Monster Girl Tavern - Dev Log 1
Welcome to the first dev log for Monster Girl Tavern.
I started developing this game after One Pump Chump was rejected from Steam for being too similar to third-party IP. To make the best of the work that had already gone into that project, I wanted to create something that could reuse some of the assets, specifically… the monster girls!
Monster Girl Tavern is an idea that’s been sitting in the back of my mind ever since I first played VA-11 Hall-A: Cyberpunk Bartender Action. I loved the vibe and atmosphere of that game, and it felt like a perfect fit for the type of stories I enjoy making; character-driven, and relationship-focused.
In this new project, we’ll be returning to the setting of Monster Girl 1,000 to meet even more monster girls and demon girls. In picture #4, you can see the very first original girl created for this game: Velvet, the vampire girl. A pixel sprite of her appears in pictures #2 and #3. She’s the most important character and will serve as your main romantic interest, along with helping you run and manage the tavern.
Returning Characters
From OPC
Alraune, Living Armor, Fallen Angel, Cultist, Cyborg, Raven, Fairy, Ghost, Goat, Cave Siren, Goblin, Mimic, Lamia, Slime Girl, Mosquito Girl, Dragon, Lich, Amalgam, Eldritch
(These will be AU versions with new backgrounds and stories.)
From MG1K
Moth Girl, Android, Oni, Kitsune
(Some of the Mistral Village cast may also appear. There won’t be any NTR; if there’s a side story with Bessie and Ray, I’ll switch to Dante’s perspective.)
New Characters Planned
Vampire, Cow Girl, Sea Serpent, Angler Fish, Axolotl, Deer, Eagle, Fennec Fox, Gazelle, Gryphon, Jellyfish, Komodo Dragon, Lynx, Manta Ray, Owlbear, Scorpion, Sea Anemone, Snow Leopard, Spider, Tapir, Wombat
(I want a wider variety of unique picks, with a mix of more monstrous, non-humanoid designs. These are still subject to change, but I already have great ideas, especially for the sea-life girls.)
Gameplay
There are three phases:
Exploration: Ingredient collection during the day, where you'll roam the world gathering products to sell and purchasing upgrades for incremental growth.
Bartending: Open the Tavern and begin selling drinks according to their demand, selling power and your reputation.
VIP: Personally serve and chat to a customer:
As a bartender, you won’t just be serving drinks, you’ll be serving conversations. You’ll spend time getting to know each girl on a deeper emotional level… and then on a deeper level, as each character will feature a full H-scene.
For gameplay inspirations, I’m drawing from Final Profit, IdleOn, and various RPG Maker management sims, but Monster Girl Tavern will be a point-and-click experience. No slow walking, no grind, just a steady drip of new characters, story, and mechanics.
Picture #2 shows the shanty tavern at the start of the game.
Picture #3 shows it fully upgraded.
The top-left UI displays your inventory and the products you can acquire and serve.
The bottom-left UI shows your stats, there’s no traditional combat, but certain mechanics may affect your HP and MP. e.g. Thinking of adding a spell that causes crops to grow instantly, and adding the ability to sacrifice HP to Velvet for a bonus.
Bottom right shows Gold and Reputation. Reputation is literally the number of people aware of your tavern, and affects selling power of the products.
Picture #5 shows the outside area, where you can farm wheat for booze and grapes for wine. Before v0.1, I’m also planning to add:
A proper farm to the west, with a cow girl. This is where you'll be able to make tea.
A town area to the south, with various features, such as trading and a daily lotto
Both will include their own scenes and storylines. Other planned areas include:A Fairy Grotto where you can learn spells
A Witch's Hut where you can perform alchemy
