Monster Nomseter Major Update Fungal Forest!

Hello Nomsters! I’m super excited to announce the new update is finally here! The game can be accessed either by supporting me on my newly launched Patreon here! https://www.patreon.com/c/MonsterNomster There are 3 tiers, any of which will grant you access to the game, and while I would absolutely love continued support. You also can just buy the game directly outright on Itch.io for $10.
If supporting on Patreon You’re going to need to get the Itch.io launcher app which I would recommend to buyers as well, to download the game through that as there is a way for me to push minor updates to the game similar to Steam. That way you won’t need to do a full re-download of everything for each update. You will also need to link your Patreon account after joining to Itch.io via this link. https://traxiss.itch.io/monster-nomster/patreon-access You then should be able to get a download key to get the newest 0.60 release.
(Edit: To clarify any purchase of the game means you will gain access to the rest of the updates for free as I get them out. You just need to have it installed via the Itch.io app to do that so I can update it via butler)
New content and changes!
Zone 2 the Fungal Forest is here with 6 new enemy types and 1 new big boss!
11 new perks added to the perk pool ranging from beetle buffet to spectral claw.
6 new boss perks. These are very powerful perks for defeating the zone 1 boss.
4 new visitor encounters which have a specific visitor perk to gain. All 8 can happen across either zone 1 or 2.
2 new breath weapons, Water Whelm and Vile Venom!
2 new artifacts, the Lunchbox and the Reusable Bomb!
Random treasure! Look around normal or elite encounter levels and you might find some breakable money crystals or other interesting/tasty valuables!
A cyan arrow now points towards the portal when you’re far away from it, helpful if you go looking for snacks or treasure.
Removed the most of the large floor textures and removed unused dungeon tiles which should be a big step towards performance optimization. The game should run more smoothly now.
In Easy mode you will now heal 1 full health instead of 1/2 health per digest.
Hard mode now takes more XP to level up to offset the XP gain from more enemies.
Hard mode bosses have 40% more health.
Increased the light radius for both normal and the upgraded sight perk.
Spectral tailswipe does 33% more damage.
Blizzard Blower now chills non boss enemies, slowing their movement.
Sundering Sun has a stagger effect shared with one of the new breath weapons.
Removed the crappy wisp form perk that probably no one ever took and replaced it with one of the new perks.
When eating an egg while having 4 breath weapons you will be given the option to replace one of them.
Kram has new size 1 2 3 idle belly animations similar to when you’re in an enemy belly. Stop for a bit and enjoy watching your prey struggle in random directions.
Various balancing tweaks.
Bug Fixes:
The Tutorial has been fixed and will display the proper dialogue text now, previously it was skipping several lines and was generally glitchy.
Monsters now spawn away from walls which should “usually” prevent them from getting stuck or glitching outside of the play area.Artifacts will gain the proper amount of charge per level.
All fishing encounters boss, visitor or normal now show sparkles at the location to fish at. You will still need to fish 3 times (success or not) to trigger a portal or the boss. You cannot start to fish until your belly is size 0.
Game will no longer soft lock when selecting visitor levels. (For real this time, I thoroughly tested this one.)
Explosive revenge has been reworked and now does a flat damage to all in the area instead of extra to the pred. It also should no longer softlock the Flame Drake.
Many other various minor bugs have been gulped.
In the event of some unexpected major bug or softlock, you should always have the option of going back to the main menu and then selecting continue delve. This will reset and recreate the current level you were on as the game saves right at the end of each level (assuming you didn’t game over which resets everything).
As always please let me know of any bugs you discover and I will try to fix them if I can.
Custom visitors to be added to the game! So many of you have been wanting to get a custom animation put in the game as a visitor encounter. This is something I want to do and having thought about the best way to go about this, I have decided to do them on an individual commission basis, since there is realistically a limit to how many I can do, as well as work on the main game content. So what I will be doing is once the main launch settles down (as I’m sure I’ll need to scramble to fix bugs or something) I will open up commission slots to be added in. I will take commissions from Patreon supporters first and then down the line once those have all been finished, I will do regular commissions.
When I’m ready to get started doing that I will make a new post with all the details. Commissioners who have supported me already by donating on Itch.io will get the price reduced based on what they donated.I’m very excited to be launching the new major update to Monster Nomster. If you got to the end of this wall of text and haven’t yet done so, leaving a positive review of my game on Itch.io would be super amazing and help me out a bunch.
Thank you everyone for playing, and for your support!
-Traxiss
Get Monster Nomster
Monster Nomster
A Vore-Like Action Shooter.
Status | In development |
Author | Traxiss |
Genre | Action, Shooter |
Tags | 2D, Adult, Furry, Hand-drawn, Indie, Monsters, Procedural Generation, Roguelike, vore |
More posts
- Update to 0.60.11 day ago
- Major content is done! Testing and bug fixes in progress.30 days ago
- Status on game developmentFeb 07, 2025
- Android Hotfix and Android failure.Aug 29, 2024
- Update to 0.56.1Aug 24, 2024
- Hotfix (again)Jul 22, 2024
- 0.55 HotfixJul 21, 2024
- Update to 0.55Jul 20, 2024
- Monster Nomster: Back in Development!Apr 08, 2024
Comments
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I just realized I never reported this, but there's a funky glitch that happened in .56 where, when selecting a room on the map, the player icon wouldn't move and would stay on the current room. after beating the room you just beat, it would then place the player on the room they previously selected and would essentially skip it.
dunno if this ever got reported/fixed, will update when I get around to playing it later :3
Huh that’s a new one. Let me know if it happens again.
Happened my very first game
Any other info you can give might help figure out the problem. Are you using mouse & keyboard or a controller? Does it consistently do it all the time or sporadically? Etc.
Time to time, I use keyboard and mouse :v It usually happens around the start and end of a run. It's even happened when i tried to fight the bear, and i got stuck in the room just before.
Wowo wewa, ooo lala.