You must be 18+ to visit this website
The content on this website is AGE RESTRICTED
Please confirm you are at least 18 years old of age. Otherwise leave the website.
Monster Girl Dreams profile
Monster Girl Dreams
18+
Monster Girl Dreams
Threshold is creating Monster Girl Dreams! Monster Girl Dreams is a text based BFRPG made in Ren'Py. (The BF stands for Battle Fuck.)
Message

Subscription Tiers

FREE
Watchful Harpy - Followers Tier

Join for free to receive email notifications about new posts submitted to paid tiers. Because there was a button that told me to make this.

404 subscribers Starfollower
Unlock
$1
USD monthly
Chosen Hero

The first reward tier. It's only a dollar! If you want to pay more I can't stop you! But it would be very helpful!

-Gain access to the teaser posts! Which will contain information on upcoming updates.

-Vote on polls whenever they happen!

-A yellow name in the discord server!

-My thanks!

32 subscribers Patron
Unlock
$5
USD monthly
The Goddesses' Champion

This tier is for the more dedicated fans of the game who want to support it more!

-With it, you will gain access to all of the art for all of the characters in their original, high quality formats!

-This will include character art variants that I may not have put in the game yet, so you can get a sneak peek of what’s coming soon!

-This will include all the art, which means that as soon as lewd CG begins to be made, they will be available for download as well!

-Everything from the Chosen Hero tier.

-A pinkish-orange name in the discord server.

-You also get access to an additional thanks. That's double the thanks! (Note: Thank's have no monetary value but their sentimental value is incalculable.)

P.S. - You can't put this art into the game and have it work out. There's a reason it's not in the game at max quality.

P.P.S. - Additionally access to this art is for personal use only. Please do not reproduce, post it, or use it for commercial use.

27 subscribers Patron ; Goddess' Champion
Unlock
$10
USD monthly
Venereae's Favorite

-Everything from the other two tiers!

-A pink name in the discord!

-You also get a third thanks! (Note: Thank's still have no monetary value but their sentimental value is incalculable.)

-This is currently just an extra support tier for people who want to.

6 subscribers Venereae's Favorite ; Patron
Unlock

Features

  • You get to see teaser posts! And do polls!
Monster Girl Dreams
Public post

October Status Report 2026


To get the most important bit of news out of the way, the update will be pushed back to sometime in November, one of the reasons being that feltcutemightcleanlater has been working on a very important bug fix patch that is not ready yet, but which will address and proof a number of issues related to save data that matter enough for me not to want to release the next update without it. Both felt and I also think said patch will need extra testing to make sure nothing explodes, so even if it were ready by the end of October, immediately putting it into the game and releasing the resulting update could do more harm than good.
However, while the next update is not quite ready yet, it's been steadily worked on, with new content and features having been implemented and playtested.
Early into the month, I finished adding in the Salaris CG, and further progress was made on Val's event writing, which has definitely reached a much bigger scale than either of us initially expected. I also fixed a very niche interaction with monster counters, and over the month, many typos within older game content got fixed thanks to feedback and reports from the community.
I also added a free Supplies recharge point to the Phantasm District and to the shop run by Melody and Cadence in the Eros District, both of which can be used once per Capital visit, the purpose being for the Supplies system to be a meaningful element of Capital exploration, with those recharge points being part of the related decision-making and route-planning.
Then, I created a small new Event, 'Opal's Drink Bar', which allows the player to get Club Mirage's drink-related buffs and debuffs during Labyrinth Exploration, because I felt like it could be fun for players to be able to gain those effects outside of the specific setting of Club Mirage.
And finally, the biggest time sink of the month was creating a new Event: 'Security Checkpoint', which can appear in the same Capital location as the 'Pedestrian Tunnel of the Pale Light' Event, featuring interactions and a potential fight against two Security Voltlins, a new type of generic enemy modeled after the existing Voltlin Livewire enemy. The Event also features a unique scene that's available if the player has Rut, courtesy of Val.
Oh, also, I renamed Adventure Apartments' 'Voltlin Security Check' Event to 'Voltaic Door Trap', in order to avoid potential confusion with the new 'Security Checkpoint' Event.
There's also been some behind-the-scenes planning and preparation for future Capital content, but I don't want to talk about the other remaining districts until we've reached the point where they'll get content.
Currently, I'm working on a new Phantasm District Event featuring a midnight encounter in the same spooky vein as the Starlit Window and A Perfectly Normal Walk Events. I hope people will have fun with it and with the upcoming update as a whole, especially with the new Supplies system and related mechanics.
I hope everyone had a wonderful month, and has a happy Halloween!


