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Grove is an M/M-focused NSFW RPGM porn game following a skilled dragon explorer and cartographer venturing into the far north of an unexplored land as parties disperse and rumours of curses and monstrous entities spread. This is the reworked vertical slice with reworked slime forest, cliffside caverns, three enemy types and two mini-bosses. The RPG Maker loop runs real exploration and combat with Game Over and Struggle arts integrated into the failure states. Grove Dev builds it with genuine RPG gameplay under the gay-furry H-content, which is exactly the kind of mechanically-substantive design this directory screens for. 2D art, furry framing, deep tag list spanning corruption, gay, tentacles and RPG routes. A focused RPGM porn game for the gay-furry audience with a real exploration-and-combat RPG core.
Installation
1. Extract and run.
Developer Notes
NOTE: DO NOT PUT THE GAME DIRECTORY IN A CLOUD SYNC FOLDER! THIS WILL BREAK THE GAME! On the GROVE Rework We've learned a lot whilst developing Grove and Prowler over the years. And in so doing, we also realized that... a lot of our early, experimental eventing and coding in Grove was bogging us down and holding us back from adding more content, features and mechanics. To that end, GROVE is making the move to RPG Maker MZ, and undergoing a technical reworking! But don't panic! The characters, content, and the vast majority of gameplay mechanics you (hopefully) enjoyed will still be there! In moving to a new system, we're also thinking about new additions, subtle tweaks to improve older systems, graphical updates, larger revamps to early game content / character interactions... and most importantly, easing our own development for the game going forward by cleaning up our coding! We're experimenting with character sprite size for the GROVE Rework. A double-height Grove will allow us to more easily show off armour sets (or lack of), but we'd like your opinions on the change! And for future work-in-progress previews, regular monthly development updates, and a handful of other little bonuses to show our gratitude for your support, we'll eventually be launching the GroveDev Patreon. (Early location enemies will be redrawn and updated to be in parity with Dark Places pt.1 content) Q: What's happening to the RPG Maker MV version of GROVE? A: It shall remain freely available in its current state for the foreseeable future, but it will NOT be receiving any additional content updates. Q: Will my old save files be transferrable to the new version of GROVE when it releases? A: Sorry, but they will not! A shift to a new engine and a ground up rework makes save compatibility impossible, but we've made sure to spruce up early game content to ensure all players have something new to experience when starting again!" Q: Will the new version of GROVE be Patreon exclusive? A: The new version of GROVE will NOT be Patreon exclusive. The Patreon will be for development updates, in-game credit, Discord rewards, Miniproject access (after a few are released), and a way to further support us as developers! Q: How long will it take to rework GROVE, and how much content will be in the reworked version? A: Right now, our intention is to rework everything that currently exists in GROVE, and implement the long-awaited Dark Places Pt. 2 content. We don't want to put out a new version with less content than before! Because of that, we can't really give an exact estimate on release, besides our hopeful plan for it to release in 2025!
Changelog
v1.0.3
- Added MacOS build - Fixed issue where the Blue Slime boss fight can be initiated without Kuno in the party. - Fixed issue where initiating the green slime secret unders fight will allow the player to move past the intended blocker afterwards. - Fixed map title issue where loading may take longer than intended due to switching issues. - Fixed storage box showing an undefined maximum item limit and thus causing a game freeze when an item is deposited. - Fixed issue where losing the first fight of the Kuno double-slime encounter will fail to activate the Game Over (missing exit event processing command). - Fixed secondary skill placeholder appearing due to two events reusing the same switch as skill checks. - Fixed fallen image from appearing if the opponent uses an attack during a struggle (opponents should no longer be able to use regular attacks during this). - Fixed camp background resets when interacting with the documents case in the camp, or repairing armour. - Fixed bandit slave suit battle end to use correct game-over eventing. - Fixed several map clipping issues. - Fixed several instances of text clipping.
v1.0.2
More fixes! Fixed some word-wrapping issues in the Slime Forest.
Adjusted dialogue interaction with the wardrobe.
Added force resume triggers to stuck scripted sections.
