with the fishes). Might be worth following it.
Small improvements to the Cutscene after CH II
Custom Slime enemy during Barrel's Crystal quest, suits the cave better
A few new greetings for the Swamp Witch + 4 new items in her inventory
Better (and with a simple animation!) Battle Intros, still a bit jank though, but it's a step in the right direction
Much, much, muuuch smoother movement between pages in the Quest Guide. If you've noticed any non-smooth teleports or moves (on the same "map") pls inform me so I can update those using the same method.
Lowered the level requirements for some skills, so you access them a bit earlier, which might make the early combat a bit more interesting
Randomized greetings for the random people in Hubtown.
Increased the amount of Random Greetings in Nyalexandria, //The greetings will change after Ch.7 is finished to reflect the changes in town
Some sprite updates for the townsfolk
Randomized greetings for the random people in the Capital as well.
New 2d Sprite for ex-Goblinette, Overhauled her dialogue as well.
De-cringed some dialogue lines & some general dialogue adjustments and polishing during various parts of the game. Rewrote some dialogue during the Cheese dungeon quest (Ch. 3).
Updated the control hints
Improved the 'flow' of various scenes. Less waiting.
Set up 'wait' functions for some background 'parallel events' (it's good practice, for performance, so they don't refresh all the time)
Bunch of other sprite updates for random characters
New Animation for Holy Shield + Slightly different sound effects for both Holy Shield & Protection. (these are skills used by Priestess)
Additional Tweaks to various combat animations
Added a bunch of secret mini events. It's nothing big or important, but I thought they were fun. And they're easy to add. Remember, if the cursor changes there might be something going on...
Bought a new voice pack, slowly implementing it into the game. (Not so much talking... but other sounds).
Likewise, added and tinkering with some new Sound Effects.
In the Cheese Factory there's now an extra trap room (non-sexual), with some extra treasure. Also some overall improvements to the maps there & Events.
Removed multiple screen flashing effects for combat skills. Because some people have issues with that and I am a magnamious dev? Yes. But mostly cause I think flashers are annoying.
New Rest sound.
New music tracks!
- Mostly McLeods CC0 stuff. Even if you don't recognize that name, you've probably heard his music at least once in your life. But also a custom track or two.
- RpgmakerMV default music isn't all that bad tbh, but I'm trying to move away from the 'basic bitch' RPGM experience.
- I guess CC0 music isn't all that unique either, but I enjoy the tracks. Maybe I'll order a full soundtrack to be made at some point.
Barrel had a slightly different hair color in some portraits (the ones during dialogue), they've been made consistent now
Changed a trigger from click to touch in the Pyramid. A bit more inituitive that way.
The Cheat Skill work faster now, hit all enemies simultanously. Likewise, Anvils arrow barrage & Barrel's shrapnel hit.
Goblinette has changed name. The name had to be changed due to lore reasons. A bit strange, I know, but it'll make more sense when her backstory is added. Pls report any instances of the old name being used.
(According to the Poll we had the new name will be "Gobihime". If you see any cases of the old name being used, please report it as a bug.)
Town Hall Girl is now Mission Madame. We actually also had a poll on her name-change a really long time ago. But I forgot to change it. Anyway, the people have spoken and I will obey.
Edited the 'emote ballons' slightly. Y'know the ones that pop up above a characters head. Like "!, ?, ..."
Compressed all parallax images, might or might not help boost performance or loading times a little.
Option to turn off animated tiles, might be useful for perfomance if you're using joiplay to play on mobile. Or if you got a potato-computer. By default you should keep them on though.
Some new plugins to improve game functionality, like the Equipment screen.
Goblin Layer can now dual wield. Dunno if this is gonna make him OP, let's just test it for now.
Also testing a battle info pop-up, that gives you an estimate of how effective an attack will be & likelyhood to land a hit.
Updated some of the in-game books you can find.
