A living world of 1,400 monsters. Breed, raise, and battle your way to the top among 99 rival owners across four continents. Battles run themselves — your edge is bloodlines, matchups, and generational strategy.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The core gameplay loop — raising, breeding, and auto-battling — is already fully complete. However, this is a simulation whose depth only reveals itself through long-form play. We want to use feedback from real players' extended runs to drive balance tuning and quality-of-life improvements.

We're also planning asynchronous online battles and other expansions that we'd rather build with the community's voice in the loop, rolled out in stages. As a solo developer, the post-launch "polish alongside players" approach is the best fit for this kind of game.

Asynchronous Online Battle Mode (ghost battles via Steam Leaderboards)
Expanded battle BGM variety
Balance tuning and quality-of-life improvements driven by community feedback
EA launch price is discounted from the planned v1.0 price. Pricing will return to standard at 1.0 release.”

Approximately how long will this game be in Early Access?

“We're planning a few months of Early Access. We may adjust the timeline based on the pace of community feedback, the progress of new features, and the quality of balance tuning. We don't intend to extend the Early Access period for development-side reasons.”

How is the full version planned to differ from the Early Access version?

“We're planning the following additions and expansions for the 1.0 release:

Asynchronous Online Battle Mode: We're planning ghost battles via Steam Leaderboards
Expanded battle BGM: We plan to extend the soundtrack with battlefield- and grade-specific tracks
Balance tuning and QoL improvements: Continuous polish based on community feedback
Note that these are current plans — content and order may change.”

What is the current state of the Early Access version?

“The core 1.0 gameplay loop is complete. Specifically:

A battle system spanning four continents, eight species, and eight build archetypes
A breeding system with 5-generation pedigree scanning, including Blood Resonance and Vessel Unlock effects
A living NPC world of approximately 1,400 monsters that age, fight, retire, and breed independently of your roster
100 Steam Achievements with full integration
Full Japanese / English UI
A single playthrough offers tens of hours of play, with campaigns covering 5–10 in-game years. There are no known game-breaking bugs, and the build is at a quality level that can hold up to extended play right from Early Access launch.”

Will the game be priced differently during and after Early Access?

“The Early Access launch price is offered at a discount from the planned 1.0 release price.

As content and features expand during Early Access, we plan to return to the standard price at 1.0 release. Players who purchase during Early Access will receive the 1.0 release as a free update — no additional charge.”

How are you planning on involving the Community in your development process?

“We welcome feedback through the following channels:

Steam Community Hub & Discussions: balance, feature requests, bug reports
Steam Reviews: post-play impressions and improvement suggestions
We'll use this input to inform balance tuning, QoL improvements, and prioritization decisions for new features. In particular, areas that are difficult to validate from the developer's side alone — like growth-curve feel over a long playthrough or breeding-strategy intuition — are where we consider player voices the strongest source of input.

As a solo developer we can't act on every suggestion, but we'll do our best to read everything and reflect what we can.”
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This game is not yet available on Steam

Planned Release Date: Oct 28, 2026

This game plans to unlock in approximately 2 months

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About This Game

Prideblood: Born of Claws — A Monster Breeding & Auto-Battle Strategy Sim

A breeding-and-battling sim built on the genre's classics — but layered with a living world of four continents, blood resonance, and four-way affinity that rewards long-term thinking. Slow-burn strategy at its core.

How It Plays

You run a small facility. Raise a single monster, send it through the 48-week schedule of battles across the four continents.

Combat is fully automatic. Your role is the long arc: who trains for what, who enters which battle, when to retire to breeding, and how to pair the next generation.

Key Features

A Living World of 1,400 Monsters

Four continents (Ramvald, Harraq, Verdara, Lanhai) host 1,400+ rival monsters that age, fight, retire, breed, and produce offspring entirely independent of your roster. You compete in living history, not against static opponents.

Four-Way Affinity & Eight Builds

Technique → Power → Speed → Intelligence → Technique. Eight build archetypes, sixteen tactical skills, modulated by terrain, weather, and lunar phase. "Who trains what, when" compounds into who wins.

Imperfect Information Raising

Potential, growth curve, and current cap are hidden by default. Your owner's Insight and Appraisal stats reveal them gradually. The "you don't know until you raise it" tension is intentional.

Blood Resonance & Vessel Unlock

5-generation pedigree composition, common ancestors, and nicking compatibility surface as "Blood Resonance" effects on offspring. Multi-generational lineage strategy that rewards experienced players.

100 Achievements

Progression, Battle, Breeding, Rearing, Economy, Discovery, Collection, Challenge — eight categories, four difficulties, all Steam-synced.

Who This Is For

  • Fans of monster-raising sims and pedigree management games

  • Players who enjoy auto-battlers' "watch and direct" pace

  • Players who get excited by systematic pedigree, genetics, and inheritance

  • Players who want a tens-to-hundreds-of-hours sim to settle into

Who This Is Not For

  • Players seeking twitch-reflex action

  • Players wanting a short, story-driven runtime

About Early Access

This game enters EA with the core 1.0 loop already complete — raising, breeding, and auto-battling are fully shipped. Expect tens of hours per playthrough across 5–10 in-game years.

Coming during Early Access:

  • Asynchronous Online Battles (ghost matches via Steam Leaderboards)

  • Expanded battle BGM variety

  • Balance tuning and QoL based on community feedback

System Requirements

  • Windows 10 or later (64-bit)

  • .NET 8.0 Runtime

  • 4 GB RAM (8 GB recommended)

  • 1 GB storage

  • Languages: Japanese / English (UI + text)

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Assisting with code creation and review
Creating background images

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel UHD Graphics 620 or OpenGL ES 3.0 compatible GPU
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: .NET 8.0 Desktop Runtime required
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or better
    • Memory: 8 GB RAM
    • Graphics: Intel Iris Xe / NVIDIA GTX 1050 / AMD RX 560 or better
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: .NET 8.0 Desktop Runtime / 1920x1080 display recommended
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