An update that will take you to new depths is going to descend onto Monster Sanctuary soon! This is a large content update with a whole new area and lots of new Monsters including this nightmarish fellow...
The Arachlich!
We can't wait for you to hatch one yourselves, try out their host of abilities and learn more about them in the update. We hope you all still sleep well tonight!
We'll catch you in the patch notes and update announcement very soon!
We’re working hard on the next area and more new Monsters! In the mean time, we wanted to release an update with a balancing overhaul.
Our main goal here, is to make normal battles and Keeper battles feel more similar. Here's some of the changes we’ve made to do this:
We’ve roughly doubled the player Monsters' Health.
Healing and Shielding is no longer halved in Keeper Battles, damage multiplier was also adjusted.
Wild Monsters' health is no longer as inflated as before compared to player Monsters. Instead, they get more damage reduction.
Wild Monsters deal more damage.
All passive effects which were related to max Monster health got halved (except for poison.)
The difficulty of the game should still be very close to how it was before. Healing and shielding your monsters now takes more effort in normal encounters but wild Monsters aren’t dealing as much damage relative to the doubled player Monsters' health.
Other balancing changes:
Aquatic Predatory crit chance value increased to 5% (from 3%)
Stampede damage value increased to 10% (from 7.5%)
Rampage crit chance value increased to 6% (from 5%)
Polluted Water debuff effectiveness increased to 8% (from 7%)
Nature's Wrath damage increased to 13% (from 10%)
Fish Scales reflect chance increased to 30% (from 20%)
Insect Charge stack count increased to 6 (form 5)
Magic Barrier value increased to 100% (from 75%)
Pecking Order damage reduced to 30% (from 40%)
Aerial Maneuvers dodge chance reduced to 6% (from 7%)
Reward Box level 1 + 2 now contain more items and have higher chances to open upgrade materials
Blessed Strikes damage reduced to 360% (from 380%)
Glitter Damage increase and reduction value increased to 3% (from 2.5%)
Elderjel now got another Critical Consistency passive node
Caraglow now got Mass Protector instead of emergency channel
Sycophantom now has Multi-Barrier instead of buff charging
Mana cost and values of active healing and shielding spells slightly increased,support monsters now have to care more about mana
Vaero and Silvaero got Blessed Strikes replaced by Aerial Strike
Vaero got Phoenix Affinity replaced by Cleanse and both shifts get 1 less base attack
Toxic Feedback healing now increases if a monster has multiple stacks of poison (half as much for stacks beyond the first)
Bubble burst cost less mana and does less damage on lower levels now
Overheal now converts 50% of the heal amount into shield and is an unique aura now
Infinity Buff stacks are now granted a turn earlier in PvP (7th turn of the non-starting player)
Infinity Buff stacks for PvE Keeper Battles are granted from turn 10+ on (starting with the human player)
Phoenix Affinity heals now for 15% of max health
Fungi now has Initial Poison instead of one of the Toxin passive nodes
Monk now has the Concealed and Multi Glory passives
Asura dark shift now has 1 less defense
Salahammer light shift now has -1 base health
Light shift frosty now has -1 base health, dark shift has +1 base health and -1 magic
Damage reduction provided by defense slightly increased
Barricade chance increased to 4% (from 3%)
Goblin Brute now has Mass Protector instead of Barricade
Ice Blob now has Defensive Presence instead of Barricade
Imori now has Defense proc instead of barricade and Preemptive shield instead of Copy Shield
We reverted Blob’s skill set to before he got Slime Volley and moved Bubble Burst a tier up. Also he got an additional Magic Proc passive
Shield Burst is doing 300% damage for both PvE and PvP
Health plus and Defense plus nodes now grant you slightly more Health/Defense
In PvP, you now see during the monster choice who will have the first turn
We've also fixed the issue where some players experienced problems when connecting with each other in PvP.
Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)
Here's a whole host of fixes and balance changes for the Magma Chamber content update! We are always looking to improve the game, these changes have been possible via your feedback and reports! Thank you!
Balancing:
Salahammer now has Full Utility instead of Full Offense, shifted stats changed and some passive nodes got rearanged slightly
Full Offense, Full Defense and Full Utility mana cost increased
Concealed value reduced to 25% (from 30%)
Damage multiplier in Keeper battles slightly reduced
Imori's Preemptive Shield got replaced with Copy Shield
Attacks which cannot be dodged no longer bypass Blind stacks
Bugfixing:
Insect Charge doesn't trigger twice anymore
Fixed an exploit for monsters to learn skills which should not be available to them
Monster Types are now displayed in the Status Screen for Chinese version
We hope you'll have further fun exploring the 'hot' new content and collecting all of the new monsters!
