It’s been a few months since our last update—but first of all, Happy Labour Day!
Last time, we shared that we had switched to developing the game using Godot. Unfortunately, we encountered issues with achieving certain effects in Godot that we really wanted to include. As a result, we've made the decision to transition development to Cocos Creator, a platform we’re more familiar with (I use it in my full-time job).
Although switching engines required converting scripts from C# to TypeScript, we were fortunate to find tools that helped us convert Unity scenes and prefabs to Cocos Creator in a relatively short time. Overall, the transition didn’t slow progress down too much. While we still need to rebuild some scenes, we’re roughly at the same stage as before.
Current Progress Here’s a quick look at some updates and changes: We’ve merged the character scene with the map scene to improve the user experience. This means there’s no longer a need to switch between scenes for tasks like training. A menu button will appear on the right side of the map screen, allowing you to perform all tasks—including evolving—directly within the world map. This also reduces the workload behind the scenes.
We've expanded the day system from 5 time zones to 10, effectively doubling the number of actions you can perform per day. For example, you can now train 10 times per day instead of just 5.
The training system has been revamped. Instead of increasing stats by a fixed amount, training now boosts stats by a percentage. This scales better as you evolve.
Old version: Train a slime 10 times → gain 20–40 attack. After evolving → 80~100 attack.
New version: Train a slime 10 times → gain 10–30% of base attack (e.g. from 10 to 11–13). After evolving → stats scale better, e.g. 88–104 attack based on prior training. The higher base value, the higher the effect of training.
We're still tweaking the values, and we may buff training effects further if needed.
Feature Status Fully Functional after Script Conversion
Skill System Scenario System
Partially Working (Tweaks Ongoing)
Battle System Training System Party System Team Collect System Evolution System
In Progress
Explore Map System Dungeon System Game Optimization
Overall, after moving to Cocos Creator, we estimate our development progress to be around 60%.
A Personal Note & Upcoming Side Project On a more personal note, one of my favorite VTubers, Gawr Gura, graduated today. As a tribute, I’ve decided to create a mini-game to commemorate her. This will be a passion project and is expected to take about 4–6 months. We also plan to submit it as part of the Holo Indie Game initiative, and we hope it passes their review.
I apologize this will delays progress on the main game. I truly want to complete this mini-game for Gura before returning to work on our main project.
Important Note for Supporters Given the pause in development and the upcoming mini-game, we recommend not purchasing this game until our next major update, unless you’re comfortable with a longer waiting time.
Finally, we sincerely thank everyone who has continued to support us on this journey. We’ll share another update once the mini-game is completed.
Thank you for reading, and thank you for being with us.
Merry Christmas & Happy New Year!
Hi all,
We wanted to share an update on our development progress. First and foremost, we apologize for the lack of updates over the past few months. While we've made some progress during this time, it's been much slower than we had hoped. With the holiday season coming up, we’ll be taking some time off until the end of January, which may further slow down the rework process. We apologize for this in advance and appreciate your understanding.
We are truly grateful for your continued support as we work on the new version of the game using Godot. Currently, we are about 50% complete and plan to accelerate development starting in February.
Here’s what we’ve accomplished so far:
Battle System Skill System Evolution System Training System
The following features are still in progress:
Explore Map System Dungeon System Party System Team Collect System Scenario System Optimization of the Game
While we can’t provide an exact timeline for completion, we’ll continue to share updates on our progress in the future.
Lastly, we want to sincerely thank you for your support and patience. We wish you a Merry Christmas and a Happy New Year!
Updating Progress
Hi all,
We have an update on our development progress. First, we apologize for the lack of updates over the past few months. We were busy with our full-time jobs and only resumed work at the end of August, which took longer than expected.
We are truly grateful for your continued support as we develop the new version using Godot. Currently, we are about 35% complete, and we plan to accelerate development in the coming months.
Additionally, we've decided to enhance some parts of the game:
World Map Movement: You will no longer be restricted to moving by columns; you will be able to walk freely on the map. We've also added a new system for randomizing encounters based on the area you're exploring.
Battle Scene Enhancements: We've added features to make it easier to assess the situation during battles. When you hover over an enemy, their status will be displayed. When you target an enemy for an attack or skill, the hit chance will be shown above them.
Evolve Selection: We will now include detailed skill requirements for evolution.
Dungeon: The dungeon mechanics will remain the same, but now monsters will be visible, allowing you to avoid battles if you choose. However, if you get close, the monsters will start chasing you.
Please note that we are unsure if these enhancements will be ready for the next update. Our focus is to complete the development of the existing features before working on these improvements.
Finally, we want to thank you for your continued support!
Let's poll for our future update!
