Skip to main content

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

noxDev

428
Posts
75
Topics
3,823
Followers
12
Following
A member registered Apr 21, 2017 · View creator page →

Creator of

Recent community posts

The new version of 69 Days After is now available on Itch! This version adds two more of the foursome events as well as Polaroids for them. This version also adds two new Actions "Listen to Music", and "Dance." Scarlet and Amber get the Listen Action, while the other 3 get the Dance Action as long as the Stereo has been obtained, and it is not Night time.

This version also allows Characters to bathe together, which will increase their Relationship. Listening or Dancing to Music at the same time will also improve Relationship values between all characters involved.

Changelog: https://noxdev.itch.io/69days/devlog/791738/025

There was a problem in older Android version where pulling the block didn't work great. You can try pressing Sprint and Interact at the same time or one right after the other, but it isn't very intuitive. In the most recent version (0.25.1) I just made the Block command pull the blocks.

Thank you so much for bringing this to my attention! I'm about to upload a fix for that version (0.24.1), the Cheats are actually not supposed to be active in the Public version, but I opted to leave them on in the fix to make up in some way for the version not working up until now.

The game is uncensored, only the preview image is censored

This version adds a new boss, the first tandem boss, and the second boss fight with ero content. The goblin sisters are the lieutenants of the goblin regiment, and keep prisoners in line. This boss has replaced Megabat in the Prisons (although the Megabat still appears elsewhere).

This version also adds a new system where monsters which cum inside the player will add to the player's cum inside amount. This value will build as cum accumulates and will affect the player in a few different ways. This new feature is slightly experimental, and it will be more obvious how the penalties are applied and how the player can affect them in the future. This update also includes the patch.

The patch fixes a couple things that weren't quite working in the latest version, and addresses a few older problems and quality of life improvements. Check out the changelog below for a full list of changes.

Changelog: https://noxdev.itch.io/roguelove/devlog/771229/0241

If you hold sprint while interacting with a block you will pull it, in the most recent version I've added prompts to the game so  you can see those as  options before you push/pull

I'm aiming for before the end of the year

This version fills in a bunch of missing animations from previous versions. Combinations which played an incorrect animation, now have corrected variants. All player races will now play proper animations based on the event. Additionally, a big bug was fixed involved Fauns, which may have prevented ANY of their in-world Sprite animations from playing properly. Slimes also got a major graphic overhaul, which makes them look much better, and adds a 'moving' animation. They also spin to face the proper direction now. There is also a totally new type of Slime, the Horny Slime, which will replace Big Green Slimes in the Great Halls and beyond. They are a harder variant, with an Ero attack.

This version also adds a new non-combat type room, and adds a new event to a previous non-combat room variant. The first Medium room spawned in the Great Halls will always be a Sanctuary type. Additionally, a new Constitution based event has been added to the Strip Bar room type.

There's also been some basic changes, and notable bug fixes. Check the changelog for the full list of updates.

Changelog: https://noxdev.itch.io/roguelove/devlog/726785/023

(1 edit)

0.24 is the current version, which is only accessible by my Patrons; https://www.patreon.com/NoxiousGames
0.23 is the current public version.

That's okay, sorry I got busy with other updates. I've looked into this, and you're right the appearance rate for these enemies is incredibly low. I'm working on a patch for 0.24 right now and have increased the rates.

I'm so sorry about that, I've added a note to the game's main page. I am looking into fixes for building for higher versions of Android, but the UE4 to Android pipeline is a little finnicky.

Hmm, I'll see if I can figure that one out, could be as simple as an error transferring the save/load system to mobile.

Sounds like it might be a problem with a DirectX file, you could try reinstalling DirectX.
I also did a quick search and found this topic on reddit https://www.reddit.com/r/techsupport/comments/y4f6oc/xapofx1_5dll_missing_error/#:~:text=To%20fix%20it%20properly%2C%20go,and%20run%20that%20installer!!!
But I can't guarantee that will work

The new version of MGG is now available for public platforms. This version adds a new species; the Automaton, and adds a new Slime variant, Oil Slimes, as well as a bunch of new related petroleum based items. There's also a new quest at the Alraune for unlocking the new Slime type.

I've also added 3 new biomes, and a new type of Flooring. There's also some minor graphic updates done, to all of the Slime Cum meshes and Potions, which look much better now. There's also been a ton of bug fixes from previous versions which have been handled. View the changelog below for a full list of additions and changes to this version, since they were a little difficult to summarize this time around.

Changelog: https://noxdev.itch.io/monster-girl-garden/devlog/736856/140b

The new version of 69 Days After is now available here on itch!

This version adds a new photo, Scarlet x Raven x Amber, as usual, beyond that this update was mainly based around the addition of an Achievements system to the game. For now, Achievements are tracked on a per file basis, since they have nothing to sync to. Once Steam implementation has begun, the achievements system will be synchronized with Steam achievements, and updated to your current achievement status. There's also some incidental bug fixes, and dialogue changes alongside the aforementioned updates.

Changelog: https://noxdev.itch.io/69days/devlog/706899/023

Yes, I'm sorry about that, it's a really annoying bug. That one made it's way into 1.39 but I can confirm it's fixed in 1.40.
"-Fixed a glitch which made it impossible to open Autocleaners" refers to this bug

Hmm, she's in the Somber Cloister, I'll take another look at the rates before the next update. It could be bad luck, but if they're too low I'll pop them up a bit.

