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Monster Girl Descent [v0.8u] [MGGEDev]

Monster Girl Descent [v0.8u] [MGGEDev]

October 29, 2026F95

Monster Girl Descent is a Card-Based Roguelike Adult game featuring monster girls.
Travel into a dangerous and notorious cave filled with sexy monster girls. Fight them off or face the consequences, they’re hungry for men!

Thread Updated: 2026-10-29
Release Date: 2026-10-29
Developer: MGGEDev – Patreon – Steam – Itch.io – Twitter
Censored: No
Version: 0.8u
OS: Windows, Mac, Linux, Android
Language: English
Genre:
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2DCG, 2D game, Fantasy, Femdom, Male protagonist, Multiple endings, Monster girl, Game over, Rape, Vaginal sex, Creampie, Internal view, Oral sex, Group sex, Handjob, Titfuck, Monster, Turn based combat, Strategy, Rpg
Installation:
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1. Extract and run.
Changelog:
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v0.8u (2026/10/29)
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Full Changelog and Improvements compared to the RPG Maker version:
New Monster Girl:
The Orc Girl makes her debut, she’s strong so be careful you don’t get overpowered…Unless you want to be.
HIGH RESOLUTION GRAPHICS!
Now that we are no longer limited by RPG Maker, all sprites and scenes can be rendered at a nice crisp high resolution. Most things will look MUCH better and fit the screen better too.
The game now supports most popular screen resolutions.
More Optimised Build Size:
No longer needing to ship all the bulky RPG Maker stuff, the game should now be much less bulky, maybe even smaller than the rpg maker version in some cases.
Rules that changed from the RPG Maker version
If you played the RPG Maker version, these are the rules that work differently now.
  • Every run starts fresh: you begin at level 1 with your class’s starter deck, and cards, relics and levels last one run. Your deck and artifacts no longer carry over between runs.
  • Gold: gold you carry is lost if you fall but Escaping through the portal or with an Escape Rope brings home your gold and unused consumables. You can then store it in the bank or donate it to upgrade the town.
  • The Church blesses instead of cleansing: The curse system has been overhauled and so the church now gives a blessing for +25 max HP on your next run. For a price. Removing cards moved to camps, Gobbo’s shop and other events in the dungeon.
  • A boss every 15 floors: the Vampire Queen moved from floor 10 to floor 15 for now.
  • Camps and shops are guaranteed: at least one of each per run to avoid doomed runs.
  • Enemies grow with depth: each floor adds a little HP and damage to ordinary enemies, up to +42% HP and +28% damage maximum. The new Orc Girl only appears from floor 6.
  • Events can’t kill you: a risky choice leaves you at 1 HP at worst.
  • Difficulty now also changes how hard enemies hit, not just their HP and the gold they drop.
  • Rebalanced classes: the Warrior’s basic cards hit harder, the Mage’s Fire Cycle and Frostfire Nova were toned down, and the Priest’s Benediction and Shield Prayer finally pull their weight. Reward cards that were useless were reworked.
The dungeon is now full, proper 3D: modelled rooms lit by flickering torches, explored one tile at a time in first person.
  • Moving around: smooth and snappy grid movement with turning and strafing.
  • Hold the right mouse button (or use the right stick on gamepads) to look around, and crouch with C or by clicking the left stick. (Still doesn’t really do much)
  • Ropes to the Next Floor: each one has a sign showing what’s below: Monsters, Camp, Shop, Boss, etc. In rooms with multiple exits, these may be different so you can plan your route and a little less reliance on RNG.
  • Encounters: monster girls wait in the rooms as large, lit portraits. Every combat room has one guarding the way to the stairs, and bigger rooms hold more fights. Glowing wisps mark random events.
  • Breakables: pots, barrels and crates can be found througout the rooms. Walk into one, use it, or click or tap it, and it shatters into pieces. Some have gold. Or if you’re lucky you might get a consumable, a roast chicken or, very rarely, a relic.
  • Roast chicken: it floats where it was found until you eat it, and heals 20% of your max HP. Leave it for later and it’s still there after a fight.
  • Rocks: they need a Pickaxe, and sometimes they may be hiding a route to a treasure chest.
  • Gobbo’s shop: Full UI makeover and better randomised stock of cards, artifacts and items.
  • Events: all nine events from the RPG Maker version are back with their full dialogue: the sparkling water, the blood-for-gold stranger, the acid coins, four fleeing adventurers with gifts, Millenia’s cameo and a free card removal. When your bag is full, a gift offers to swap one of your items.
  • Map: a minimap in the corner and a full map (M, or tap the minimap) with icons for enemies, events, chests, camps, the shop and the stairs.
  • Floors remember: a floor’s layout and loot are set when you arrive. Saving and loading won’t reroll a chest or a pot.
  • Ways out: an Escape Rope takes you home with your gold and unused consumables. A Trusty Shovel digs you straight down and lets you skip a floor, but doesn’t work in boss rooms.
Battles
The battle screen is new, and completely rebuilt.