Active Defense Core: New animation & sound upon successful parry/block. (It's still a work in progress)
(If you missed the last changelog, you can now parry/block enemy attacks if you time it right. Click Mouse/Z/Spacebar when they attack.)
(It's a work in progress functionally as well, at the moment it might be a bit too easy to time the blocks).
!Observe!
Your 'locked' equipment (Muscles of Iron, Goblin Layer's helm, etc) might get un-equipped as a side-effect of the Equip menu getting upgraded.
Talk to Grandma (Hubtown), or Dhakir Qayn (Nyalexandria), or Barry (Norfwich) and they'll re-equip it for you.
Spiced up Sorceress shop with new sprite art.
Ogre's Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the 'dummies'
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future
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Bugfixes
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Fixed the greetings of the people in Hubtown, I started working on the randomized greetings last update, but got distracted & forgot to finish them, so they ended up broken. But properly set-up now.
Fixed map bug in the south, involved walking on water
Fixed map bug in the south, involved clouds blocking your way
Fixed a bug that made 'open door' sounds not play 50% of the time, on certain doors
Fixed tyupos
Fixed some passability issues on the world map
Fixed Grindr fast travel sending you to Goblinette's cave instead
Fixed weird robotic movement for the chickens at the Farm
Sorted out various visual bugs for maps and tileset
Fixed a bug with the plugin that handles the "buttons" on screen (quest log etc), though I don't think anyone ever noticed that particular bug existed in the first place.
Fixed a bug where you could die after a Frontier Conquest battle, despite winning
Previously when clicking the quest journal, the player would move a little before it opened, cause the game registered a movement click. But that's fixed now.
Fixed a bug from the Summer special that transported you out of the map if you stood on a specific spot, left over from testing
Resolved some navigational issues in Nyalexandria
Fixed duplicate sprites and other weirdness during the Gobapatra resurrection scene
Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)
v0.56.75
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- A new POI on the Southern Map, with a short, but violent, sidequest. It's East of the City.
- Some improvements & additions for the Cheat Room
- Some Sprite updates/Improvements
- Updated Bath girl's portraits /made consistent
- New music track for the Snake dungeon
- New music track for the Northern map
- New combat music for the Cats
- I think there were some other musical additions as well, but don't quote me on that
- New graphics & effects for Chapter Select
- Removed zoom after the disclaimer (when you've just started a new game). Makes the whole thing run a little smoother.
The overall new game experience should just be generally smoother. - Three small extra scenes to the prologue (loot the stabbed goblin & dead/knocked out adventurers) + some sprite updates.
- Various visual touch-ups throughout the game... Like some animated vegetation
- Animated drawbridge the first time you visit the Cathedral in the city - the feature you've all been waiting for
- Two fast travel points in the Southern Frontier
- New enemy type...
- Bunch of different skills for the "nyew" enemy
- Assorted combat/enemy/skill rebalancing
- Testing a slight performance optimization for when 'labels' are shown/hidden
- Added the Southern frontier to Fast Travel signs + the mouse pointer will change as intended for the signs
- New Sprite for Goblin Layer, during Summer Special
- Update hall of fame
!Newly added & currently testing: "SRD's Active Defense System"!
When the enemy is attacking, click: Spacebar/Z/Mouse right (one of them). If you time it right, the attack will be parried/blocked!
Since this block/parry event takes place during the enemies attack phase, it will add some extra spice to combat - without slowing it down.
Just sitting there and watching the enemy attack is the part I hate the most about about turned-based games. This hate extends to IRL boardgames. Imagine you're playing monopoly, and you just have to sit there, rage barely contained, while your opponent spams hotels on the most expensive streets. Now imagine you could punch him in the face as he places the hotels, interrupting him. Catharsis. That is kinda what this new mechanic is intended to feel like.
- If you fail to time the parry, there's currently no negative consequences. Except you get hit as usual.
- It's gonna require some tweaking to feel smooth and become balanced for sure.
- The sound & visuals will recieve improvements as well
- The "block window" is generally the final 1-3 frames of the animation, or the middle...