If you're stuck in a scripted state (black gradients above and below the screen, enemies frozen), open the documents case then close it for it to reset. Alternatively walk into a new map, or interact with a tent.
v1.0.1
Thank you to all those that have played so far...! - Fixed documents case being accessible before you reached the Inn (caused Wizz eventing from looping as a result) - Fixed slime boss incorrect game-over eventing upon loss. - Fixed forced scene skip load save menu incorrectly showing a save window. - Removed unusual trio slimes at the start of the slime forest. Original Version Changelogs:
v0.308
- Added mouse-over tooltips for most states when in battle. - Increased base m.attack scaling of Azure Bolt. - Increased buff duration of Sigil Concentration state by one turn. - Sigil Infusion proc chance increased from 33% to 50% - Sigil Infusion - Azure Bolt defense debuff increased. - Sigil band m.attack buff reduced. - Jellicap m.def reduced. - Triple Blitz damage scaling increased - Weapons (except for the starting dagger) can now be sold. - Added additional text to the pile of timber in the Slime Cavern - Underworld area. --- - Added a switch to disable the bat from ending the fight when the sleep event is activated. - Fixed instance of description text clipping. - Staggering dash buff removed after battle. - Lightweight Dyed Armour description adjusted. - TS_Bookmark plugin updated. - Fixed issue that caused 50 points of the player’s HP to be removed upon game load when the Regulation Knight set is equipped. - Blasting Powder will now be correctly removed from the player’s inventory when interacting with the empty barrel during the Mine side quest. - Added ‘worn’ and ‘un-worn’ options to the Undergarment Lab scene when in the gallery. - Added a moat around the slug island to prevent players from getting captured by the Primal Slug before unlocking the Jump Sigil. - Fixed incorrect pathing when taking a seat during the Bandit Leader’s proposal section. - Removed instances of gallery post battle eventing causing the pet function to be reenabled. - Fixed instance of Mercenary hall hub interior warping Grove to an older variant of the Mercenary Camp map. - Removed instance of transition flash in the Deep Husk area post quest completion. - Added a conditional skip to the drake trap QTE garment rip text to prevent dialogue repeats. - Fixed some instances of Upper Jungle jump pathing. - Prevented players from jumping down the well when the 0.3 tutorial segment is active. - Cooke’s movement will be skipped if Grove occupies a tile. - Blocked player from exiting the Dusty Mines via the secret passage when the Umerite chunk is in inventory. - Upon completion of the Desert Temple map, the player will be transferred to the Mercenary Camp map. - Fixed bug that prevented players from leaving the mill if the shimmering powder bomb was crafted, but no excess dust is present in one’s inventory before he completion of the fourth side quest. - Fixed instances of inconsistent colision with the slug nest plants. - Fixed bug that allowed the invader scene trigger to be repeated over and over. - Fixed erroneous slug encounter that allowed pets to participate in battle. - Various grammatical fixes. LINUX - Resolved an issue associated with the engine’s version of NW.JS and the ‘Bookmarks’ plugin, preventing the latter from operating. (Thanks Qazm!) MacOS - Build released for MacOS (tested on Monterey)
v0.307
-Added an additional store for Wizz post Quest 4 that includes a HOT coffee bean. - Added a plugin that should resolve frame freezing and hitching issues that had cause the screen to freeze, but still allow players to move around. - Fixed another instance of Mercenary Hub transition inconsistency. - Added a skip to Rinnal's pathing in the Quiet Meadow camp, ensuring players don't get stuck - Case of the mystery invisible cooke solved. - Added redundancy OFF switches to disable the fire glow effect when deactivated in the red slime core area. Documents case teleport removes fire upon usage. - Added an off switch to Tuon's Bat scene, preventing a lockout when players are attempting to access the slime-slab scene. - Ensured Shock bombs and Oil Bottles are a guaranteed hit. - Added Tuon slap to the gallery. - Shifted coffee bean event down to the chair. - Fixed Dreams being stuck on the Carrot dream. - Fixed an issue where the evening mill may lock players out if six quests are completed in a certain order. - Various grammatical fixes.
v0.306
- Path inconsistency to Mercenary camp fixed. - Fixed Orb not being removed from the team