Like(6)
Dislike(0)
Comments  loading...
Sign Up or Log In to comment on this post
Monster Girl Dreams
Public post

September Status Report 2026


Well, as I suspected, given the recent release around the start of the month and the substantial bug fixes that ensued, the next update definitely won't happen until some way into October.

Following the latest update, the amount of required bug fixing turned out to be more than I expected, though it admittedly comes within the territory of the update featuring so much under-the-hood stuff, and will hopefully help make the game more stable and bugproof in the future.
Over that period, Val also wrote a new scene for the Pedestrian Tunnel event, which will be in the next update. Speaking of which, the radiant specter featured in that event will have unique art in the next update, in order to add to the impact of the encounter. Said art is more simple than the typical MGD character art, but should nonetheless be suitably evocative.

Next came the implementation of a mechanic that has been on the backburner for a long time. feltcutemightcleanlater actually built the entire infrastructure for it about 2-3 years ago, but at the time, I didn't feel the game was in a suitable state for it. But now, after last update's adjustments to status effects, I believe it's a good time for it.

Said new mechanic is Supplies, a numbered resource which will limit item usage during exploration, with the default amount being 20 on Easy, 15 on Normal, and 10 on Hard. Most items now cost 1 Supply to use, though a number of more impactful ones cost more.
The purpose of this mechanic is to put a cap on the number of items the player can use in the course of an adventure, so that players can no longer rely on a stockpile of items to easily see them through fights and other challenges.
To be clear, this mechanic doesn't apply to equipment; only to consumables.
In-universe, Supplies are effectively an abstraction of how many items the player character can both carry on his person and pull out of his Grimoire. Supplies are recovered in full whenever the player gets a full heal (whether in Town or somewhere else), and can also be replenished to a more limited extent at Rest Points, via a new Resupply action. 

This new mechanic also comes with the addition of 6 new Perks that directly affect Supplies in some way. And on an assorted note, I've also added 4 new Perks that buff Aphrodisiac effects, 2 of which also buff item effects in general. In addition, multiple healing consumables and all offence consumables have been buffed, given they are now a limited resource that can no longer be simply spammed. 

And since I previously mentioned Rest Points, those also feature a new Pray action, which is now how you recover Goddess' Favor during adventures, instead of just getting some back upon resting. This will add further choices to make when on an exploration, which will hopefully make the game that much more strategically engaging.
In addition, Rest Points now also feature a tooltip detailing how much you'll recover by Resting, Resupplying, or Praying.
As a side note, since Shizu and Vili's ambush events act as fake Rest Points, they also account for these new actions, though they don't do anything fundamentally different or over-the-top with them. 

Still on the item changes, some powerful consumable items, such as Mini Elixirs, have had their purchasability pushed back to later locations up to the Temple, given how potent they are. The biggest reason this wasn't the case to begin with is that back when these items were initially added into the game, the locations where you now unlock them just didn't exist at all. Item drops from treasures and monsters, meanwhile, are unchanged.

That aside, in addition to the previously mentioned 10 new Perks, more have been added as level-up options, for a total of 24 new Perks.
In the process, I've also revised the availability of status effect-related Perks, so each status effect correlates to a specific stat, and requires 20/40/60 of said stat for each Perk tier. The existing example is the Aphrodisiac Tolerant/Resistant/Enduring tree, with these Perks now requiring 20/40/60 Power to learn (up from 0/20/40).
With that in mind, Movable and Alert have been tweaked and now have follow-up Perks in the same vein, falling respectively under the Technique and Intelligence stat. As for Allure, it now has a Debuff resistance-related tree, and Luck has an eclectic set of 3 dedicated Perks with a number of assorted effects themed around making the best out of a bad situation. For example, the third one, Lucky Break, gives you a hefty +50% damage reduction buff on the turn after you've been Stunned.
Speaking of Luck, it now also has a unique tree of three oddball Perks. The first, Gambler's Heart, gives you a one-turn +20% damage buff if the last digit of your current Arousal is 7. The second, Gambler's Weal, gives you a one-turn +20% damage reduction buff if the last digit of at least one of your opponents' current Arousal is 7. And the third, Gambler's Ace, gives you a one-turn +7% crit chance buff if the last digit of your current Supplies is 7. If all three of these Perks happen to be active at once, the effects of all their buffs are bumped to 77%!
This covers the gist of the new Perks, though I'll also mention 2 others, which are more standard Willpower-related ones that boost the player's in-stance evasion, covering that specific defensive niche for players who might be interested in investing in that.

