The Monster Breeder Screenshot 1
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The Monster Breeder

DISCORD SERVER



About the GameThis is a turn-based fantasy strategy game with RPG elements. The game has two main layers: the first is the monster breeding, the second is the tactical turn-based arena combat.

Main Features

  • Create Monsters

  • Tactical Arena Combat

  • Large variety of tournaments

  • Warrior training

  • Forging

  • Alchemy

  • Base upgrading




Players can purchase eggs and juvenile creatures from local hunters. The next step is to set up a magical treatment to enhance the creatures’ strength, agility, and other attributes. Nearly all these traits can be manipulated with magic scrolls, potions, blood infusions and runestones, although overuse of magic and potions can cause severe illness, infertility, shorter lifespan, or even death.

Natural species are weak and perform poorly in the arena, but all have at least one valuable ability. There are three classes of creature available: insect, reptile and carnivora. Players can only crossbreed species within the same class, and the best offspring can then be selected for magic treatments to improve their combat performance. Only eggs and juvenile creatures can be treated. Adult monsters earn experience fighting in the arena and learn new skills when leveling up, but these skills are not inheritable.

There are multiple options for players to house their monsters in the various chambers and cellars of the Old Keep, or they can build a small hut or kennel in the courtyard and upgrade it. Depending on their temperature tolerance, some creatures can live in a flooded dungeon cellar while some others need a warm environment to remain healthy. Only healthy creatures can fight and earn money for their masters.



Combat in the arena is tough but not always deadly. Beginners can participate in non-lethal tournaments without the risk of losing a character or monster. Lethal combat pays much better, but this is a game with permadeath, so be aware!

How much risk are you willing to take? Which tournament are you going to enter? Only you decide. Players get money if they take part in a tournament, but only the winners receive the glory and extra rewards.



Warriors, archers and sorcerers can be hired to fight side-by-side with monsters in the arena. Players can personalize their training and equip them with weapons that match their skills and strength, although to be overburdened with armor comes with serious penalties in combat.

Characters earn experience in the arena and gain new skills when leveling up, and older warriors can be valuable trainers depending on their intelligence and trainer skills. Some hired characters may refuse to participate in lethal tournaments, but slaves can also be trained for combat.



Players need to hire a blacksmith and alchemist to be able to craft items like weapons, armor or potions. Every craftsman has unique skills and traits affecting their products’ quality, their rate of work, and the amount of material they use.



Various types of equipment can be purchased to enhance productivity: recipe books, alembics and extractors are all useful accessories of the alchemist's lab, while weapon and armor molds, alloy smelters and special forges are exceedingly beneficial to the blacksmith. Apprentices can be hired to improve productivity and players can employ them as blacksmiths or alchemists when they graduate.



Players can construct or upgrade various types of buildings, allowing them to keep more monsters, incubate more eggs, create more weapons and potions, or increase storage capacity and the size of their living quarters.

Some buildings have unique features: Hatchling's Cabin provides the possibility of using runestones and magic fields to modify juvenile creatures’ traits, while the Alchemist's Shack and Blacksmith's Hut provide more places to hire craftsmen and also give an efficiency bonus. The Old Keep is the default building at the beginning of the game. It has multiple chambers and cellars, all of which can be assigned to any purpose.

