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Updated 2024-03-14
Developer Fighterman481
Language en
Total size 200mb
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Monster Girl Uprising

Introduction:
Monster Girl Uprising is an SRPG game about saving the world from an insidious curse by turning the inhabitants into monster girls. Featuring an optional comprehensive tutorial and several different difficulty options, it’s a game that can be enjoyed by anyone, regardless of their experience with the genre.

Story Summary:
You play as Maia, a hunter who has been chosen by the goddesses of the world as their champion against a curse that turns people into hedonistic, even amoral, people. Unfold the mystery behind the curse and the seemingly false history of the world, all while you help return the world to a semblance of how it should be.

Current features:
5 full chapters (+prologue and a sidequest).
8 player characters (each a unique type of monster girl).
Several QoL plugins designed to make play feel smoother than standard SRPG Studio games.
Over 40 unique character portraits, generated with AI and hand-edited. No stock portraits used!
Many base conversations and significant amount of unique in-map dialogue (all in-map dialogue is added to the gallery afterwards, no need to reset to see it all!)

Planned Features:
30+ full chapters (not including sidequests).
20+ characters.
The ability to unlock new transformations for your units, ranging from changing to existing classes to brand new classes only found in this way (note – most transformations of this type will not change character portraits due to the overwhelming amount of images it would require. Some unique classes will trigger portrait changes).
Even more dialogue and worldbuilding!

Content Warning and Other Notes:
Due to the nature of the curse you are fighting against, there are threats of sexual violence and general depravity from the cursed. There are no scenes containing actual sexual violence or sex of any type.
I am still new to balancing for an SRPG game, and I would greatly appreciate any feedback that is given. I would like to keep this game from being overly difficult, easy, or boring, and I would love to take player feedback into account.
Likewise, please report any typos or bugs, and give any suggestions you have; I’m only one person, and I will miss things. Don’t worry about putting me out with this or anything, as long as you’re polite about it, I’ll just be happy to be able to fix things.
The game folder also contains a credits file, which gives the names of people whose scripts/models/music/etc I’ve used. If you have any questions about a specific script, unit type, how I gen and edit the images, anything, just let me know and I’ll be happy to point you to exactly where I got it and explain a bit more.
This game is untested on Mac and Linux, and a quick search says that SRPG Studio games generally don’t run natively on Mac and Linux, but that information is old. Failing that, Wine will probably get the game to run, but, again, I haven't tested it.

If you want faster conversations with me and others about the game, as well as notifications when it updates, you can check out its discord .


Changelog:

v0.2.2.1:
Bugs:
The time limit triggers for hard/lunatic in chapters 1 and 2 were broken, and have been fixed.

v0.2.2:
Portrait Changes:
Stephen portrait updated

Difficulty Changes:
Easy also didn't have double attacks enabled (curse you, SRPG Studio, for not having them enabled by default!), this has been fixed.

Dialogue and Conversations:
Removed the dialogue box before the ability tutorial so it didn't have a doubled up box.

Misc:
Added accessibility options. In this case, they're minor things that might enhance the experience for some people. First one is a simple option to change Maia's initial name from Michael to Mason, since I received some reports of it making people feel weird due to deadname reasons. If there's a minor thing (mostly small dialogue changes for now) that you think would enhance your play experience, let me know. I'm currently considering one to remove implications/threats of sexual violence (mostly in battle dialogue), but I'm open to more.
Removed the 0.1.x unit fixes. Since there isn't much in the way of actual new content

Bugs:
My fix to the Violet pre-TF portrait issue didn't take. It's been fixed. Again.

v0.2.1.2:
Bugs:
Portraits on the right were displaying 50 pixels below the ones on the left. No idea how this happened since it's not the default and I haven't touched that window ever, but it's been fixed

v0.2.1.1:
Bugs:
There was a broken italics tag in the Coworkers conversation. No idea why it was broken, by all rights it shouldn't have been, and I couldn't get it to work, so I removed it entirely.
Emily's portrait toggle was broken.
Save the Families was repeatable when it shouldn't be, and disappeared after ch 6.
A debug feature was accidentally not given a condition, making all conversations immediately accessible.

v0.2.1:
Note: Since it has been so little time since v0.2, I'm keeping the unit fixes from 1.x up.