  • Enemy intents: every enemy shows her next move before she makes it with a big icon beside her health bar and the damage or effect written on it.
    Hover it to read the move’s name and exactly what it does, such as “Intends to Attack for 11 damage.”
  • Tooltips everywhere: every status, your Shields, the Mana orb and the draw and discard piles explain themselves. Hover a card in your hand and its keywords stack up beside it.
  • Turn order: portraits down the right side show who acts next.
  • Battle log: the scroll button beside the pause button opens a log of everything that happened: cards played, damage, Shields and statuses. Hover a line to see the card it mentions.
  • Your hand: cards tilt and catch the light as you hover them with a 3d effect.
  • Rewards: after a fight you claim each reward on its own: gold, XP, etc
  • Curses: The curse system has been reworked. Some moves add a curse card to your deck for that fight only, such as Dazed or Tired. Whilst others require removal at an event, shop or campfire.
  • Deck Reset: Your deck is now reset after every run even if you escape. The goal is to allow the player to unlock more starter deck cards and take them into the dungeon by leveling up the town and getting exp.
Each enemy now fights her own way, with her own unique moves and a special passive ability.
Classes, cards and progression
All three classes are here with all 60 of their cards and upgrades. The Warrior’s Rage and the Mage’s Arcane Cycle now show as statuses on the battle screen, so you can hover them to see exactly where you stand.
Warrior
You build Rage when you take hits and spend it on powerful attacks and defences. Rage drops by 2 at the start of each turn, so use it while it lasts.
Mage
Chains Fire, Ice, Lightning and Arcane spells through the Arcane Cycle. Each element sets up the next card: Fire adds damage, Ice adds Shields, Lightning makes a card cheaper and Arcane draws an extra card.
Priest
Healing past full HP turns into Shields, which your other cards can spend or amplify for divine attacks and protection.
  • Card rewards: When you level up, choose one of three cards for your class, or skip. Every class has five common, five uncommon and five rare reward cards.
  • Level-ups: every level offers a choice of three cards. Now and then one of them is a relic instead, marked as a rare find, and the chance grows as you level.
  • Relics: permanent bonuses for the run, such as the Red Apple, the Magic Crystal or the Pickaxe. They can come from chests, breakables, level-ups and, very rarely, battles.
  • Consumables: carry up to three, from Health and Mana Draughts to Deck Bombs, the Mulligan Draught and the Escape Rope. Use them from the inventory, in battle or while exploring, depending on the item.
  • New cards and items: 24 new class cards, 8 Colorless cards, 11 new consumables and 13 new relics.
  • Upgrading at a camp: pick a card and you see it as it is now and once upgraded, side by side, before you commit. Nothing is spent until you press Upgrade. The card then flashes into its new version.
  • Removing cards: at a camp for free, at Gobbo’s shop for gold once per visit, or through a dungeon event.
Controls and devices
The whole game plays with a mouse and keyboard, a controller or a touchscreen, and you can switch between them at any moment. Yes, we now have FULL controller support, yay!
  • Button prompts switch between keyboard and controller as you play, with the button icons for Xbox, PlayStation and Switch controllers showing up on screen.
  • Touch: an on-screen arrow pad spaced for thumbs, tap anything in reach to use it, and touch and hold for a tooltip. In the shop, tap once to look at an item and again to buy it. On the intro, tap a class card to see it full size.
  • Interface Size: Standard, Large or Auto, in Options. Large makes everything 1.5 times bigger, and phones use it automatically, with their own layouts for the shop, title screen, intro, battles and town menus.
  • Tutorials: six short help pages in the pause menu, plus first-time tips, worded for whichever device you’re using.
  • Animations: buttons grow slightly under the pointer or the controller, relics and potions in the inventory grow a little more, and tooltips fade in beside whatever you’re looking at.
Saving, difficulty and settings
You get five manual save slots plus five autosaves, the oldest autosave will be deleted if all slots are full.
  • When you can save: in town and while exploring, from the pause menu. Not during a battle, a conversation or a shop visit.
  • Autosaves: the game saves when you reach town, when you arrive on a floor and after each fight’s rewards. It also saves when you quit, or when you switch away from it on a phone.
  • You choose a difficulty when you start a new adventure as before.
  • Options on the title screen and in the pause menu cover volume, resolution, fullscreen or windowed, graphics quality from Low to Ultra, and Interface Size. Phones skip the resolution and window settings.
Technical Improvements and Unity Benefits
Unity Prototype 1 is built from scratch in Unity 6. That rebuild is what made most of the changes above possible.
  • A native 3D engine: the RPG Maker version ran inside a browser-based wrapper and built its dungeon out of map tiles with a plugin. The Unity version runs natively on every system, with modelled rooms, baked lighting and real-time lighting.