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Game Discussion

Review by Anonymous
Review from Steam

I played a few hours of the game after picking it up last weekend for a curator review and I'm somewhat pleased and somewhat disappointed at the same time. That should mean that the game is mediocre at best. Is it?
The production value is ultra low. It's almost all generic Unity work with assets from the Unity assets store and use of 3D character modelling software with some generic characters, plants, buildings and even the music tracks I already listened to in multiple other indie games. (Best reference here are the 3.99 dollar Shieldwall Chronicles series of games here on Steam).
The developer is very transparent about it, so it's clear for eventual buyers.
The dev is transparent that he don't like his own (homemade by the dev himself) monster models so much and also he ask for input from EA players to improve the game.
The Game Loop
One can compare the game loop with what we know from other Gladiator games. You are in charge of a roster you can fill with monsters or humans. Humans you can buy at the periodic market or you rent them. Monsters you can buy as well, you can breed with them or buy eggs that results in monsters later on. You buy equipment, you train them and you buy potions or ingredients to make them stronger or your opponents weaker.
You can eventually craft your own potions and equipment with characters who don't participate in fights.
After your roster is strong enough and you are ready for the next turn you go to the (simple) map overview to select the fight (tournament) you want to participate in for this turn. The (again simple) TBT hex map opens and you can control your characters to fight the group of opponents.
The Fight
Going into any fight unprepared, results in a total overwhelming and unfair game one directly want to rage quit. Everyone you bring into the arena you have to check stats, how can they handle a sword or a bow? Are they not too heavy weighted? Are their skills powerful enough? Did I eventually equipped some healing potions? How am I performing against different kind of creatures? (for example humans, insects, carnivores).
When you suffer a hard defeat and you fight the same arena again prepared, then you have a change to win.
Winning involves defeating all opponents creatures, there are no other goals or variation so far as I can see.
The Highs and Lows
A good bunch of different species and characters to experiment with and many of items and skills of different quality are at your disposal. None of them are exceptionally unique, even not the crossbreeds. They diver in stats and somewhat different textures, but the models looks pretty much the same. In between turns you select your own fight from the map. They are all unconnected, individual fights without story elements. The only part that counts in them is to select the right fight for your prepared group and the money involved when you loose or win. You always get some money for participating. Even when you loose, but when one wins the fight one get the reward.
It makes it also a bit of a grind for me. Or your progress goes slow (when you loose fights) or it goes faster (when you win fights). But actually it never goes fast enough and it's always a slow grind. Eggs takes 9 - 12 turns to hatch. Monsters need food and shelter and being tame otherwise they can escape. Humans cost monthly rent. So you keep fighting to buy a very small amount of improvements on different periodic markets every turn, while you never really make a huge progress at once.
What was really problematic the first few runs for me personally was the fact that all my humans missed all attack rolls every turn even at 95 % hit change. Arrows flying around the arena except on the opponent and spells who made zero damage what makes my mages useless. Then when the enemy group reach my heroes they were able to kill them with one direct hit doing 14 out of 20 damage in one turn. Making my characters energy drawn and was guaranteed a loose. It has to be said that there are countless skills and equipment you can use to make your characters better and that's the key here. You will have to micromanage.
I had to learn the hard way that every small detail of equipment, stats, counter stats, abilities count and that you really have to prepare, pick the right fights, do not forget anything in prepare mode and eventually have a change to win the game.
What was problematic as well that I did not see any difference in hitting anything with 7 % change or with 97% change. I always had more misses, but even that much hits with the 7% change. It feels very unbalanced and what worries me is that the effect of breeding mechanism, use of (eventual toxic) ingredients on eggs or crossbreeds only influence the stats so little while the difference between those stats in fights feels horribly random. It takes the reason away of upgrading since the random effect stays in place. This needs much work in balancing I think.
The aesthetics part also have some lows. Some later implemented elements like the battle logs and the victory overview makes use of very -out of theme- fonts and colors. That makes the already somewhat generic game uglier then it should.
Most Asian translated games have this problem as well. The standard Unity font is really nice to use in any Word doc, but not in every piece of art.
Verdict
The review so far has to be taken with a grain of salt. I was not being able in the ten hours I played so far to breed one creature myself and make it a killer machine. I was able to win a few fights and make some money I directly overspend to buy potions, better equipment and ingredients I was not able to use since the only alchemist I had was bad in making all kind of potions.
The constant misses in early fights at beginners level made me left frustrated.
The miss of customizing hotkeys (I was not even able to rotate the view with Q and E, but this is corrected since EA release) and the camera constantly following opponents move out of view (without an option to turn it off) and the low production value in all aspects left me with a somewhat bad taste.
At the same time do I understand all of it from the devs one man perspective and do I really want him to succeed the EA period and improve the game. Since I like the concept, the theme and the passionate work already put into it.
In the forums he already mentioned that he want to invest in better 3D models when the game is successful, but I worry more about hundreds of small quality of life improvements more. Tooltips everywhere for example and specially when crucial -not able to find elsewhere- rules about game mechanism are a must. Rotation view and being able to stop the camera following enemy movement is highly needed. Explanation or more transparency about hits and misses is welcome.
When I was younger and without countless bills and a full-time job I was provide more feedback to the dev. For now I don't have the time, but I provided some feedback at his Discord he already actively picked up.
I will keep playing a bit more to find out if there is a raw gem inside somewhere that I miss out of frustration so far. Frustration of generic assets, not enough info in the tooltips and horrible hits and misses in fights. But at the same time a 3D monster breeder, very low on bugs, an acceptable game flow and clearly made with passion and ambition. It needs a player base now of players who like the Gladiator genre, like micromanage all aspects of humans and monsters, don’t fear to loose early on a lot since your humans and monsters are really weak and like to experiment since not everything is clearly explained with tooltips. The thumbs up is mostly because the dev deserves it, the game is working how it’s supposed to, being advertised, not too expensive and not finished yet.

