The Monster Breeder cover
The Monster Breeder screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Indie

The Monster Breeder

Bug fixes and UI improvements

[p]Hi everybody,[/p][p][/p][p]This update contains bug fixes, improvements to the user interface, and more tooltips about weapon and armor bonuses.[/p][p][/p][p][/p]

Bugs fixed:

[p][/p]
  • [p]Casting Dispel Magic can cause freeze.[/p]
  • [p]Casting the Invoke Fear spell on human characters caused the game to freeze.[/p]
  • [p]Insectoid opponents with Tail Strike ability were generated with short tails.[/p]
  • [p]Monsters can inherit Fly ability without having wings.[/p]
  • [p]The action point bonus on the character panel wasn't indicated correctly.[/p]
  • [p]The Quality settings dropdown button was occasionally irresponsive in the Options Menu.[/p]
  • [p]Missing tentacles from the Frogbeast's back.[/p]
  • [p]The "Attack bonus against hybrids" stat was mislabeled on the "Monster grew up" message.[/p]
  • [p]The ability button for Flawless Defense doesn't update after clicking on it, and the tooltip doesn't show the full description.[/p]
  • [p]Wrong instructions for the Skill Upgrade button in the tutorial.[/p]
  • [p]The auto-combat report incorrectly displayed the number of enemies killed in the Catacomb fight called Duel.[/p]
  • [p]Items selected for purchase disappear from the purchasable items after saving and loading.[/p]
  • [p]The tooltip for the Great Slash ability did not indicate that a two-handed weapon is required.[/p]
  • [p]The stock of Titanwood could go negative when crafting shields. This also prevented new purchases from appearing in the blacksmith's inventory.[/p]
  • [p]The effect of Poison Gland on Poison Split was incorrectly displayed in the Surgery tab.[/p]
  • [p]The eye size of hybrids could increase indefinitely on some occasions.[/p]
[p][/p][p][/p]

Added:

[p][/p]
  • [p]Cooldown indicator for abilities during combat.[/p]
  • [p]If the player cannot create the required battle team for an arena fight, the pop-up tooltip displays the reason.[/p]
  • [p]The monsters can be shown or hidden from the list by tags in the battle preparation window.[/p]
  • [p]Tooltips were added for the weapon bonuses in the Forge weapon/armor window.[/p]
  • [p]More info was added to the character panel regarding weapons and armor bonuses.[/p]
  • [p]The size of the mandibles and teeth more accurately reflects the creature's bite strength.[/p]

Update 1.03

Hi Everybody,

RNG has been reworked



The game used Unity's built-in Random.Range() function, which sometimes generated annoying values. I have also experienced cases where the archer missed twice in a row, even though the hit chance was over 90%. It truly feels unfair, but this is how random works. I checked how other games handle this and found they use manipulated RNG, where extremes are cut off. So, I have modified the RNG — it is no longer truly random, but it is less likely to produce extreme results in a row. I spent a lot of time testing it, and it looks better. I am interested in any feedback. How does the new RNG work for you?


Encyclopedia



The encyclopedia is back. I have updated it with the new content and features of the full-release game.


Changes



The arena battle does not provide chances for victory. Based on the result of the auto-battle, the player can decide whether to accept it or play it manually.


Bugs fixed




  • Skill panel error for Mammal class creatures with Ultimate Fury ability
  • Incorrect tooltips. Referring to the Early Access game.
  • Pop-up info shows wrong values for Energy Steal and Greater Energy Steal abilities.
  • The "Druids" combat in the arena has an incorrect description.
  • Fear of Hybrids stat does not show up on the character panel.
  • Caves occasionally do not appear on the map after completing the "Path is blocked!" fight to clear the way for the expedition.
  • Wrong achievements for Golden and Bronze Medals and Badges.

Quick Patch & Combat Balance

Hi,

Combat balance:

Several of you have reported that combat feels more difficult in the full-release game compared to the early-access version. I made some changes. Enemies between levels 1 and 10 can no longer have more than one elemental bite or resistance, including poison bite and poison resistance. Additionally, Spiny Skin can no longer occur with Poison Skin, Shock Skin, or Fire Skin.



Bugs fixed:


  • The number of items in inventory was miscalculated. Weapons and armor equipped by characters were added to the inventory.
  • I corrected the code to fix the mysterious "Phantom Enemy" bug. Since this bug never happened in the editor, I can't say with 100% certainty that it's fixed. We'll see.
  • Spider Worm uses Energy Leach ability after death.

Quick Patch

Hi everybody,

I've put back the localization for German, French, and Simplified Chinese. It was done with DeepL without proofreading. I'm not sure about the quality. Unfortunately, the game's text exceeds 215,000 characters, equivalent to a 100–150-page book. Professional translation is currently not feasible.


Bugs fixed:


  • The arena fight description window does not contain the participant count for hybrids.
  • Enemy hybrids without spiny skin get Total Spininess ability in the arena.
  • Juvenile hybrids are occasionally generated without eyes when crossbreeding insects and mammals.
  • The slave warriors are showing "Training skill" stats.
  • Generate enemy hybrids without legs for arena combat.