If you come across any other issues with the update, be sure to report them in the 'report a problem' section. Let us know if you have any other feedback on the update in the comments below this post!
We can't wait until the next content update, but we will have another QOL (quality of life) fix for you all in the meantime soon! See you in the next update post!
The world of Monster Sanctuary expands as we add another area to the game with this update.
Watch the trailer now:
New area unlocked: Magma Chamber
Enter the hottest, steamiest, most fiery and volatile area of Monster Sanctuary: Magma Chamber. The new area features:
A new story arc, two new Keeper duels and a Champion fight against a demonic warrior.
Eight new Monsters to collect, who use a whole host of new fire-themed attacks. There are multiple new dragon-types - two of which belong to the Draco family of Monsters, which we’ll expand on in later content updates. Will you be the one to master their Might & Sorcery-themed skill trees?
There are two new unique stores to find in Magma Chamber for players to spend their hard-earned gold.
New equipment including the Grey Pearl: it boosts several stats by a large amount, but can only be equipped by unshifted Monsters.
Find the Magma Chamber east of the Stronghold Dungeon, below Ancient Woods and west of Horizon Beach. It can be entered from the Stronghold Dungeon and from Horizon Beach. The story arc of Magma Chamber can only be started once the player has finished Stronghold Dungeon's story arc!
Level Cap raised, Tier 5 passives unlocked, Monster-types
The Level Cap has been raised to Level 33 (from Level 29). This means that Monsters are now able to access the fifth and final tier of their skill trees. For a couple of the older Monsters, their existing skill trees have been slightly adjusted! For this new Level Cap, we decided to only unlock new passive skills; that means active skills can't be leveled to their maximum level yet. We will add tier 5 active skills in the next area update.
There are many new passive skills to learn in this update! As you may have already noticed in the gif above, all of the Monsters in the game now have proper Monster-types. There are new passive auras for almost every Monster-type, which should open up a lot of new options for viable Monster teams. The full list of Monster-types is as follows:
Beast
Reptile
Insect
Bird
Fish
Aerial
Aquatic
Spirit
Occult
Nature
Warrior
Mage
Dragon
Goblin
Slime
Construct
New PVP Rating system
This update introduces a new PVP rating system. Instead of simply having a numerical "elo" value, there are now different leagues. All players start in "Bronze" league with a single star. Winning a fight always rewards you with another star. After collecting five stars, you ascend to the next league - after Bronze comes Silver, for instance. After you have ascended to Silver league, losing a fight will subtract half of a star from your ranking. However, it's impossible to drop down from one league to another - so if you keep playing, you can only go up.
Also, to incentivize PVP participation, you get a special reward for ascending to each league.
Silver league: Skill Potion
Gold league: Switch Stone
Diamond league: Shift Stone
Master league: Switch Stone & Shift Stone
After you reach Master league, the ranking switches back to a numerical elo value, starting at 1200 (impossible to drop below 1200). So for dedicated PVP players, there's still a traditional elo system in place.
We hope this new system will motivate many more players to try out PVP, that it will reduce the initial frustration for newcomers and that it will still keep PVP veterans happy! Let us know your feedback on the system!
Also with this update starts a new PVP season. The previous season leaderboards are still accessible in-game.
Patch Notes
Minor feature updates:
All Equipment is now upgradable to +4
You can now use the keyboard to type in the player name and Monster names
Added an option for disabling screen shake
When a Monster that is part of pre-saved teams learns a new skill, the game automatically updates any saved Monster teams in which the Monster has exactly the current skill tree
You can now switch Monsters in any type of combat (switching Monsters consumes the turn for that Monster)
Balancing:
When a Buffing action triggers Enlighten, a shared-Buff passive skill or Duality (new skill) it will also increase the combo counter
Single Strike value reduced to 25% (from 30%)
Blob now has Slime Volley instead of Bubble Burst
Frosty's Light shift skill is now Buff Mastery instead of Holy Presence
Buff Celebration changed to grant any Monster in the party 2 Charge stacks if the Monster has 4 or more buffs
Anti Curse value reduced to 20% (from 25%)
Debuff resistance and Weakness now also affect passive skills which add additional effects to Debuffs (like Shatter, Sensitivity and so on)
Shield Burst damage reduced to 250% (from 350%). In PvP there is an increase in damage of additional 100% (resulting in 350% like before).
