About this project
$32,000 AUD - Classic Mode
A new mode separate from the campaign, reminiscent of the early Monsters' Den games. Create a party and lead them into a randomized dungeon of unlimited depth. Also includes a difficult "Daily Challenge" dungeon of fixed length. All players will face the same challenge each day, allowing you to compare with your friends.
$34,000 AUD - Surface Dungeon Areas
A new tileset for the dungeon view which represents above-ground forest and ruins. This would allow for more complex overworld encounters and dungeon exteriors.
$36,000 AUD - Better Keep Art and Customization
A larger view of the player's Keep with constructed buildings and upgrades visible in the scene. Includes graphics for several different styles of keep. Also allows the placement of aesthetic choices like flags and banners.
Monsters' Den started in 2007 as a free web game. It's since been followed by Monsters' Den: The Book of Dread and Monsters' Den Chronicles. Together, these games have been played more than 30 million times.
Monsters' Den: Godfall is a new downloadable game for Windows and Mac, larger in scope and richer in content than ever before. The game has been in development for some time, but now I need your help to finish it.
- A turn-based role playing game focused on dungeon crawling and advancement.
- Found and manage a Mercenary Company. Maintain a roster of heroes, upgrade your keep and adopt doctrines for universal bonuses.
- Take direct control of a party of up to four adventurers to lead on missions.
- Battle groups of enemies in turn-based tactical combat.
- Procedurally generated dungeons, loot and missions.
- Overland travel- visit new cities and dungeons, search ruins and find hidden places of interest.
- Improved character advancement means increased freedom to personalize your team of heroes.
- Hundreds of unique items that can be customized with enchantments.
- More than 100 enemy types, each with unique skills requiring different tactical approaches.
- Random dungeon modifiers add new wrinkles to each mission.
- Story missions uncover the mysteries of the Godfall.
In the beginning, there were many gods. Until war came to heaven. One by one, the gods fell. Each Godfall brought with it a fierce meteor shower, as well as the sudden deaths of their worshippers. As the gods continued to fall and entire kingdoms were brought to ruin by the sympathetic deaths of the devout, many renounced their faith in the hope of being spared. Without divine protection, large numbers succumbed to possession and corruption as the demonic powers forced their entry into the world. Now, there is but one god. Her clerics exert dominance over the human remnants, ruling with an iron fist. Nomadic greenskin tribes pillage and burn their way across the land. Ambitious necromancers harvest the bones of fallen civilizations to amass undead armies of incredible size. The human heretics of the Cult of the Outward Path seek to break free from this world, risking it in the process. The dwarves of the Earthern Nations burrow ever deeper, trying to escape the madness of the surface world. Horrors wait there in the depths, ready to boil out and claim the old places. And all the while, sinister forces yet unseen lurk in the shadows and lay their plans. The fate of humanity hangs by a thread. Business is booming.
Fifty years after the last Godfall, the Winnowing of humanity has passed. The survivors and their descendants struggle to survive and rebuild in a world whose balance has dramatically shifted against them.
The land is waiting to be explored. Discover hidden dungeons, secret locations and random encounters!
You are free to explore wherever you wish, but remember that travelling takes time and your Company has expenses to meet!
Random encounters give you an opportunity to investigate nearby activity while travelling. The outcome could be good or bad, and it may be difficult to tell which it will be. Canny travelers will know when to take the risk.
Missions will lead the Company to new dungeons in the world. These dungeons are created using procedural generation, and no two are quite alike.
As well as different layouts, enemies and treasures, dungeons can have powerful Modifiers that change the way they play. For instance, the Dark modifier stops the player from seeing the composition of enemy groups, forcing them to enter combat blind.
While you explore, remember to keep an eye out for rare special encounters and legendary monsters!
Player characters start as one of five classes. Each class has two distinct skill trees. Each tree includes active skills which are used in combat, passive skills with special benefits, and fighting styles for extra flexibility.Focusing on skills from one tree or the other can eventually allow a character to specialize into a subclass.
There are also rumors of advanced classes with unusual and powerful combinations of skill trees.
Characters also increase in power by acquiring better equipment. There are many types of equipment, in varying grades of rarity. Common magic items have random bonuses while high end gear is special and unique. Equipment can also be enchanted in many different ways.
The loot mechanics and interface are designed to remove tedium and smooth out gameplay. Items can be sold at any time, and smart loot settings can let the game do the work for you.
The turn-based combat system in Monsters' Den: Godfall is fast-paced but maintains tactical depth. (If you've played previous Monsters' Den games or the Disciples series, you have an idea of what to expect.)
Player characters and enemies oppose each other on a grid. The positioning matters, as characters in the front can protect those in the back. In addition, many skills have special properties such as only hitting enemies in the same row.
A character takes their turn once their Action Clock is full. Speedy characters can act more often than slower ones, but skills and items give ways to slow down the actions of enemies or boost your own.
To further mix things up, each battlefield features Terrain. Certain squares on the grid affect a character standing there, in ways that can be positive or negative. One square might offer cover, protecting against missile fire. Another might be a dank puddle that is difficult to attack from.
Some Dungeon Modifiers also have effects on the battlefield. For example, a Fetid dungeon limits health and power regeneration during battles there, while an Unholy dungeon reduces the effectiveness of healing.
Fielding strike teams of elite heroes, the Companies are entrusted with eliminating threats before they grow too large to overcome. But resources are scant, and each Company is expected to be self-sufficient.
In Godfall, the Company provides a layer of persistence and advancement beyond the scope of an individual character.
As the Company Level increases, it will be able to field more teams at once. The player takes direct control of a single team of their choice. Any other teams are given passive Assignments to gain favor, experience or resources each month.
Each Company maintains a Keep as a base of operations. Additional buildings and features can be added to the Keep, for a price.
Companies are free to adopt whatever Doctrines best suit them. Doctrines make the entire Company more effective in specific areas, but only one Doctrine of each type can be adopted.
So far the project has been funded out of my own pocket. Unfortunately, I'm no longer in a position to pay for the game to reach a finished state.
If successful, the bulk of the Kickstarter funds will go towards paying my team. Some of the things I still need to fund:
- New dungeon tilesets
- Artwork for many new items, weapons and armor
- Additional creatures
- New visual effects for spells and skills
- More encounter artwork
- Sound effects
A smaller portion of the budget will go towards helping to cover my own personal expenses so that I can focus on the project. I don't need to draw a full salary thanks to my understanding partner.
Risks and challenges
As this is the fourth Monsters' Den game, I have a fair idea of how to get this done. I've waited to start crowdfunding until the difficult aspects of the design have been addressed and the shape of the game is clear. I'm confident that, if funded, I can execute the game as envisaged.
Having said that, unforeseen circumstances can always crop up and so delays are possible. As the lone developer, the project can be stalled if I'm unable to work on it. If something of this nature goes wrong, I can only let you know what's happened and ask for your patience.Learn about accountability on Kickstarter
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