Monster Girl Clinic
Monster Girl Clinic


Eight women. One waiting room. You.
The catch: you're the only human patient at the Monster Girl Clinic, a court sent you here because reorganising a man's entire life without asking him for six months turned out to be a condition rather than a hobby โ and your treatment plan is one line long: stop fixing people.
Petra wears sunglasses indoors so she doesn't turn you to stone by accident. It only got your left hand. Her snakes have their own opinions about you and are extremely bad at hiding them. She also writes the clinic's anonymous advice column, which the entire building reads and which she will deny to your face.
Iris is a succubus whose body treats genuine kindness as an overwhelming meal. Compliment her and she grows. Embarrass her and she shrinks to the size of a chess piece and asks you to keep walking. The ceiling has been repaired twice.
Juno is a slime who absorbs hospital equipment on reflex and denies it while the stethoscope is visibly floating inside her shoulder. When her composure goes, so does her surface tension.
Clover is a holstaur who had to have the top half of her closet removed to fit her headroom. She will not open her door, because if you see her stooping it will ruin her entire day. She has been preparing all morning in case someone new walked past.
Naia is a lamia with a paralysing fear of footwear and a tail that does not take instructions. It has already wrapped itself around your ankle and it is not letting go. She would like it on record that this is a hostage situation caused by an insubordinate appendage.
Faye is the clinic's only ghost. She died heroically. She will tell you so. She is lying, and the truth involves a protein bar.
Dr. Vera and Dr. Nova Hartfield are twins, both your assigned therapist, both in charge, and both convinced the other one keeps finishing their sentences. Your intake interview took two hours and taught you nothing about your treatment.
Every one of them is performing, and you have always been unreasonably good at spotting the seam in a story. Collect the contradictions in your notebook, and when you're holding proof she can't argue with, call her out. She testifies. You press her statements or drop the evidence on the one that's a lie. Get it right and the performance stops, and you finally meet the person underneath it.
In Monster Girl Clinic, you'll live in the building, notice exactly the things nobody wanted you to notice, and decide how close you want to get โ one contradiction at a time.
- A sandbox clinic across morning, noon, evening and night, where who is where and what she is doing changes with the hour
- Fifteen rooms and dozens of things worth examining, most of which tell you something about whoever lives there
- Real cross-examinations: press her statements, present evidence on the line that's a lie
- Affinity that opens up as you stop being a stranger โ each woman's story is gated behind understanding her, not grinding her
- A gallery that remembers every scene you've earned, including the animated ones, and lets you replay them
The demo covers the first seven days, complete: the full prologue, the whole day cycle, map, examine system and notebook, two full investigations with cross-examinations (Petra's and Iris's), two reward scenes for closing them โ one animated, both added to the gallery โ and mini events for every other patient, from breakfast to well after midnight. Day 8 never starts, so nothing is missable.
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