We've just released a hotfix to resolve the issue of shifted abilities being disabled once loading a team. This patch will also correctly add in the Chinese localisation for item type sorting.
Thank you everyone for the reports and your patience!
Please let us know if you have any more issues in the 'Report a Problem' section on the steam forums or to our support team here: https://www.team17.com/support/
We’re working hard on the next area of the game and a whole host of new Monsters - but for now here’s a small update in-between with bug fixes, balancing changes and some of the most requested features from the community.
Here's what’s included with this QoL (quality of life) update:
Status Menu
We’ve added a new handy status menu where you can see all a Monster's relevant stats on a single screen - including learned skills, equipment, attributes, food, and experience points. This should make it easier to manage your Monsters and to share your own builds with the community.
Saving & Loading Teams
The second QoL feature of this update is the ability to save and load your team builds. This should make it easier to experiment with different team setups and Monster builds, allowing you to always go back to your previous team setups.
We tried to make it as seamless and intuitive as possible but here’s a brief explanation of how it works if you are unsure:
Team saves save the six current Monsters on your team with their equipment and their learned skills.
Team saves do not save food or shifts (which means that, if you changed the shift or food of a Monster after saving the team, they won't revert to the old shift or the old food when you reload the team).
If you have acquired a higher upgrade level of a weapon or equipment after saving the team, the Monster will equip the highest available level of that weapon or equipment when you load the team.
No skill resetter items are used during this process (even if a Monster's skills are changed by loading a team).
You may have multiple different team saves and you may reload them an indefinite number of times (unless you delete them).
Equipment Filter
Ever since the first public versions of the game, this feature has been requested by many players: a way to filter and search for specific equipment. We realize that - especially once you get to the later areas of the game - you can easily get lost on the equipment screen with all the different available equipment. This feature will make it much easier to find all the best equipment for your Monsters!
The equipment filter feature allows you to filter your equipment for any one attribute. On the Monster equipment screen, there’s a button prompt to access the different filters (on a keyboard, it's the "F" key). To remove the filter, you just must press the same button again.
Reorganizing Combat Actions
It is now possible to change the order of actions for every Monster in the combat menu by pressing "M" (or select/back on gamepad) and then selecting the other action you want to swap positions with.
Balance Changes
Assault Shield value increased to 25% (from 20%)
Lifelink healing value increased to 20% (from 15%)
Combo shielding value reduced to 30% (from 50%)
Glory buff now gives +20% critical damage again
Defense damage reduction scaling decreased (for high amount of defense)
Medallion now increases defense instead of max. mana
Health values on equipment increased by 10%
Health values of Health food increased
Encapsulate heal amount slightly reduced
Age Stacks value reduced to 3% (from 4%)
Aeons healing is now capped to 7 Age stacks
Shield Burst damage reduced to 350% (from 400%)
Giants Bane now increases all damage by 5% and by 20% against enemies with a Health rating of 7 or higher
Cascade and Overcast now also affect Healing and Shielding abilities
Kongamato attack and magic base values decreased by 1
Multiple Armor Break debuffs are now calculated multiplicative with each other
Attack Proc and Magic Proc damage values increased to 35% (from 25%)
Reworked Critical Hybridization: "The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa."
Weapon Break is now a Unique Aura
Infinity Buff Stacks now give 25% damage (instead of 30%) but the damage bonus is calculated multiplicative for each single stack
In PvP players now start to get Infinity Buff stacks 2 turns earlier. Also monsters coming from the backup will instantly get the amount of infinity buff stacks according to the current turn.
Bug Fixes
Fixed default Music/BGM values to be again 40% BGM and 75% SFX
Fixed multiple Glory buffs having no effect
Fixed Armor break not be affected by Debuff Resistance/Debuff Weakness
Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)
Following our Horizon Beach Update, we're thrilled to bring you our third content update. Thank you for all your continued support! Here’s the widely anticipated feature and one of the highest stretch goals on our Kickstarter campaign live now:
Online PVP
Watch the PvP trailer now:
The main addition of this update is the new Online Player vs. Player mode. In-game matchmaking will let you test your skills by being matched against other people online to climb the in-game leaderboards. To be able to access PVP, you will need to reach the "Keeper Lancer" rank in the game (which means you need to defeat seven Champion Monsters). It’s recommended for your Monster team to be at the current maximum level (29), as you could be matched against enemy teams at that level.