  • Lighting that holds up: every torch is a real light, and the renderer handles many of them at once, so light doesn’t pop or clip across the floor as the torches flicker.
  • Any screen: the game renders at your screen’s resolution instead of a fixed 1280×720 window, keeps a steady 16:9 view, and scales its interface for phones. The RPG Maker version was a nightmare for this.
  • One codebase instead of around 80 plugins: the RPG Maker version was held together by plugins stacked on top of each other. This means less crashes and much better performance and stability.
  • Better RNG: every run has a seed that decides each floor’s layout, encounters and loot.
  • Full Controller Support: Xbox, PlayStation, Switch and other pads work out of the box, and you can swap devices mid-game.
  • Built for all devices: Hopefully better FPS all round.
  • Native Linux and Apple silicon: the Linux build is native, so the missing-image crashes some Linux players saw are gone. The Mac app runs natively on both Apple silicon and Intel.
  • Ready for Steam: Steam achievements are built in for the Steam release.
  • Faster updates: behind the scenes there’s a full set of editing tools for cards, enemies, classes, the dungeon, dialogue and achievements, with a run simulator, a balance simulator and automatic checks before every build. That should make new monster girls, cards and rooms much quicker to add than they were in RPG Maker.
v0.2b
  • Fixed minimap not showing after loading a save
  • Fixed chests and characters having strange positioning on minimap and not disappearing after use, also fixed things appearing on the minimap that are not actually there.
  • Improvements to the way moving to new floors works to prevent encounters reoccurring when loading a saved game
  • Fixed Millenia’s image being very small if you find her in the cave.
  • Fixed Castle showing incorrect level on upgrade screen
  • Fixes to loading saves and how encounters trigger
  • Fixed Queen Bee and Spider Queen rooms causing floor counter to double
  • Fixed incorrect text showing after defeating the Queen Bee and Spider Queen
v0.2a
– Fixed Save button that we broke in the last update (oops!)
– Fixed some issues with the item menu
– More Fixes to the way the floor counter works to prevent getting stuck on boss floors
– Cards now fill the screen more efficiently in the card library screen
– Fixed Artifacts menu showing “No Artifacts” text when you do have some
v0.2
  • Added new H-Scene in the Tavern when Tavern is Level 3
  • Added new H-Scene in the Church when Church is Level 3
  • Added a way to freely clear all curse cards at once at the church so you can clear negative cards between runs
  • Added a cancel button to card removal and upgrade menu so you aren’t locked into it if you change your mind
  • Removing normal cards at the church now has a flat cost of 50 gold (reduces to 25 at Church Level 2) to prevent it being too easy to cheese (for example removing all cards except a few mega powerful cards) It should be harder to do and more satisfying if you achieve it
  • Added a remove card option to Gobbo’s shop that works the same way as removing in the church, he’ll remove one card for a fee, he will still charge for curse cards individually as they are supposed to be part of the challenge whilst in the cave, they can all be removed for free if you manage to escape the cave. He can only do one removal each time you find him. The price starts at 50 gold and increases by 25 gold every time you use it, The price resets if you leave the cave.
  • Added Quit to Desktop Buttons to Title Screen and Options Menu
  • Name input scene now accepts keyboard typing as input
  • Card mechanics and special keywords are now highlighted and have explanations
  • Added more characters to some locations after upgrading parts of the town
  • Fixed deck bomb damage being the same on all sizes
  • Fixed rare bug that could cause boss floors to add to the floor count incorrectly and trap you in a loop of seeing the boss again
Known issues:
  • Minimap sometimes shows items or people that are not there, investigating a fix for another update.
Demo Release (2024/02/07)
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Changelog:

Demo Features:

  • Run through the random dungeon until the first boss, the Vampire Queen
  • Fight Monster Girls as you explore the dungeon
  • Collect cards and items that will help you on your run
  • Search Randomised dungeon floors for treasure!
  • Choose from three classes; Warrior, Mage or Priest
  • H-Scenes are included as part of the Demo!
Known issues:
There are a few visual bugs we are aware of and still working on fixing, they don’t look great but don’t affect the gameplay.
  • Some Art and Features are still placeholder and not fully fleshed out. Some things have been simplified for demo purposes.
  • Some skills do not function as intended.
Developer Notes:
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Please consider supporting us if you enjoy the game and want to help it grow bigger.
DOWNLOAD
Win
: WORKUPLOAD – MEGA – PIXELDRAIN – GOFILE – DATANODES
Mac: WORKUPLOAD – MEGA – PIXELDRAIN – GOFILE – DATANODES
Linux: WORKUPLOAD – MEGA – PIXELDRAIN – GOFILE – DATANODES
Android: WORKUPLOAD – MEGA – PIXELDRAIN – GOFILE – DATANODES
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    Monster Girl Descent [v0.8u] [MGGEDev]