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Montabi Devlog Update - August 2025

[p]Hey Trainers,[/p][p]We want to share our devlog updates each month, and hopefully provide better insights into what we're working on. After Monthly Devlog Update, Post Demo – July 2025 Last July, we held a community playtest from July 18 to 25, where around 20 to 30 amazing community members helped us test changes and improvements made after the demo. Here's the changelog for our latest playtest build:[/p][hr][/hr][h3]What’s New in This Playtest Version:[/h3]
  • [p]New camera layout[/p]
  • [p]Updated core loop and drafting system[/p]
  • [p]Improved UX with double-click interactions[/p]
  • [p]Faster animations and VFX[/p]
  • [p]New equipment system[/p]
  • [p]Evolution 3 is now available, with passive skills[/p]
  • [p]Glimpses of Areas 2 and 3, with polished transitions[/p]
  • [p]New room features:[/p]
    • [p]Cafe: Refresh your deck by removing one card[/p]
    • [p]Convenience Store: Now offers supplies and equipment[/p]
    • [p]Vending Machine: Now grants equipment[/p]
    • [p][/p]
    • [p]Gotcharm (new room): Obtain Charms here[/p]
    • [p][/p]
  • [p]New boss: Mr. Alchevine[/p]
[hr][/hr][p][/p][p]Thanks to all our community playtesters. We received tons of feedback through the Google form and discussions on Discord, helping us understand whether these changes are moving in the right direction. Based on that feedback:[/p]
  • [p]The new camera layout works well[/p]
  • [p]Equipment features improve synergy builds, though some have requested a way to sell unused equipment[/p]
  • [p]Evolution 3 passive skills are solid, enabling diverse playstyles and making the third evolution feel more rewarding[/p]
  • [p]Room adjustments are generally well received:[/p]
    • [p]Cafe: Refresh your deck by removing one card[/p]
    • [p]Convenience Store: Supplies and equipment now available[/p]
[p]We also received several notes to consider:[/p]
  • [p]A selling feature for unused equipment is under consideration[/p]
  • [p]Difficulty levels are being planned. We aim to introduce easy, medium, and hard options to improve accessibility for newcomers and provide a solid challenge for roguelike deckbuilder veterans. This will be revisited in the future[/p]
[hr][/hr][h3]What’s Next:[/h3][p]We’ll be breaking down the feedback from this playtest and building an action plan. At the same time, we're focusing on improving several key aspects of Montabi:[/p][h3]1. Trainer Uniqueness[/h3]
  • [p]Each trainer will have a unique starting Charm[/p]
  • [p]We're exploring a Rank Up system to make each trainer more relevant and distinct[/p]
[h3]2. Taming Iteration[/h3]
  • [p]We noticed a common meta where players focus on 1 or 2 Montabi early, then tame stronger ones later[/p]
  • [p]To balance this, we're testing a system where newly tamed Montabi start at level 1, but receive bonus EXP to catch up quickly[/p]
[h3]3. Content Pipeline[/h3]
  • [p]August and September will focus on designing and implementing Montabi 21 to 23, completing the full lineup[/p]
  • [p]This phase will require a lot of iteration and testing, so we’ll host more small community playtest sessions[/p]
  • [p]Here's a sneak peek at upcoming Montabi that we are iterate:[/p]
    • [p]Flambee: Burn playstyle, apply Burn to yourself to deal more damage. A high-risk, high-reward strategy[/p]
    • [p][/p]
    • [p]Karabi: Spicy playstyle: stack Spicy and deal damage to adjacent enemies at the end of the turn.[/p]
    • [p][/p]
    [p][/p]
[p]If you're interested in trying out content in development, join our Discord and stay tuned for the next playtest opportunities.[/p][hr][/hr][p]Thank you for being part of this journey.
We truly couldn't do it without you![/p][p]Boy "Bochi" Dozan 🐾[/p]