That's overall a fair amount of changes and additions to the game's mechanics and features, which I hope will make the gameplay that much more interesting and dynamic. Feel free to experiment with these new elements, and let me know of any feedback you have!

My game design yapping aside, Val's also been making more progress on the writing of his quest event thingy, and feltcutemightcleanlater has made some fixes, tune-ups, and funky new additions to the Slime Queen's Parade minigame, complete with new unique scenes for the most persistent of players. So if you somehow manage to fully clear the minigame by filling the entire screen with slimes, the game will no longer crash, and a short scene Val wrote will play instead. (Note from Val: If you manage to do it, let us know and we'll praise you for your skill and perseverance.)

Last thing to mention is that I've also been working on implementing the Salaris CG into the game, which I'm almost done with. I've had to add some workarounds for it, given how it displays differently from the other CGs so far, but it should now be all good.

Really, if this weren't an H game, and if it weren't for a few loose ends with the bug fixes and with the Salaris art, this update would probably be good to ship soon... but I'd rather also make sure there's a chunk of new content for people to enjoy, so regular players will have all the more of a reason to play the game and give feedback on the previously detailed new mechanics. So that will be my focus over the next month now that I'm out of the game design sauce.

I hope everyone had a wonderful September, and has an even better October! :D


Like(5)
Dislike(1)
Comments (2) loading...
Sign Up or Log In to comment on this post
Monster Girl Dreams

Salarisi BJ CG Teaser

Comments (1)
Like(4)
Dislike(0)
Posted for $1, $5, $10 tiers
Unlock
Monster Girl Dreams
Public post

August 2026 Status Report 


Originally, I was going to put the update out late into August 31st, but due to the update requiring a lot of bugfixing and testing, I decided it would be best to push it back early into September 1st, so that I would be available and ready in case anything went wrong, given the numerous and varied under-the-hood changes bundled into the update. And boy did that turn out to be a good decision. Android sure is finicky, and the major issues that ended up occurring were not something that had happened during testing via Ren'Py's Android emulator, which usually catches Android-specific issues. But feltcutemightcleanlater was able to fix the problems that cropped up in relation to his changes as quickly as he could, and I did my best to quickly post the update, after making sure to once more thoroughly test it and patch out other issues that I found. Said fixes also included us releasing two silent hotfixes to the Android build on the day of launch in order to address the Android-specific problems.

But it seems all the major issues have been dealt with now. There are some lingering bugs and typo reports, which are for the most part unrelated to the recent update, but those are more minor and will be addressed in an upcoming new patch.

That aside, across August, I got both the Bubble Slime CG and, later, the Bon Bon Bun background implemented into the game. Content-wise, the movement structure of traveling to and from the Phantasm District has been laid out, including some new unique content (more details below). Originally, I was going to go straight into the stamp acquisition event, but the surroundings felt too empty for that, so I instead added a Solo Livewire encounter in the new alleyway, which was actually an encounter idea I'd been wanting to add for a while.

Then next, I intended to add Camilla to the Phantasm District, and so went to check her existing encounter in order to review her conversations as a refresher on her characterization and to make sure that anything I'd add to the Capital would be consistent with her Mountain content. That's when I realized that she didn't actually HAVE conversations yet, so instead, I went about giving her some proper interactions across her current event, in addition to allowing the player to access her battle without needing to intentionally set her off. This also brought about the addition of a new combat encounter event for fighting her during Labyrinth runs, as well as for when you don't want to have the safe option of just talking with her. As a result of these additions taking the time I initially intended to dedicate to her Capital content, her Phantasm District things are still on my to-do list for later. Additionally, I chose to buff her level/stats in order to put her more on par with the Manticore in the same location, given the very optional nature of Camilla's encounter when you pass through the Mountain for the first time. And of course, it helps make her dommy, predatory spider vibes all the more credible.

