Minolione

Monster Girl Tactics: Oubliette | Pre-Launch Beta [F2A] out now! | Play for free!

The first build of the Pre-Launch Beta for Monster Girl Tactics: Oubliette is out now!

Itch.io page

This build runs up until 50% of the way through Chapter 4.

It contains ~80k words, but since it's a branching story, one playthrough will only have ~34k words (give or take, depending on how much you choose to talk to people).

You'll probably need a dedicated GPU to run it. The Steam page has detailed hardware requirements, but those are just guesses I made using hardware spec rating sheets.

Windows only for now (tho I'd like to build a native Linux release at some point).

If anybody is willing to try, I'd love to hear your thoughts (good or bad). There's some specific stuff that would be particularly useful:

  • Are there any technical issues? Crashes or bugs? Resolution scaling issues?
  • What are your PC specs, and how is your performance (FPS wise, stutters, etc)?
  • Are any gameplay mechanics unclear?
  • Did you get stuck or lost?
  • Is the the battle difficulty too hard or too easy?
  • Did you encounter any typos or broken branching narrative logic (e.g. softlocking, characters speaking when they shouldn't be present)?

–Minolione

s2_smol

Thoughts? Leave a comment

Comments
  1. Anonymous — Aug 6, 2026:

    Just finished playing through the demo, enjoyed it quite a lot! I thoroughly enjoyed getting to know the girls and learning bits and pieces about the world you've crafted.

    I jotted down some nitpicks and thoughts as I went, hope you find them useful.

    • Example dialogue should be displayed while interacting with the dialogue configuration
    • Mouse over a unit's ability should display the ability description
    • Font rendering issues
    • Ch 2 start screen, "Highwayman Hideout" wrapped (overlapping with "Chapter 2" and "Victory Conditions")
    • Ch 3, 4 travel screen, inventory overlaps with description.
    • Used a 1440p monitor
    • Are you bundling the font intended for these? If not, I might not have it installed.
    • "Press any key to continue" after a battle should probably include left click
    • In the dungeon area you can't walk up the first step, I thought I was stuck down there for a second
    • Slimes trickling in after the end screen fade is jarring

    I'm curious how you intend on balancing characters given there is no equipment or (seemingly) opportunity to modify characters stats in any meaningful way.

    It might just be the map design of the early levels, but so far ranged only attacks are a pure liability (especially with the inability to perform team attacks or retaliate), so in practice the MC is worth half as much as anyone else. Honestly even if he did 5 damage he would still be at the bottom of my tier list.

    The angel lady routinely does more damage than everyone else combined (and full heals everyone to boot). Given everyone's attack is so low, it is usually optimal for the party to stand in a line and do nothing to make the arrow better... not sure this is the intended experience. Upping non-AOE damage by 1 and everyone's health by hp/5 would probably fix this.

    Healing without constraint encourages passive playstyles (clear a pod, camp until everyone is full healed, continue). Not fun, but optimal. FE solves this with turn limits and scarce healing staves.

    I've had more characters than character slots in several battles already and, when combined with the obvious power creep from new MGs, implies the entire current cast is going to be benchwarmers soon. Kinda a weird vibe.

    The difficulty was fine throughout, though the angel and lamia carry the rest of the useless trash to a great extent. The slime level was quite difficult for me due to my story choices leaving me without any additional damage dealers besides the angel, so I struggled to make forward progress against even the baseline level of slime spawns.

    Overall I enjoyed my time with the game and will definitely be picking up the full release!