Alright, I said this would be on Thursday, but it's just barely on Friday due to my silly sleep schedule :P.
First of all, we're over $11k and close to $12k! Thanks again for all of your awesome support. The amount this game is growing is spectacular, and I never would've imagined it! I've went ahead and added in an additional goal to bring our small team up to four members!
As for the voting website, it's still a ways off unfortunately, but I do plan on devoting some time to getting it closer to finally being up and running after the 30th. I also plan on throwing together a wiki in the near future, so that it'll be easier to find information about how to play the game and what planned features we have.
Now, as for what you can expect for upcoming design changes to the game in the near future:
This is hinted at by some of Roxie's dialog, but soon I'm going to introduce the ability to donate monsters that you don't want or can't sell to the guild. Doing so will earn you "Guild Points" based on the quality of the monster that you donate. You'll be able to spend these points in order to get a number of services from the guild.
By spending Guild Points you'll be able to upgrade both Roxie's and Kay's shops to hold more stock (increasing how many new monsters you generate when you restock), and you'll be able to upgrade the stats and traits of the monsters the shop carries (this will replace the steady growth of store monsters' stats/traits currently in the game). You'll also be able to place "orders" for the shops to carry more of a particular monster type, a particular trait, or a particular consumable for the next few days. You'll also be able to spend Guild Points to refresh a client that has a particularly annoying request and replace them with a new one.
Every time you purchase a particular guild service the cost to buy it again will go up, similarly to how restocking works.
You'll still retain the ability to release monsters into the wild if you so choose instead, and in the future this will allow you to gain reputation with Kala as well as work into some special events.
Stats are going to be reworked significantly. This change may take a while to make it into the game, as it is a big change and will require most of the consumables and traits to be reworked. The point of the changes are to simplify the stat system overall but to increase the meaningfulness of your choices in raising particular stats over each other. One of the big things I want to focus on is making it so that the optimal strategy for breeding monsters/making money changes based on things that will be unique to your particular situation, rather than there always being one best strategy. Unlocking particular traits will make focusing on raising particular stats more beneficial, etc.
Level: Stats will now be out of 100 rather than 1000. Each stat will have its own "XP" bar, and instead of the system now where breeding directly raises/lowers stats, the stats will "level up" once they reach a certain amount of XP from breeding. It won't be possible to lower stats. In addition, your monster will have an overall "Level" and a "Level Cap". Every time one of their stats levels up, the monster's Level will go up. Once your monster reaches its Level Cap, it can't raise its stats anymore (this will replace the existing stat cap system). Also, every time your monster levels up, it will make it require more XP to level up any of its stats. This means that putting levels in one stat will actually make it harder to put levels in another stat, and you will have to choose which stats you want to focus on.
Breeding Modifiers: The amount that your monster raises the XP of a stat for another monster it's breeding with will be based on its own level in that stat multiplied by its breeding modifier. Breeding modifiers will be clearly displayed numbers (rather than being sort of nebulous like they are now). By default breeding modifiers will be zero, but particular monster types will carry higher breeding modifiers in particular stats, which can be inherited.
Consumables: The growth modifier (MOD) will be removed entirely. Instead, consumables will now actually directly raise the XP of a monster's stats based on their quality. This means that if you have a particular monster you want to raise the stats of, you'll want to both breed it and feed it every day.
STA: Will increase the number of times a monster can breed/harvested each day, but will do it as an average over time. For instance, if a monster has 25 STA, it would be able to breed "2.5" times a day on average, which means that each day it will have a 50% chance to be able to breed 3 times and a 50% chance to be able to breed 2 times. This means that each level of STA will matter rather than only every 10th level mattering.
STR: Increases the magnitude of the monster's breeding modifiers.
DEX: Decreases the time it takes for a monster to perform actions.
CHA: Increases the amount of money the monster is worth, as well as the amount of happiness another monster gains from breeding with it (explained below).
WIL: Increases the number of times the monster can be fed each day (in a manner similar to STA), and increases consumable quality.
FER: Changed to mean fertility rather than ferocity, raising this stat will directly increase the rate of producing offspring for this monster.
Happiness: Monsters will have preferences (they may prefer males, females, particular monster types, monsters with particular traits, etc). Preferences will be heritable but also have a chance to be imparted on a monster by repeated breeding or feeding (breeding a monster repeatedly with another monster may make it develop a specific preference for that monster, etc). When you breed or feed a monster according to its preferences its happiness will go up. When you breed or feed them against their preferences its happiness will go down. Depending on the happiness of the monster, it will change the rate of random good or bad events involving the monster. Bad events will make you lose time, reduce the number of times the monster can breed that day, lose money, etc. Good events will do the opposite, giving you free stats or consumables, etc.
Now, I can't give an ETA of when these changes will go into the game. I plan to get monster donation working relatively soon, but the stat changes may have to come later. Hopefully this gives you guys an idea of what kind of stuff I plan on introducing to alter the game play.
If you have any questions or suggestions feel free to leave them in the comments and I'll try to respond to which ones I can.