- If nothing is happening, it's cause I haven't set up that skill yet, or it's an unblockable attack (like magic)
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- Finally found & fixed a bug in the Norf. It reset your progress after saving the Noble/Ngubu, so you got stuck in town, or hade to re-rescue the noble.
- Fixed lack of Boat Music, when sailing
- Fixed the igloo up north being inaccessible
- Cleaned up a bunch of things that had potential to cause issues in the Special adventures ( Xmas/NewYear/Summer, etc)
- Removed a small floating house in the middle of the North Sea
- Fixed a bunch of other small visual bugs, e.g. events and such
- Fixed a plugin not resetting when doing the following: New Game - Back to Title - New Game, leading to some flickering
- Removed a goblin floating int the void, in the ice cave
- Fixed even more visual bugs, map-related, side-effect of updating a tile-set
- Fixed a bug which messed up Goblinette's tracking
- Fixed some bugged damage formulas, it prevented them from working as intended
- Fixed some fade-in bugs for Cheat room replays
- Corrected blinking -tree on the Frontier Map
- Fixed a cottage related issues when using Chapter Select
- Fixed some sleepy snake issues
... And I added one animation from the 'cutting room floor' to the cheat room, cause it didn't feel right to to release a version with at least something rendered/animated. Though, it was cut for a reason.
v0.56.5
Scenes
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- New: Two Spicy animated Scenes,
4 animation loops, or 5 depending on how you count. - More story renders as well...
- Fixed sound issue for one animation
- A few new renders during the first Gobapatra scene
- A new render during the Nekoharan-backstory
Gameplay
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- Ch7 Continues! The Plot progresses...
New Dungeon
New Dialogue
New Enemies
New Critters
New Items
New location on the Southern Map, gonna develop it a bit more later - Some rebalancing
- Lowered the prices of some items you can buy
- Improved some loot-trees
- Town Hall of Fame + Cheat Room updated.
- Various improvements to Ch7, like marking some clickable things more clearly, or temporarily blocking off some areas
- A few more interactions in the Snake Dungeon
- Some overall polish to the story from Pt.1, and some extra lines here and there
- Made it more obvious where to stand when descending in the Pyramids. Due to the way the sprites are handled it's not exactly obvious.
- Quick explanation of the gameplay loop after finishing the intro, right after the "welcome to goblin layer..." loop.
- Named/Labeled some characters & places
- The Important places in Hubtown are Labelled in the Early game. It looks kinda ugly to slap labels on everything though, so they'll dissappear later. But new players should have an easier time at least.
- Added Chapter 7 to the Quest Log.
- Changed timing of some sound cues/music
- Tileset Behavior/Collision improvements
- The Tomb Khufuse fight is now optional, don't ask him about his job
- Added XP reward if you "stay and listen" (to the undead in the the big Pyramid Dungeon).
- Added Cheat Defense skill (defends against Damage), useful for fights when all enemies to do not appear at the same time
- Grandma in Hubtown, "Dhakir Qayn" in Nyalexandria, or "Barry, 63" in Norfwich, can add/remove the Cheat Skills.
- Some additional rewards for exploring
- Some Sprite touch-ups
- More loot during Ch6/Norf
- A few more lootable items
- Revamped Bananas
- Added Oranges
- More/Bigger Arrows
- More Melons (the fruit)
- Big Melons (Also, the fruit)
- More Milk, the Innkeep in Nyalexandria can explain why
- More Shadows for NPCs
- Edited some of Barrels Dialogue, made it a bit clearer
- FEDs are a bit more talkative during the fight
- Edited/Improved some dialogue in general
- Varius improvements to some Norfwich scenes
- New song for the Ch7 Palace scene
- Added in some missing Sound Cues/Effects
- Minor edits to the Opt-Out Office adventure with Barrel
- Changed Music for the OCSE Office
- Changed Music for Norfwich
- Options to skip the 'milking' scenes, in case you're not into that
The Duck will give you a gift after you deal with the Geese - Combat music will switch back to standard when leaving the South & vice versa
- Added 'Fade In' debug item. Fades in the screen from a blackscreen. If you get a blackscreen, but can access the menu, you can use this item. Would be good if you still reported where it happened though.