Lastly for content additions, I wrote an event specific to the new travel junction: 'Pedestrian Tunnel of the Pale Light'. I wanted it to feel different from the other existing spooky nighttime Capital events in a number of ways, both for giving the vibe of a different kind of 'fear' and to make the related entity something else than a curvaceous bombshell, which she was initially leaning towards. The event also allows for a very risky time-saving option if it appears at night before midnight whenever you're traveling through Ars Delusia. The event itself is very inspired by Kiyotaki Tunnel, but also draws from a number of related concepts based on other tunnel-related horror stories. Unlike the other 'horror' events so far, I definitely think this one could use art for the 'character' involved, even if it's fairly simple in execution, in order to help sell the feeling it's going for.

Then, there were a bunch of other bug fixes, such as the CGs of some characters staying on when the player was using an escape skill against them when they were sleeping, and more. In addition, I believe at least 50% (very likely more) of the many feltcutemightcleanlater-related QoLs and modding additions were implemented and tested across August. I'm particularly fond of the update to the main menu bubbles, but that might just be the whimsy ✨

Further work has also been done on Val's event. It's definitely a bit more of a whole thing than either of us initially expected, so that will go into a future update when it's good and ready.

The chronology of this status report is very messy, as there was a lot done over the month, but I think that's everything.

Next on the agenda is cleaning up any lingering bugs and QoL issues, then very likely, I'll carry on with the Phantasm District. On that note, I will clarify right now that the player will not be going into Succ U as a mini-dungeon, as that would definitely be scope creep. I am sorry for any disappointment this may bring. Aside from the Phantasm District, there's also some more Capital-related travel events and encounters I want to add in general, if only in part to make the Fashion Succubus a little less... ubiquitous, especially given she's not exactly an easy fight.

With all that bunch of words said, I hope everyone is looking forward to the next update and has a wonderful September!


Like(4)
Dislike(0)
Comments  loading...
Sign Up or Log In to comment on this post
Monster Girl Dreams
Public post

v28.1a Change Log

Windows/Linux: Download

Mac: Download

v28.1 to v28.1a Patch Data: Download

Android: Download

Alternate Download: Itch.io

Remember to load your save from the town square.

On desktop (i.e. Linux, Mac, or PC), always install the game into a fresh folder (unless it's patch data) to avoid issues. Saves are stored in a separate location, so they're safe.

On mobile, install the new APK, which will update the old one. Don't uninstall the old APK first, as this will erase your saves.

Qol

  • Reloading mods from the mod menu won't check for validation anymore to prevent confusion. Mod authors, use the validation toggles in Options from here on. By feltcutemightcleanlater.
  • Mod downloader now clarifies HTTP urls are not supported, only HTTPS urls. By feltcutemightcleanlater.
  • There is now a default 'not found' image for mods without a working path for their cover image in the in-game mod menu. By feltcutemightcleanlater.

Fixes

  • Fixed an issue that caused some mod zip files to extract with the wrong base folder name. By feltcutemightcleanlater.
  • Fixed multiple issues regarding malformed viewport IDs, typically when using the grimoire for adventures. By feltcutemightcleanlater.
  • Fixed certain saves having issues for certain status effect removals while adventuring or in combat. By feltcutemightcleanlater.
  • Fixed the example mod calling a skill that wasn't real. By feltcutemightcleanlater.
  • Status Effects with a base duration of 1 now scale up twice as fast with Status Effect Duration bonuses, this will bring the players stun skills back up to how they were duration scaling wise before the Stun changes.
  • Stun no longer incorrectly displays its duration in skill tooltips.
  • A typo fix.
Like(2)
Dislike(0)
Comments  loading...
Sign Up or Log In to comment on this post
Monster Girl Dreams
Public post

To Android Users

If you downloaded the game shortly after the recent update and are running into issues, redownloading the now updated version should fix those issues.

Like(1)
Dislike(0)
Comments  loading...
Sign Up or Log In to comment on this post
View next posts (6 / 155)
WE USE COOKIES

SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.

Your Privacy Choices

We understand and respect your privacy concerns. However, some cookies are strictly necessary for proper website's functionality and cannon be denied.

Optional cookies are configurable. Disabling some of those may make related features unavailable.

We do NOT sell any information obtained through cookies to third-party marketing services.