Chapters:
Condensed chapter 2. There are now only 8 temples, each of which contains both loot and enemies. It should now be significantly less tedious to get through.

Dialogue and Conversations:
Fixed the intro to abilities referencing Emily before she's recruited, removed it from ch 2

v0.2 - Trying a new changelog format.
Note: This is the last release in which unit fixes from 0.1.x  will be available. New additions/changes to units from 0.2.x will remain until 0.3.

Chapters:
Added chapter 6. So long as you make some smart prep decisions, it shouldn't be too bad. Unless you're on lunatic, in which case...uh, have fun, it's a hectic one.

Portrait Changes:
Updated Maia's human portrait to be her normal portrait without wings.
Updates Steph's portrait so it looks...better.
Updated Lily's portrait to not be quite as bad. It's still not good, but it could be worse. The AI does NOT like arachnes.
Updated Emily's portrait so we see more of her body, putting her portrait size more in line with other people's portraits. Still not totally sold on this one, it might see updates again.

Mechanic Changes:
I increased the EXP penalty for killing a unit of a lower level than you. Hopefully this should encourage people to spread EXP more and prevent situations where we're seeing units reach significantly higher levels than intended.
Enemies no longer don't attack when they wouldn't deal damage. This should prevent taking a high-def unit and parking them in front of an enemy to effectively stunlock the enemy while weaker people wail on them. You'd have to remove weapons first, which makes it...not impossible, but more tedious. Also encourages the enemies to move more so they're less likely to get stuck in a chokepoint where that could happen in the first place.

Unit Changes:
Gave Corina the Siren Song skill, which cancels any remaining enemy attacks if she hits them with an attack.
Gave Elise the Power Overwhelming skill, which has a Str * 2 chance to ignore 75% of the enemy's defense when attacking.
Gave Steph the Divine Guidance skill, which gives all friendly units within 2 spaces +10 hit and +5 avoid.
Gave Sylvie the Vanguard skill, which gives her a slight stat boost while there are no friendly units within 2 tiles.
Changed Nia's Spear and Aira's Light to be abilities rather than items. For some reason before it wasn't letting you counter with abilities but it works now so I've made the switch and moved the tutorial for them to the prologue rather than chapter 2.
For all player units that received new skills or abilities, the first time you enter a base while the unit does not have the skill, she gains the skill.

Difficulty Changes:
After the player unit buffs, lunatic was a bit too easy, so I beefed up enemy stats somewhat, mostly a couple points of str and skl. It should be more punishing now and force you to play at least a little differently. Also decided that lunatic will get skills on enemies instead of making a lunatic+, but that'll come at a later date.
Added a 75 turn time limit to hard and a 50 turn time limit to lunatic. This is here mostly to prevent over-abuse of certain cheese strategies that allowed for infinite leveling. On normal and easy, go wild, I guess.

Dialogue and Conversations:
One new conversation after chapter 6.
Typo/grammar fixes (Thanks, Grevias and ManicMoonMan!)
Added a few lines to the SRPG Studio tutorial mentioning the fact that controller support exists (though IDK how good it is) and that you can save on your turn if your units haven't moved by opening the menu. Also added the SRPG Studio tutorial to Info in the base.

Bugs:
Amy's shop in ch. 2 was unavailable due to the way I made changes to ch. 2 (I copied the map to make changes and deleted the original/replaced it with the copy when done)
Ch 5 house visit was bugged again because I mistook the way the game handled some trigger logic, and it turns out that in earlier versions the house wasn't bugged for just Maia, so the test I ran for the last fix didn't catch the new bug.
Ch 1 was accidentally applying the easy/hard changes twice.


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