- Some adjustments to the Quest Journal
- Some combat/skill rebalancing
Bugfixes
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- Fixed a bug which could make a Northtown NPC block your path
- Fixed a bug that got you stuck in the Small Pyramid
- Fixed some lootables which where set up wrong (changed color or moved when opened)
- Fixed some Typos, fixed a lot actually
- Fixed typos in the Quest notes, the image ones.
Fixed a bug that made 'labels'/map text invisible - Fixed a bug where you got stuck in the Ch7 'Campsite'
- Fixed a potential bug where you potentially got stuck in the 'Abandoned Campsite'
- Fixed a small weird bug, which displayed the old title screen for a second, when starting a new game
- Fixed Gobapatra's sprite dissappearing from the Sarcophagus, didn't affect gameplay, but looked weird
- Fixed a crate blocking access to a small area in Norfwich
- Fixed the cat in Norfwich, it was just frozen in place.
- Fixed a misbehaving poster in OCSE
- Fixed spelling error on the "welcome to goblin layer..." image you see right after the intro. It's been there since like version 0.1.
Fixed a bug that led to blackscreen if you 1. started a new game, 2. Went back to title screen, 3. Started a new game again - Fixed a bug with the Nyalexandria entrance door
- Fixed bug that prevented you from returning South, if you went back to the main map/Hubtown
- Fixed Quest Journal showing the wrong name for Ch7 & doing other wrong things
- Fixed some typos
- Foolproofed a bunch of events. Not calling anyone a fool. Just making things less likely to break when someone does something out of the ordinary. Preemptive bugfixing.
- If you went Pantless during the Ch6 Paladin fight, you'll put 'em back on once the 'spicy' Scene is over.
(If you're already done with the fight and are currently without Pants, you can talk to Grandma in Hubtown.)
v0.55
Art/Scenes
The Main Story continues with Ch 7...
The gang goes south, and things go south.
Talk to the Town Hall Girl/Mission Madame to Start.
(Ch.6 must be finished. If you're using Chapter Select, select Ch.6 and then go directly to Town Hall)
Gameplay
Hubtown shops will have more stuff after the Amazon Quest
New Places
New Items
New Enemies
New Friends
New Tilesets
New Sprites
New Music
New Password
Updated hall of fame
Bugfixes
I forgot to write down what I did
Also in the Snake's Armory, make sure to click the Iron Maiden before exiting (Metal statue thing, with spikes, you'll know when you see it). I'll fool-proof it next update.
Dev Notes
This update is mainly story/gameplay and kinda ends on a cliffhanger, the 'other stuff' comes in Pt.2 along with a more polished experience. I'll try to get it done asap! (Sorry, I need to work a bit more on the jiggle physics)
Rigging clothes is kinda difficult. Luckily, in this type of game, the characters also spend a lot of time without clothes
Let me know what you think about the graphics!
I got some saves sent to me with various issues, which I'm currently looking into.
Remains be added:
At the very least two new 'spicy' scenes with animations for Ch7
The resolution of our Desert Conflict & Prophecy
More cutscene art
Goblin Cave scene before the quest starts
Optional Locations for the Southern map
v0.54
Game Changes
-Restructured Town Hall Girl's "coding". Probably not very noticable in-game, but I reduced like 11 event pages to 3. Which makes my life easier. I played through the main quests and it seems to work as it should, but let me know if there's any town hall related weirdness.
-Gneral map improvements and fixes
-Some dialogue touch ups
-Farm Girl gets out of the way a bit quicker after the intro, so you can enter the house
-Rebalance Goblina fight a bit (a bit lower health and MP).