Good point about God Mode, I'll make a note to fix that.
The blocks can actually be pulled with Shift+Interact, but it's true that there needs to be a prompt for that
I'll look into that chest error, thank you for the report :)

(1 edit)

As of now the game will run on Android 12 and lower, I'm still uncertain about Android 13 (but I think it works).

I've received enough reports from Android 14 users to confirm it is currently incompatible. I'm still looking for a solution to this, but I believe it's related my current Android Studio environment and settings.

Sorry for the inconvenience :(

The Android version of RogueLove has been updated to the current version!

The Android version of RogueLove has been updated to the current version!

(1 edit)

I've decided to update the Public Android sooner than initially intended. Since the Public Android players have been waiting a very long time for an update, I'll be pushing it here in about a week. After that, the Patreon/Public release schedule will resume as expected. (Public versions of both PC and Android will be one version behind Patreon)

The release dates have been updated in the changelog: https://noxdev.itch.io/roguelove/devlog/726785/023

I'll be looking into getting the Android versions of my games working on more devices soon

I'll be looking into getting the Android versions of my games working on more devices soon

It will be updated to the current version very soon for patrons, and then it will be public in about a month or so. I'm still looking into making it work on more versions of Android, so I can't guarantee the upcoming version will work on 14, but I'm hoping to get that figured out soon!

RogueLove v0.22.1 is now available here on Itch! This new update adds several new types of rooms which can spawn in the game, non-combat rooms. These rooms can replace a Medium or Huge sized room by chance of 25% and 75% respectively .

Medium sized rooms can become Obstacle or Push-block rooms, requiring you to complete fairly simple puzzles to clear the room and move forward. Huge rooms can become Cell Blocks or Strip bars, one of which requires you to "deal" with all the prisoners in a room (interact with them to select a path), the other is simply a dressed up combat room for now, but this update is a crucial step towards including many other rooms of these types, generally requiring skill rolls of the non-combat variety.

Important note, since there isn't an in game prompt to describe it yet; you can simply Interact (E by default) with a metal block to push it, but you can also pull it towards you by holding Shift while interacting with it.

There's also a couple fundamental gameplay changes, and overdue bug fixes (mostly centered around the Boss Key not appearing in certain cases.)

There's a much more recent version, here: https://noxdev.itch.io/monster-girl-garden/devlog/696842/1381

This version adds a new photo, Scarlet x Snow x Raven this time. Another big update this version, every character now has a Profile screen, which displays a backstory and some stats about the character. This screen will also keep track of everything a character has sex with. Also, when multiple photos are obtained at once, they will display in order instead of stacking on top of one another. There's a couple bug fixes in this version as well, check out the changelog below for a full list of changes.

Closer to the end of the month, around the 21st

I will certainly look into what is required to make this work when I update the Android version, thank you for the suggestion

(1 edit)

I agree, and I've been meaning to address those enemies for a while. I'll be releasing a patch soon, and I'll try turning down their movespeed when I do.

EDIT: In 0.22 these mobs will see their speed *slightly* reduced, but their HP cut in half and a delay added to the damage they can deal

The new version of RogueLove is now available here on Itch!

The new version adds a new enemy to the Somber Cloister; the Dryad. She will pull you in from afar, and summon tentacles when you are within her reach. This comes alongside the first of a new set of tentacle animations, which play when you get trapped by them.

In addition, there's a huge rework to the base combat in this version, attacks no longer require the player the guess if they need to get further away or not to avoid an attack, every attack shows a clear indication of the affected area. Beyond that a new Monster, the Dryad appears in the Somber Cloister, alongside a new HUD tentacle animation.

Changelog (0.21): https://noxdev.itch.io/roguelove/devlog/653308/021

PATCH NOTES:
Just uploaded a patch for RogueLove which will fix some of the bugs from the most recent version. Most notably, one that made it very rare for the Dryad to spawn (spawning conditions were set to check for the wrong overlaps, which was crucial due to her larger size). I also decided to make certain line attacks more accurate, by causing them to follow the player for a period of time before launching their attack. This patch also adds the intended telegraphs to Tentacle Traps, and fixes a glitch with their new UI animation, which was playing repeatedly.

Changelog (0.21.5): https://noxdev.itch.io/roguelove/devlog/654769/0215

Haha that's okay, the release schedule change is still fairly new, I understand :)

One of them appears in the Somber Cloister, and the other in the Keep

(1 edit)

The newest Public version of RogueLove is now available!

Pretty big update here, starting with an overhaul of the animation system. Instead of just tossing gifs onto the HUD, the new system will queue up animations and play them in order, so they don't overlap each other. On top of that, there's 5 new animations for Goblins r*ing the player. These animations look much better, and are part of a cohesive series.

The player is also able to violate the Angel boss after defeating them, allowing you to switch to the Evil route if you wish. You can also simply choose to set them free, giving you more purity than if you simply freed them in the first place (because you 'resisted' violating her.) There's tons of tweaks to the existing boss fights, making them feel a lot more polished and complete, I won't go into them here since there's a lot to list, but I'll link the full changelog below as always.

Changelog: https://noxdev.itch.io/roguelove/devlog/621494/020