May 5, 2026

Monster Girl Tavern - v0.3.1 Release

You voted for it, and you get it! v0.3.1 is the demon update, with three flavors of demon. The succubus-coded Mirror Demon, the tiny horny imps, and the undead Revenant.

As you can see by the gigantic changelog, this update was mostly spent on fixes and improvements. You really can't get enough of those, and I felt like it was important to deliver these improvements sooner rather than adding another 2-3 H-Scenes first.

The content added is a new VIP, a new major feature with the treasure maps, and the Revenant's content has been finished. The Revenant is considered to be 'late game' content that you progress throughout the entire game, so don't feel like you have to grind yourself down just to see it, the final sex scene for the Revenant requires 100 HP. (Pro Tip: This can be done as soon as Level 40 with the right blessings, if you're asking 'do these stack?' the answer is certainly yes!)

The code has seen several overhauls so there is a tiiiny chance that your save may have an issue. You may be able to press 'ignore' or 'rollback' at the bottom to ignore the error message.

Changelog:

Major:

  • New VIP: Mirror Demon, includes 2 CG

  • Major Feature: Tiny Treasure Trio (and Friends): Includes six treasure maps, six artifacts, a loot checklist at tier 2, and a H-Scene

  • Level Cave: Finished The Revenant's content, featuring 2 H-Scenes and 2 CG

Minor:

  • New Menu Option: Immersive UI/Fading UI

  • 'Demon Girls' favourite bonus: Donating HP and MP to Velvet is 20% more effective.

  • Donating HP to Velvet now gives much more gold depending on your current reputation.

  • Improvements to the Portal Chamber

  • Day Shards now only accumulate after the Moon Shrine has been unlocked.

  • Stonks: Added daily dividends preview. Fixed stock prices soaring the day after unlocking.

  • Added new Bedroom cheats for Spelunking and Slime RPG

  • The 'Cursed Gold' Bank in the Level Cave has temporarily been removed with the intention of putting something more interesting there. The option to withdraw is still available for now

Misc:

  • World elements in Outside Tavern, Dragon Stones and Slime Cave areas remain consistent during transitions.

  • Increased font for Maeve's Magic Upgrades and SlimeRPG

  • Slime RPG UI Improvements

  • Updated discount logic, may affect prices in your game

  • Fixed the Sun Medals found in the Slime Cave from disappearing

  • Fixed Daily Income adding to current or total gold values

  • Bloodwine now works retroactively

  • Fixed Wind Slime's "Research -1 Day" not working

  • Over 100 Typos/Mistakes fixed

Spelunking Changes (feels much better to play):

  • Added a new endless Moon Medals upgrade for Ale Demand

  • Click-Movement is now near-instant, with a trail as visual feedback. It's seriously so much better lol, sorry for not adding this sooner.

  • Auto is now crazy-fast

  • Added proper colors to Tier 6-10 enemies

  • Added a 1.5x stat multipler to enemies in the Advanced Caves

  • The Robot now has a yellow highlight for visibility

  • Fixed Arrow blocks not pushing the player if there's an item 'blocking' the way

  • (Level design improvements and changes coming in v0.4)

Slime RPG Changes (we got Slime RPG v2 before GTA 6):

# Run Progression & Rewards:

  • Instead of losing 50% of your Rubies and Baby Slimes when dying, you now gain a +25% Ruby bonus when extracting. Limit testing should feel much less punishing.

  • Party and equipment setup no longer resets between runs.

  • Ruby drops have been rebalanced: higher early-game rewards, lower late-game scaling.

  • Upgrade costs have been rescaled to be more generous early and less generous late.

  • The Daily Income Upgrade now has a 100-level cap.

  • The “Push Another Loop” option is now locked until the player has reached at least Mastery 1.

  • At Mastery 1 and beyond, Acts 1 and 2 now use harder remixed enemy encounters.

# Combat & Battle Flow:

  • Skills are now greyed out when the player has insufficient MP.

  • If the player does not have enough MP to use any skill, a “Skip Turn” button now appears.

  • Combat Speed now affects Auto-Battle, with Fast speed significantly increasing Auto-Battle speed.

  • Added a “Stay On” checkbox for Auto-Battle.

  • Multi-hit moves now feature a multi-hit preview.

  • Enemies can now use AoE attacks and AoE debuffs.

  • Battles can now support up to four enemies at a time, with enemy positions adjusted to better fit the UI.

  • Groups of identical enemies now use the same art.

  • Equipped relics no longer appear in combat, reducing UI clutter.

# Slimes & Skills:

  • Conditional skills such as “if allies have X buffs/debuffs” or “if enemies have X buffs/debuffs” have largely been replaced with clearer, more reliable effects.

  • Water and Wind Slimes received major skill changes as part of the conditional-skill overhaul.

  • Many redundant, powercrept, or identity-lacking skills have been reworked.

  • Skill tooltips have been cleaned up and made more consistent.

  • Wind Slimes now use a new debuff: Off-Balance: Off-Balance causes the target to deal less damage and take extra damage equal to its stacks. All Off-Balance stacks are removed at the end of that unit’s turn.

# Enemies & Bosses:

  • Almost every enemy has undergone major changes, including new skills, new names, and balance updates.

  • Several overtuned enemies have been nerfed, especially that Vengeful Spirit.

  • Bosses now usually have a unique gimmick.

  • Act 1 bosses no longer have weaker regular enemy versions.

# Relics & Equipment:

  • Replaced “Equip All” with “Optimize Relics,” which attempts to equip slimes with relics that best match their playstyle.

  • Relics are now generally more unique, with fewer reused icons.

  • Many boring common relics have been made more flexible and interesting.

  • Rare relics now tend to have fewer effects, but each effect is individually stronger.

  • Added new Doom- and Off-Balance-focused relics.

  • Added a “Skip Relic” button to treasure chests.

# Slime Management:

  • Added a brand-new Combine grid to make combining slimes easier.

  • The Combine grid includes a “Combine All” option.

  • Added an “Automatically Retire New Slimes” option, unlocked after gaining three slimes of the highest currently available evolution tier.

  • Automatically retired slimes still grant their retirement Rubies.

# UI & Quality of Life:

  • Added a Glossary for all status effects.

  • Enemies now show intent more clearly with new intent-driven icons.

  • Improved the Slime Prep UI: Favourite and Lock have been combined. Slime entries have been slimmed down. Details are now accessed by clicking directly on a slime.

  • The Training screen is now properly aligned and includes a confirmation step.

  • Campfire “Loot” has been buffed from a flat 25 Rubies to `max(25, current battle win reward)`, including Ruby Gain scaling.

# Testing & Simulation:

  • Added an Encounter Tester and Combat Simulator, unlockable with an upgrade.

  • The Combat Simulator allows you to run auto-battle simulations using your current team against any encounter at any Mastery level.

  • Simulation results include performance stats such as win rate and turns to win.

Comments (3)

G
Galefire · May 9, 2026

Pretty sure Mirror Demon is now my favorite twisted character of all time, so beautiful

M
MidnightSpider · May 5, 2026

Those two red demon girls look awfully familiar... 🤔

S
Store Display Flowers · May 5, 2026

That's a nice rock.