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Steam News1 May 20251y ago

Progress update and a bad news?

Hi everyone, It’s been a few months since our last update—but first of all, Happy Labour Day! Last time, we shared that we had switched to developing the game using Godot.

Full notes

Full Reincarnated As A Monster update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions3 changes1 removal
  • Maps
  • UI and audio
  • Gameplay
  • Fixes
  • Performance
  • Store
changedAlthough switching engines required converting scripts from C# to TypeScript, we were fortunate to find tools that helped us convert Unity scenes and prefabs to Cocos Creator in a relatively short time. Overall, the transition didn’t slow progress down too much. While we still need to rebuild some scenes, we’re roughly at the same stage as before.
removedWe’ve merged the character scene with the map scene to improve the user experience. This means there’s no longer a need to switch between scenes for tasks like training. A menu button will appear on the right side of the map screen, allowing you to perform all tasks—including evolving—directly within the world map. This also reduces the workload behind the scenes.
addedWe've expanded the day system from 5 time zones to 10, effectively doubling the number of actions you can perform per day. For example, you can now train 10 times per day instead of just 5.
fixedThe training system has been revamped. Instead of increasing stats by a fixed amount, training now boosts stats by a percentage. This scales better as you evolve.
addedNew version: Train a slime 10 times → gain 10–30% of base attack (e.g. from 10 to 11–13). After evolving → stats scale better, e.g. 88–104 attack based on prior training. The higher base value, the higher the effect of training.
changedExplore Map System Dungeon System Game Optimization

Reincarnated As A Monster changes

changedAlthough switching engines required converting scripts from C# to TypeScript, we were fortunate to find tools that helped us convert Unity scenes and prefabs to Cocos Creator in a relatively short time. Overall, the transition didn’t slow progress down too much. While we still need to rebuild some scenes, we’re roughly at the same stage as before.
removedWe’ve merged the character scene with the map scene to improve the user experience. This means there’s no longer a need to switch between scenes for tasks like training. A menu button will appear on the right side of the map screen, allowing you to perform all tasks—including evolving—directly within the world map. This also reduces the workload behind the scenes.
addedWe've expanded the day system from 5 time zones to 10, effectively doubling the number of actions you can perform per day. For example, you can now train 10 times per day instead of just 5.
fixedThe training system has been revamped. Instead of increasing stats by a fixed amount, training now boosts stats by a percentage. This scales better as you evolve.
addedNew version: Train a slime 10 times → gain 10–30% of base attack (e.g. from 10 to 11–13). After evolving → stats scale better, e.g. 88–104 attack based on prior training. The higher base value, the higher the effect of training.

Hi everyone,

It’s been a few months since our last update—but first of all, Happy Labour Day!

Last time, we shared that we had switched to developing the game using Godot. Unfortunately, we encountered issues with achieving certain effects in Godot that we really wanted to include. As a result, we've made the decision to transition development to Cocos Creator, a platform we’re more familiar with (I use it in my full-time job).

Although switching engines required converting scripts from C# to TypeScript, we were fortunate to find tools that helped us convert Unity scenes and prefabs to Cocos Creator in a relatively short time. Overall, the transition didn’t slow progress down too much. While we still need to rebuild some scenes, we’re roughly at the same stage as before.

Current Progress Here’s a quick look at some updates and changes:

We’ve merged the character scene with the map scene to improve the user experience. This means there’s no longer a need to switch between scenes for tasks like training. A menu button will appear on the right side of the map screen, allowing you to perform all tasks—including evolving—directly within the world map. This also reduces the workload behind the scenes.

We've expanded the day system from 5 time zones to 10, effectively doubling the number of actions you can perform per day. For example, you can now train 10 times per day instead of just 5.

The training system has been revamped. Instead of increasing stats by a fixed amount, training now boosts stats by a percentage. This scales better as you evolve.

Old version: Train a slime 10 times → gain 20–40 attack. After evolving → 80~100 attack.

New version: Train a slime 10 times → gain 10–30% of base attack (e.g. from 10 to 11–13). After evolving → stats scale better, e.g. 88–104 attack based on prior training. The higher base value, the higher the effect of training.

We're still tweaking the values, and we may buff training effects further if needed.

Feature Status Fully Functional after Script Conversion

  • Skill System Scenario System

Partially Working (Tweaks Ongoing)

  • Battle System Training System Party System Team Collect System Evolution System

In Progress

  • Explore Map System Dungeon System Game Optimization

Overall, after moving to Cocos Creator, we estimate our development progress to be around 60%.

A Personal Note & Upcoming Side Project On a more personal note, one of my favorite VTubers, Gawr Gura, graduated today. As a tribute, I’ve decided to create a mini-game to commemorate her. This will be a passion project and is expected to take about 4–6 months. We also plan to submit it as part of the Holo Indie Game initiative, and we hope it passes their review.

I apologize this will delays progress on the main game. I truly want to complete this mini-game for Gura before returning to work on our main project.

Important Note for Supporters Given the pause in development and the upcoming mini-game, we recommend not purchasing this game until our next major update, unless you’re comfortable with a longer waiting time.

Finally, we sincerely thank everyone who has continued to support us on this journey. We’ll share another update once the mini-game is completed.

Thank you for reading, and thank you for being with us.

Source

Steam News / 1 May 2025

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