-New skill for Priestesss - gives a little TP for the whole party
-Some map and a few UI touch ups
-You should move in/out of the quest log a bit faster now. I had a delay in place to prevent some scripting issues. I've lowered it now, and things seem to work ok anyway, on my end.
-Faster page switch in the Quest log/no fade
-Improvements to the quest log
-Adjustments to the Chapter Select, e.g. you get more items in some cases
-Some loot adjustments, removed lockpick requirement for a chest in the watertown dungeon
-Updated town Silver-Rank hall of fame, Patreon did something to the rank filters, so drop me a message if you're missing
Bugfixes
-Fixed some typos
-Fixed bug that could freeze you in the Amazon's lair/house/home/whatever
-Removed frontier map from battle screen, shouldn't be there
-Fixed a potential black screen bug for Gobelyne
-Fixed a Gobelyne related bug
-Fixed Bath Girl being called Smith Girl in the quest log
-Fixed a weird quest log related bug that sent you back to the game's starting room
-If you lose menu access (can't open the menu) at some point in the story, pls report. Going to the main town will fix it atm, but I'm trying to track down the exact trigger.
v0.53
Art/Scenes
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New scene with Paladin in the Cave! (animated)
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Game
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Fixed the pose skill (used during CH6) not working as intended + minor buff, this means you have an alternate method of 'defeating' the Paladin
Goblin Layers 'pose' (used during CH6) can now bypass enemys using 'taunt'
Rebalanced some Enemies and Enemy skills (especially from CH6).
Slight buff to Holy Light
Added some additional text for the 'posters' in OCSE.
After you clear the "Weathered Watchtower", it changes it's name to "Catgirl Caravan", which have lead to a bit of confusion. So edited the naming to make things a bit clearer.
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Bugfixes
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Missing label for Gobrielle in the tavern fixes
Fixed offspring trigger for Goblinette
Fixed wall posters/scrolls bug in OCSA.
Set up some safeguards to prevent bugs during CH6.
Some more map behaviour improvements
Fixed bed healing issue in farm girls farm (the lower part of the bed wasn't updated)
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Other // Current Status // Notes
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There's still some other unresolved bugfixes I'm working on, hopefully another version before the end of the month with those!
Currently working on the next Main Quest, which will take a bit more time than normal updates. But there will still be smaller updates leading up to the big one
Learning blender, and I'm also in the progress of recreating the main cast of the game in Blender. Will take a bit of time as well, but I believe it's gonna pay off in the end. (I've actually already used blender for some scenes in the current Patreon version
0.52
Paladin Cave scenes!
Paladin proportions adjustment!
New music!
Some bugfixes
0.50 New Year, New Me – Edition
Art – Spicy
A dark goblin? Or something else? The crew investigates. (Animated)
Priestess blesses the New Year. (Animated)
Art – General
New ‘walk’ Sprite for Guild Girl
New ‘walk’ Sprite for Cow Girl
New-ish 2d face for Church Maiden
Added a graveyard tileset to the game
Gameplay
New Year Special – Mini Adventure
Two new Enemy types for the New Year Special
New weapon (get it from playing the special)
A very brief temporary new party member
Faster camera movements in some cases
The Special Adventures are now Unlocked after CH2 has been finished, it will lessen the risk of party-related bugs. (Using Chapter Select 2 or higher works)
Grandma in Hubtown can now give you your party members back, if they’re missing due to a bug. (Along with other things). It’s the “You gotta help me out” option.
Updated hall of fame
Updated cheat room with new scene
Cleaned up and organized the Cheat Room a bit (the events)
Bugfixes
An assortment of minor bugs and tileset fixes
I will work on a lot of bugfixes for 0.51. Normally I’d ‘backport’ them to public, but this time it’ll affect too much stuff.
