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Reptile Class


This is a short description of the reptile class. Reptiles are the most powerful among the three creature classes. Their superior strength and high HP provide them a significant advantage in combat. On the other hand, they are the slowest monsters, and cold weather makes them somewhat weaker. However, lizards have some unique traits like the regeneration of health, poison bite, fire spit, static skin, and dragon breath.

Reptiles have the longest lifespan, they live up to 25-35 years, but their moderate resilience makes them more vulnerable to abomination illness. They grow slower than other creatures, do not tolerate cold and dry, and some species can not reproduce without water.

Insectoid Class



There will be three monster classes in the Early Access game: Reptile, Carnivora, and Insectoid. Each class has unique traits, strengths, and weaknesses. This is a short description of the insectoid class.

Insects are the most agile monsters, which makes them easier to dodge melee attacks, and they can be trained to evade arrows. On the other hand, they are the most fragile creatures with low physical protection. Some races have additional protection like spiny skin, toxic skin, and chitin armor. Other species can spit poison, spiders are capable of webbing attack, and Vampire Worms can recover HP by drain life.

Insects have the shortest lifespan, but also have the highest resilience to reduce the side effects of breeding potions, blood infusions, and all sorts of magic used to manipulate traits. Insects are prolific and tolerate dry and wet environments, but the cold temperature makes them slower.

Base management



Base management is an important layer of the game. The player can construct various types of buildings to be able to keep more monsters, incubate more eggs, create more weapons and potions, or increase the storage capacity and the living quarters.

Some building has unique features, like Hatchling's Cabin provides the possibility to use runestones and magic field on eggs and juvenile creatures to modify their traits. Hatchling's Cabin is a simple level 1 structure and can be upgraded to Incubator House and Monster Lab.

There are multiple options to house your monsters in the various chambers and cellars of the Old Keep, or build a kennel in the courtyard and upgrade it. Some creatures can live in a flooded dungeon cellar, some others need a warm environment to remain healthy, depends on their temperature tolerance.

Alchemist's Hut and Forge provide more places to hire craftsmen and also give an efficiency bonus.

New human character models

I have replaced the human avatars of warrior, archer, and sorcerer classes. These are near-final models that will be used for the Early Access release in early 2021. More weapons and shields with custom banner are still under development.



The player will be able to attach armor pieces to the character's body, head, lower arm, upper arm, and leg separately on the right and left side. There will be leather, bronze, iron, steel, and magma-steel armors and weapons with the possibility of enchanting.

Demo update is out!

[h3]New features:[/h3]
  • Potions to heal, restore energy and mana, boost action points or cure poison
  • Critical hits: +50% attack bonus
  • Poorly executed attacks: attack damage reduced by 50% due to fatigue or poor training
  • Frogbeasts have a poison bite
  • Armors, weapons, and shields can get damaged. Weapons and shields can break
  • Warriors have a secondary weapon in case of weapon break
  • Weapon reach difference: attacking with longer weapons may prevent opponents from counter-attack (ie. two-handed sword vs. short sword)
  • Combat log: detailed information about every aspect of combat
  • Shield size: larger shields give more possibility to block arrows coming from the front
  • Burden affects the amount of energy recovered every turn
  • AI improvements
  • Basic help panel to provide some explanation
  • Minor bug fixes