Full Release

Hi everybody,

After three years, the time has finally come for the full release. Thank you for your patience and the many great ideas you've supported me with. Of course, development will continue—I have quite a long list of ideas and content that can still fit into this game. Here's a brief summary of what changes compared to Early Access.


Graphic overhaul



The 3D graphics and 99% of the user interface have been replaced. The armor and weapon 3D models remained but received new textures. This is a one-person project with a minimal budget, though for some essential tasks, such as animations, I hired contractors.





Hybrid class



While in early access only creatures belonging to the same class could be crossbred, now it is possible to crossbreed any creatures without limitations. The learnable abilities from each class are also accessible to hybrids if any of their ancestors belonged to that class.


Expeditions



It is possible to launch expeditions to discover new species. Certain species and their associated abilities can only be acquired this way. Expeditions are costly and dangerous undertakings. The further you travel, the greater the expense and danger you must anticipate. It is advisable first to assemble a strong team and accumulate sufficient funds.




New species and abilities



New species and abilities have been added. Currently, there are 44 species in the game from which new creatures can be created. However, about half of these species are only accessible through completing quests or embarking on expeditions.

Monsters can attack by biting or by using their tusks, claws, or tail spines.

Bite attack
The damage inflicted depends on the monster's bite strength.

Advantage:

  • Bites can inflict elemental damage and poisoning.
  • The passive abilities Life Steal and Energy Steal activate only during biting.

Disadvantage:

  • If the opponent has spiny skin, poison skin, shock skin, or fire skin, the attacker will take damage.


Charge, Claw, and Tail Attacks
The damage inflicted depends on the monster's strength.

Advantage:

  • Immunity to the opponent’s spiny skin, poison skin, shock skin, or fire skin.

Disadvantage:

  • Cannot inflict elemental damage or poisoning.


New abilities:

  • Charge
  • Tail attack
  • Energy leech
  • Selfless healer
  • Ultimate fury
  • Family bond
  • Flying
  • Bleeding wound





Crafting



The list of craftable equipment has been expanded. It is now possible to create shields, bows, and magic staffs. Eleven new alloys have been introduced, each adding a new bonus to weapons or armor. The raw materials have been replaced with four distinct types of steel, each with its advantages and disadvantages.

Alchemists and blacksmiths no longer receive special skills randomly. Instead, they gain skill points upon reaching skill levels 10, 20, 30, and so forth. Players can spend skill points on their preferred special skills.




New character bonuses



Warrior

  • Special quests to find camps of bandits, deserters and runaway slaves
  • Weapon and armor


Archer

  • Special quests to find caves
  • Hunting Beast

Full release on May 6, 2025

Hi everyone,

Finally, I can tell you the exact date of the full release.

The Monster Breeder 1.0 will be released on May 6, 2025.

New content:

  • Graphic overhaul
  • Hybrid class
  • Expeditions
  • New species
  • Reworked crafting (now includes shield, bow, and staff making)
  • New abilities for monsters
  • New character bonuses


Full Release Playtest

Hey everyone,

The full-release playtest is still running, and I’ve got a few keys to hand out! If you’d like to join, hop into Discord and post a message in the #full-release-playtest channel.


https://discord.gg/vam9GfcPBD


The full release is planned for the first half of May — the exact date is coming soon!

Development Progress

Hi All,

I'd like to share a couple of screenshots from the full-release version. With the current progress, the February playtest still feels achievable. I appreciate your patience.






















Crafting Reworked

Hi All,

I've reworked the weapon and armor forging system and introduced a few new features. These updates will be available in the Full Release.


Skill Development



Alchemists and blacksmiths no longer develop special skills randomly. Instead, they earn skill points upon reaching levels 10, 20, 30, and beyond. Players can use these points to select a special skill, such as 'Skilled Herbalist' or 'Enchanter,' or to remove a negative trait. This system allows for greater customization of craftsmen, making their development less dependent on chance.


Bows & Shields



The creation of bows, shields, and magic staves will now be possible. To craft these items, the blacksmith must possess a special skill called 'Master Smith.' Different types of shields will offer unique bonuses. For instance, the Cavalry Shield provides a +15% chance to block but offers less protection against arrows due to its smaller size.


New Alloys



Eleven new alloys have been introduced, each offering a unique bonus. This allows all melee weapons, bows, and shields to have two distinct bonuses: one based on the weapon type and another determined by the alloy used during their creation.


Expeditions

Hi,

I want to give a quick update on the progress of the development. One of the new content of the full release will be the expeditions.

Three expeditions will be available in the game, northern, tropical, and islands. About a third of all species will not be available for purchase. These rare species live in remote areas and possess the most valuable features such as regeneration, flying, or ice breath. The player can launch expeditions to explore caves and get these rare and invaluable creatures. To do so, have to cover the costs and undertake combat against unknown opponents. Outlaws and rogue lords are ruling those distant lands and you have to fight your way through them.