0.44.3 Short Changelog Edition
I accidently deleted the original changelog, but this is the tldr version based on what I remember:
Spicy Art/Scenes
Added Gobelle to the preg system (xmas special goblin) + ‘art’ for the finale
Added Gobelyne to the preg system (grinder goblin)
Added preg art for Gobelle, in book of offspring
Added preg art for Gobelyne, in book of offspring
For these “side-gobs”, aka not part of the main quest-gobs, I added an option during the ‘finish’ for pregnancy, rather than making a separate scene like with the others. So basically start a scene and then there’s optional cream at the end.
That’s all of the current goblins in the system! Now it’s time to add new ones…
0.44.2.B Extreme Home Makeover // Spring Cleaning Edition
Spicy Art/Story
Small scene in which Goblin Layer has a drink in the tavern and things escalate, can start after Amazon quest.
Added pinup(s) of of a secret character, can be found in a secret place during one of Anvil’s quests (when looking for the leaves).
0.43.9 “Baking Edition” aka it’s another fucking wall of text changelog
### Art/Scenes ###
New Animations/Scene! Gobsicca inaugerates her office. (this happens after you renovate the office in this Cottage)
New Scene – kind of! Amazon combat training (this happens in town, directly after the intro cave & Goblinette). (Uses already existing art in a new context)
### Gameplay ###
(finally) Added the first iteration of the official child suppport debt increasal system framework, it not fully complete yet, kinda “tech demo-tier” at the moment. You can go knock up Gobsicca in the cottage office to try it. It should work something like: Bun in oven —-> player walks x amount of steps (time passes) —-> finished baking. You can give the kid some life advice before they set off on their own path (they grow up fast). I’m gonna add some more special art for the impregnation & different stages, better dialogue and interactions etc in the future updates, just wanna let you people get a chance to break the system first.
Added a new plugin that puts the Quest Journal displayed directly on screen, so you can just click it directly for quick access. It might be disabled during certain scenes and the intro. The code for the plugin was actually written by chatgpt (after a lot of trial and error, I don’t think programmers have to be worried about losing their job for quite some time), please let me know if there are any bugs. At the moment the icon is always visible, but I’m planning to have it auto-hide during scenes.
0.43.3 Catnip Edition II
Art/Scene
New Romance Cards for:
Catgirl Merchant
Anvil
Bar Girl
Town Hall Girl
v0.43
Highlights:
Lots of behind the scene texture upgrades & fixes (for stuff like, environments, hair, some clothes etc)
New scene with Bar Girl! (in Hubtown)
New scene with Bath Girl! (in Hubtown)
New scene with Town Hall Girl! (also in Hubtown)
Update Schedule & Other Info:
- 1-3 updates per month. It depends on how much free time I got. I'm working on this in my weekends/evenings.
- You don't have to worry about the cheating tag. Goblin Layer literally cucks goblins to death.
- Yes it's Rpgmaker, but grinding and other annoying bullshit will be kept to a minimum.
- Theres' a Cheat Skill to insta-win combat, Chapter Select and built-in quest guide, though it's currently a bit basic,
- I've started using Blender for renders. So gonna be able to do some scenes that just wasn't possible before.
Media
Mr Falcon made a video of the game (It's a very old version though, 0.25):
Sex Positive Gaming also talks about the game: around 5:08
Got a 32 bit system? Android/Linux/Mac? Errors?
Check Tech support spoiler at the bottom.
When updating to new version,
Usually you can copy paste your save into the new version folder. Sometimes saves will break between updates or cause bugs.
I try to keep things compatible between saves, but sometimes its just not possible. It is a game in development after all.
The empty shack in Hubtown is probably the best place to save before copying over your saves, at the moment.
Feel free to message me on Patreon/Discord in case you got any questions, I'll answer as soon as I can.
(just bear with me if it takes a while, this is something I work on during weekedns/evenings , while working full time as a wageslave).
- 1-3 updates per month. It depends on how much free time I got. I'm working on this in my weekends/evenings.
- You don't have to worry about the cheating tag. Goblin Layer literally cucks goblins to death.
- Yes it's Rpgmaker, but grinding and other annoying bullshit will be kept to a minimum.