Review from Steam

This is the kind of game I have always wanted to play, but could never find. A few have come close before. But no matter what they always seemed to lack depth. Either the monster raising/training was only a side feature, or it was only a shallow attempt.
It's rough.
It's early access.
But the promise is there.
Enough for me to throw money at it and hope.

Review from Steam

With almost 47 hours played I have gotten a very goo feel for the game in it's current state. So here is my thoughts.
Difficulty:
The difficulty of the cash in the game is very low, in most cases just keep fighting win or lose and funds will never be an issue, but I do not feel like the cash in the game is intended to be an issue past the start.
Combat, This is fund and variably difficulty. the animals is not to hard to use, but the humans are incredibly hard to win fights with. Over all it is fun and challenging, but after a while I found that I just started using auto combat. but that's normal for these games. If you wanted harder game try using humans only, and for a super hard game do lethal combat with humans.
For me the true enjoyment was in the actual breeding of the animals, it is relitively complex and detailed and I feel it will likely expand a lot as development goes on. I spent a huge portion of my gameplay time breeding the perfect creature. Raising it's life span, adding traits, getting current traits build up. This was where I think the game was truelly enjoyable. But the other aspects were good to.
Now for the few complaints.
The graphics are very subpar for the monsters, this is rather sad, but perhaps will get better.
The blacksmith and alchemist have the drunkard trait to often. This is a super annoying trait and makes this aspect less enjoyable. Needs to be less frequent. I mean really why is 90% of the people I can hire drunks.
Humans need more to do with them, monster breeding is fun, but humans I get to gear them and thats really it. The training is kind of meh and it just feels like there could be a lot more added for them (perhaps simply yet to come)
Animals need a trait for there species, after all even with cross breading a new species would eventually evolve.
Over all though I loved the game and it is still EA so will likely grow a ton.

Review from Steam

If you're a fan of the Skaven from the Warhammer series. And your favorite clan is Clan Moulder. This is honestly the perfect game for you. I'm having a lot of fun breeding monsters and sending them to fight in the arena. It's still rough around the edges though. UI needs some work and animations are still a bit janky. Something by which the dev is very much aware of. But there is a lot of detail put into this game, and I have come across no game breaking bugs. Definitely worth seeing where it goes!

Review from Steam

its got some jank to it but its a fun game

Review from Steam

Its a bit rough around the edges and some things need more tooltips but otherwise i feel like the game has the potential to be Great

Review from Steam

First off, this is a 1-developer game in Early Access, so it definitely is a bit rough around the edges.
There's no tutorial yet so you may have to restart once or twice until you understand what you should and shouldn't spend money on at the start so you don't go bankrupt after 6 turns, or how not to get your first squad of warriors eaten by venomous spiders.
Graphics aren't great (yet) since everything was made without a professional artist at hand. The artist has announced that if this game does well enough there would be new assets in the future.
That being said, the gameplay is a lot of fun once you get into it. It's mostly a management/breeding game with tactical combat. You build up your homestead, hire a blacksmith and an alchemist and hope they aren't alcoholics who beat their apprentices in a drunken stupor until they run away. It's great!
I WANT to compare it to something like Monster Rancher but the one single game it most resembles is actually XCom, blended with one of those addicting mid-2000s Flash games.
The developer is also very receptive for user suggestions and by its very nature this game has a ton of potential if more content is added.