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Monster Crawl News

Challenge Room Update

Challenge Rooms

Look out for new white portals within the dungeons - these lead to Challenge Rooms!



Enter to face a variety of different challenges (which all involve smashing stuff) without dying. All your ability cooldowns are reset upon entering, so you can get right to it. Die, and you fail - no reward but you can leave the room to pick up where you left off.

Destroy all targets and a shiny reward star is all yours! Once collected, a choice of rewards will be waiting when you activate 'level up'. Included in these rewards are a new set of stat buffs, adding an extra level beyond the normal buffs.



This is just the first pass - this system will be further expanded over time with new rooms and mechanics.

YouTube preview

Ability Mods

Ability Mods are now rewards, so if you want to fully tailor your build you'll need to complete challenges. This is the start of an exciting overhaul of the heroes!

New DEMO out NOW!

Huge Update!

Monster Crawl DEMO is back with a shiny new look!
New Content

This update includes new Relics, a new dungeon trap type, more dungeon rooms and improvements to the Warrior including a new 'critical hit builder' mod. Multiplayer has also received polish, with different colour characters to help readability.

3D Camera View

Replaced the old 2D, orthographic camera with a 3d perspective view, which really brings the dungeon alive! Corridors now feel claustrophobic, and I can add proper lighting for more mood and visual effects. Have already started on this work, but a lot more polish and effects to come!
YouTube 3D gameplay
Hero Attack Animations

Previously the player characters didn't animation when attacking, showing an overlaid sprite. I've had a number of comments this should be improved - and now it has! Really adds to the impact of the combat, so really pleased with this. Here's the Warrior:
Monster Crawl Demo

I'll be updating the demo and Monster Crawl: Warrior in January once a few more kinks are worked out and the polish pass is completed.
Other Updates

Continuing to work on many areas including map generation, performance, player abilities and modifications.

3D Makeover & Attack Animations

3D Camera View

Replaced the old 2D, orthographic camera with a 3d perspective view, which really brings the dungeon alive! Corridors now feel claustrophobic, and I can add proper lighting for more mood and visual effects. Have already started on this work, but a lot more polish and effects to come!
YouTube 3D gameplay
Hero Attack Animations

Previously the player characters didn't animation when attacking, showing an overlaid sprite. I've had a number of comments this should be improved - and now it has! Really adds to the impact of the combat, so really pleased with this. Here's the Warrior:
Monster Crawl Demo

I'll be updating the demo and Monster Crawl: Warrior in January once a few more kinks are worked out and the polish pass is completed.
Other Updates

Continuing to work on many areas including map generation, performance, player abilities and modifications.

Received some YouTube coverage recently and the response was very positive! Have made a few improvements based on these videos, so thank you awesome content creators!

6 Months Recap!

A New Look

Switched over to a new cartoon, cell shaded look which I'm really pleased with, hope you like it!
Gameplay

[h2]Procedural Dungeons[/h2]
I've added a new procedural system for dungeons, so you never quite know what you'll find. Each dungeon type has a different theme or quirk - for example Gardens features a lot of large open areas and poison spitting plants, while in the Courtyard you'll encounter tighter rooms with a lot of switches, often unleashing more monsters.
This system is very extendable, and I can quickly add more rooms, traps and secrets!
[h2]Relics[/h2]
Relics are now found in Relic rooms within dungeons, and you can pick 1 from each room. You can increase the number of Relics you can carry, the amount found, and improve your Relics with the meta progression between runs.
Currently at 43 Relics, with many more planned. Effects range from simple buffs, to activated abilities that you can build around. Choose between defensive effects, or go all out for damage!
[h2]Meta Progression[/h2]
Gold collected in dungeons is now used to unlock new features, options and upgrades between runs. Meta progression increases your power, but as you progress more challenging dungeon crawls become available to keep a fun challenge level.
[h2]Monster Bosses[/h2]
5 Monster bosses are planned, and each one unlocks a new form to alter your hero. As an example: the Rat King is the first boss, unlocking Rat Form. Rat form grants shrink and a speed boost, but also slightly lowers your health - great for speed running and dodging monster attacks!
[h2]Awesome Soundtrack[/h2]
Commissioned a title theme, and music tracks for each dungeon type for the amazingly talented Tommy McKay.
[h2]And So Much More[/h2]
In-dungeon map, new monsters (including giant versions), dungeon traps, localisation for 3 languages, improved controller support..


Major Update - Relics And Dungeons!

This update is huge, representing the game we have always envisioned. Two major features have been added, along with hundreds of smaller improvements, fixes and polish.

[h2]Relics[/h2]
Relics add huge variety to every run. Over 25 Relics can now be found, with many more planned.  Some are minor (‘reduce explosive damage’), some are major (‘Drop a bomblet every few metres).

There are Relics that compliment each other, allowing you to build for specific types of play. Others are more situational, or provide utilities making your life a little easier.

You can’t guarantee a specific Relic will appear in your run, but in the full release there will be tools to help with this.

Relic's are now purchased with the gold you find during your run. Relic shops are guaranteed to appear between dungeons, giving you plenty of chances to spend your hard won gold.



[h2]Procedural Dungeon[/h2]
Our handcrafted dungeons now come with added areas that are procedurally generated every run. This means we can still hand build the core maps - often along a theme or mechanic - while also adding constantly changing areas.

These areas are optional (and depending on your current build, not always accessible!) You'll find combat, loot and relic rooms, and because it has been built in a very modular way can be easily expanded to offer a huge amount of variety.

Dungeons also feature variations, so you can repeat a Crawl but choose the +skull versions, featuring upgraded challenges and rewards.


[h2]Full Mouse / Keys Control[/h2]
You can now play without a controller, using the mouse to aim.

[h2]Lobbers[/h2]
New ranged attacking monster type has been added - Lobbers. These irritating little elves throw rocks, and are the first monster that can attack over walls.

[h2]And More![/h2]
Countless fixes and smaller improvements, including:
  • Tier 2 monsters added for slimes and eyes
  • STUN potion and status added
  • More Ability Mods added
  • Rebinding of controls added
  • 'Share gold' option added for multiplayer