- Theres' a Cheat Skill to insta-win combat, Chapter Select and built-in quest guide, though it's currently a bit basic,
- I've started using Blender for renders. So gonna be able to do some scenes that just wasn't possible before.
Media
Mr Falcon made a video of the game (It's a very old version though, 0.25):
Sex Positive Gaming also talks about the game: around 5:08
Got a 32 bit system? Android/Linux/Mac? Errors?
Check Tech support spoiler at the bottom.
When updating to new version,
Usually you can copy paste your save into the new version folder. Sometimes saves will break between updates or cause bugs.
I try to keep things compatible between saves, but sometimes its just not possible. It is a game in development after all.
The empty shack in Hubtown is probably the best place to save before copying over your saves, at the moment.
Feel free to message me on Patreon/Discord in case you got any questions, I'll answer as soon as I can.
(just bear with me if it takes a while, this is something I work on during weekedns/evenings , while working full time as a wageslave).
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Android?
1. Try - - (Kinda like an Emulator App)
2. Try - - (Google Play, Also an Emulator)
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Bugs? When reporting a problem, tell me:
1. Is it a new save, or an old save?
2. Which version of the game are you playing?
3. What were you doing when the problem happened
4. If you're playing on Androird/Linux/Mac please mention that
You got an error an it says something about a file missing/failed to load?
Fix: Usually you can copy /duplicate another file in the same folder and rename it to the missing file. A quick fix.
Its still good to report it though, so I can fix it properly.
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MAC?
It's a bit of a shitshow. I upload Mac versions every now and then, but they might or might not work depending in the OS version.
I have found this guide for playing Windows rpgmakerMV on mac though:
The same thread also has an .
LINUX?
This might be useful: (haven't tested it though)
You can usually use "index.html" in the www folder to play through your browser.
A common error & fix when trying to play with index.html:
There's also a Linux guide below, courtesy of afedvfe. I don't know much about Linux, sorry.
Android?
1. Try - - (Kinda like an Emulator App)
2. Try - - (Google Play, Also an Emulator)
--------------------------------------------------------------------------------------------------------------------------
Bugs? When reporting a problem, tell me:
1. Is it a new save, or an old save?
2. Which version of the game are you playing?
3. What were you doing when the problem happened
4. If you're playing on Androird/Linux/Mac please mention that
You got an error an it says something about a file missing/failed to load?
Fix: Usually you can copy /duplicate another file in the same folder and rename it to the missing file. A quick fix.
Its still good to report it though, so I can fix it properly.
--------------------------------------------------------------------------------------------------------------------------
MAC?
It's a bit of a shitshow. I upload Mac versions every now and then, but they might or might not work depending in the OS version.
I have found this guide for playing Windows rpgmakerMV on mac though:
The same thread also has an .
LINUX?
This might be useful: (haven't tested it though)
You can usually use "index.html" in the www folder to play through your browser.
A common error & fix when trying to play with index.html:
There's also a Linux guide below, courtesy of afedvfe. I don't know much about Linux, sorry.
What type of distro are you running?
- if Ubuntu, Linux Mint, PopOS or any other Debian based distro (a google search will tell you right away), then follow the Debian section
- if Manjaro, Arch Linux, or any other Arch based distro, follow the Arch section
- Download and extract the game
- Open up a terminal in the extracted folder (it's the one containing a file named nw)
- Run nw by typing ./nw. Give permissions if needed (chmod +x nw)
- Try and follow Debian section at first.
- If nw throws an error about fonts, execute the command given to fix it. For convenience, the command is: mkdir fonts; echo '<fontconfig><dir>/usr/share/fonts</dir><cachedir>fonts</cachedir></fontconfig>' >fonts/fonts.conf;
- You can now run nw by specifying the env variable FONTCONFIG_PATH, via the following command: FONTCONFIG_PATH=fonts ./nw
- [EXTRA] If needed, you could also create a shell script containing the command FONTCONFIG_PATH=fonts ./nw
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