Hi all,
We know we haven't updated any news for quite some time, and first of all, we want to apologize for this. We've been facing some challenges since switching from Unity to the Godot Game Engine; it has more complexities than we anticipated. As of now, we have completed around 30% of the content migration to Godot. Additionally, from March until the end of June, we will be occupied with our full-time jobs, so we will only be able to resume work on this project around July.
Upon resuming the project, we anticipate that the transition process will take longer than expected. We estimate that it will require approximately 5 months, putting us at the end of the year... We understand that this timeline may seem lengthy, but we want to avoid releasing a buggy version of the game, similar to what happened with our first release.
Therefore, we are conducting a poll in the Discussion: Should we finish the game in Unity first and then convert it to Godot later, or should we directly finish it in Godot?
We hope everyone can provide some input, as we will adjust our development progress accordingly.
Thank you very much.
We have make a big decision
Hi everyone,
We want to share an important decision with you. We've decided to halt the development of our game using Unity and transition to Godot. While we understand that this choice will introduce delays in our progress, we have lost trust in Unity.
Our programmer will begin learning Godot after they have recovered from their illness. We estimate that this learning process will take approximately one month. After that, we'll need to rebuild the entire project from scratch, which we anticipate will take an additional two months.
We appreciate your understanding and patience as we navigate this transition. Thank you for reading.
Slightly delay for the next update
Hi everyone,
We regret to inform you that we will be delaying the next update by one more month, shifting it from mid-October to mid-November. The primary reason for this delay is that our main programmer is facing some health issues, and we are prioritizing his recovery.
Additionally, our new mini-game requires more time for polishing. We anticipate having a demo available in November as well.
We appreciate your unwavering support and understanding during this time.
Thank you.
We will start next version development
Hi everyone, it has been 1 month since our v0.9.1 went live.
We hope everyone is enjoying the update.
We will now begin development on v0.9.2. In v0.9.2, we will unlock all the remaining areas and also add the main story for days 100 to 150. Additionally, we will implement a feature that allows characters other than the main character to learn skills. Of course, there will be new evolutions and new monsters added as well.
We estimate that this development will take around 3 months, so hopefully the update will be available by the end of October.
Furthermore, we have developed a mini-game over the past month, which will be available for early access on Steam in September. It is a roguelike dungeon crawler game where you play as a slime, defeating enemies and consuming them to gain their power, helping you defeat stronger foes. The game relies on your decision-making skills and, of course, a bit of luck. You can upgrade the slime by earning experience points or use the experience to learn and upgrade skills. The early access version of the game will cost $0.99.
We appreciate your support and thank you for reading!
v0.9.1 is live now
Hi everyone, sorry for the delay. We apologize for the inconvenience caused by the recent issues with my laptop. Unfortunately, some data that hadn't been backed up was lost, resulting in the extra two days it took to resolve the problem.
However, I'm pleased to inform you that this new version of the game is functioning as intended. We have addressed multiple reported bugs and made the following updates:
-Unlocked the sea area. -Added a new evolve route. -Fixed issues with some popups being unable to close. -Introduced a new story. -Included new monsters. -Adjusted the performance of dungeon loading. -Added the ability to learn the "swim" skill at Shiro's "learn something" option (Note: It requires 15 days to learn). -Enabled the purchase of a diving potion at Shiro's shop, allowing players to explore the sea area for a limited time. -Important Note: If your bubbles deplete in the sea area, you will drown and it will result in a GAMEOVER. Make sure to head back to the ground when your bubbles are almost depleted. -If you have the "swim" skill, you can move freely in the sea without any issues. -Expand the save file slot to 20. -Fixed reported bugs.
In the coming month, we will release another update focused on bug fixes. Please don't hesitate to report any issues you encounter, as your feedback is valuable to us.
Furthermore, in approximately three months from now, we have planned a major update that will unlock the story from day 101 to 150, as well as introduce two new dungeons.
We sincerely appreciate your ongoing support and enthusiasm for our game. Thank you for being a part of this journey with us!
Delay for one more week for tweaking
Hi everyone, we say that we will have an update today but there are still some variables we think are still wrong, and are fixing them now, sorry about the delay. The update will be delayed to next weekend.
Thank you for your understanding and support.
V0.9.1 is coming soon
Hi everyone, we apologize for not updating for a month.
This April has been a busy month for all of us as we were involved in another project in addition to our main job. Unfortunately, our Kickstarter project, Soul Roll Dungeon, had too many problems, and we had to cancel it. We will relaunch it after we are ready.
As for our game, Reincarnated As A Monster, we will not be able to release it this month, but on May 28th, we will have an update for it. This update will include the following:
-Unlocking the sea area -Adding new NPC and monster -Introducing new story events -Providing new evolving options -Adding new encounter events
We hope to be able to deliver this update on time. Thank you for your patience and support!