Patch v0.0.95

I’m putting this patch out earlier than I was going to because it fixes a huge bug found by Jason Rodriguez. So big thanks to him for finding it and helping me find the cause of it.

Fixed Monster Freeze Bug

I can’t guarantee the bug is gone for good, but I definitely fixed the root cause of it and haven’t experienced it since

  • Fixed a bug that resulted in your monster not being able to receive any more commands in battle

Reduced Game Size

  • Game should now be about 950mb rather than multiple gigs

Third Person Perspective

  • New Third person perspective changes the way you experience the game outside of battles

New PlayerHub

  • New PlayerHub supports the new 3rd Person perspective
  • PlayerHub now includes the Arena and the Incubator
  • ArenaHub & Incubator Room scrapped




Some improvements to the Wilds. Many more improvements to come as well as a probable name change to this since Wilds isn’t quite fitting for it. Will probably name it Sky Challenge and bring the Wilds back in another way.

  • Improved the graphics a bit of the islands in the Wilds
  • Increased the size of the islands in order to get the same amount of battle space as you get in the Arena maps
  • Fixed a bug that brought your monster back to full health if you added or removed a stat point from your monster’s health stat
  • Increased the healing in between islands to 40 from 20 to better fit the increased amount of health that the game received a few patches ago


Visual Changes

  • New camera when talking to monsters now brings you up close and personal





  • Now has the same amount of force as Rock Shot


Testing New Spawn Effect

I’m testing out a new effect for spawning in. You can see it in action for the monsters here:

I will probably add it to the trainers too if I decide on keeping it. Maybe adding it to the environment would be a good idea too? To sort of simulate the whole world loading in.

Dojo + New Game Mode WIP


You can see new arena force field effects that are more subtle. The force field becomes more visible when a monster is at the edge which is when it’s most relevant. It also creates a border of light when it overlaps objects, such as the ground, ceiling, and even monsters and trainers.

This isn’t just a new map but it’s also a new mode I’m working on. I’ll talk about the new mode more once it’s a bit more fleshed out.


Patch Notes v0.0.9.2

This is a smaller patch to clean up and fix certain issues. There are a couple of buffs to certain abilities but it’s mostly a visual effects change for certain things.

Tighter Battle Camera

Visual Changes

  • Battle camera is now a bit closer to the monsters (significantly closer when monsters are in close proximity of each other)
  • Decreased the size of the Battle UI a bit to help free up some screen space (Will try to make this customizable in a future patch)
  • Updated visual effect for Recharge base ability
  • Made the red circle effect under projectiles thinner and more subtle
  • Changed the color of EX Psychic abilities to make them stand out more
  • Fixed fire melee abilities not having the proper fire effects or colors
  • Uppercut abilities now have more of an upward force, launching enemies up a bit
  • Using the Cast Now command by issuing the ability command a second time now properly displays the added ” NOW!” text (I will probably find a better way of issuing this command in a future patch)
  • Removed the belts from spawned AI. (Belts were being tested here and will return in a future game mode)
  • Added many trailing effects to different projectiles where appropriate
  • Made Water projectiles more visible
  • Stopped many ability effects from immediately disappearing as soon as the ability ends
  • Improved the visual effect of Flame Breath and Frost Breath as well as their EX counterparts
  • Added a spawn effect to rocks that are spawned during abilities, such as Rock Punch & Rock Protect
  • Added a large dust effect when rocks are spawned to leave a haze of dust in the air during battle

Hiding Non-Battle UI

You can now use the “;” key to toggle most non-battle UI. This will help free up screen space to better spectate/record battles.


Heavy Psy Bubble can be a very powerful EX ability but its slow speed combined with its projectile lifetime makes it a bit too easy to avoid. This change should make Heavy Psy Bubble a bit more of a threat without going overboard. Psy Bubble also gets a small increase to help out a bit.

Psy Bubble

  • Projectile lifetime increased from 4.5 seconds to 5 seconds

Heavy Psy Bubble

  • Projectile lifetime increased from 4.5 seconds to 6 seconds


Psy Burst has it’s situational uses, but usually Psy Push could accomplish similar results. To make it more worthwhile its damage has been increased.

Psy Burst (EX Psy Push)

  • Damage increased from 3 damage X 3 to 5 damage X 3


While the EX versions were already useful, Flame Breath and Frost Breath became a lot less useful after the change of pacing for battles in the previous patch. To help these abilities out I have given them persistent armor, which the used to have in a much earlier version of the game.

Flame Breath

  • Now has persistent armor during the entire cast time


  • Now has persistent armor during the entire cast time


Frost Breath

  • Now has persistent armor during the entire cast time

Freeze Breath

  • Now has persistent armor during the entire cast time