PVP duels function like the Keeper duels in the game: each player uses their full team of six Monsters for the fight. The duel is only over once either one of the players has no more Monsters left to fight with. We have also added in the ability to switch out your active Monsters during the fight, as well as the ability to forfeit a duel. If a PVP battle takes too many rounds, there is a system in place to prevent stalemate matches: each Monster will get "Infinity" stacks (as in the Infinity Arena) that drastically increase damage.
For balance we’d love to hear your feedback! As you can see in the patch notes below, we have made a large amount of changes this update to make PvP balanced through beta testing. However, there might still be some Monsters or some skills that are overpowered or underpowered. Let us know in the comments, on the steam forums what you all think!
A New Monster: Manticorb!
We’ve also added a new Monster to the game, the Manticorb! This spell-casting furball was submitted by "RacieB" for one of our Community Monster contests, which it won by popular vote. We hope that you all will love the Manticorb as well! You can find it hidden in the beginning area of the game.
Manticorb is capable of wind, water, fire and neutral magical attacks, as well as Buffs. Apart from its variety of different attacks, one of its main strengths in combat is the ability to create extremely high combo chains!
Balancing Changes:
Overhaul on all damage values of attacks as well as healing skills
Elderjel Champion version is now slightly weaker
All crit chance on equipment reduced by 1% (excep for Crit Ring and Feather)
Some critical damage values on equipment and skills slightly reduced
Mana Regeneration values on equipment slightly increased
Max Mana values on higher upgrades of equipment slightly increased
Health scaling of player monsters increased
Caraglow buffing Heal replaced with Improved Glory, Light shifted Caraglow no longer gets +2 magic
Both tanuki shifts now gain +1 Mana
Magmamoth has now Critical Edge instead of Recuperate
Kongamato defense reduced by 1
Toxiquus now has Armor Shred and Buffing Heal passives
Sizzle Knight, Goblin Hood, Rocky and Aurumtail now have Purify Skill
Koi now has Mana Stability, Heroic Defense and an additional Mana Proc skill
G'Rulu now has Life Overload, Multi Regeneration, Preparation, Kindle and Health Proc skills
Grummy now has Life Overload, Multi Regeneration, Remunerate, Preemtive Shield, Armor Shred and Health Proc skills
Druid Oak's Skill tree slightly reworked (no Revive level 3 available anymore), Light shift -1 magic && attack
Yowie now has an additional Health Proc, Combo Healing and Life Wave instead of Healing Wave
Imori has Heroic Defense and Defense Proc skills now
Chill now only removes 10% of enemies mana on application (instead of 20%)
Agility & Spellshield dodge chance reduced to 20% (from 25%)
Weakness value reduced to 20% (from 25%) but fixed multiple weaknesses having no additional effect.
Disorientation miss value reduced to 5% (from 7.5%)
Evasion dodge value reduced to 20% (from 25%) of the crit chance
Dodging reduced to 8% (from 10%)
Splatter only transfers half of the stacks now (rounded up)
Mystify now has a 50% chance to grant a Buff (instead of 100%)
Burning Desire, Disoriented, Incinerate, Plague, Severe Upkeep, Shatter, Sub Zero, Sensitivity and Toxic Reaction are now a unique aura (multiples of those don't have additional effect)
Incinerate, Plague, Severe Upkeep trigger chance is now reduced to 40% (from 50%)
Disease Control damage reduction lowered to 4% (from 5%)
Electric Field, Poison Glands, Spiky Defense and Icy Skin chance reduced to 40% (from 50%)
Hex apply chance reduced to 7.5% (from 10%)
Burning Desire Shield value reduced to 7.5% (from 10%)
Burning Heat, Poisoning Soil, Shocking Current and Chilling Cold chance reduced to 15% (from 20%)
Sensitivity and Sub Zero damage bonus reduced to 7.5% (from 10%)
Whirlpool now removes two debuffs
Wound stacks now reduce healing by 40% (instead of 50%)
Reduced Buffing Heal value to 50% (from 80%)
Increased the Auto Heal value to 150% (from 100%)
Arcane Shield 2 now also applies 'Channel' buff
Shield Burst damage increased to 400% and it can't be dodged. Mana cost increased to 120.
Most buffing skills were slightly increased in mana cost
Age buff values decreased to 4% (from 5%)
Healing Shield value reduced to 20% (from 25%)
Healing Link chance reduced to 25% (from 30%)
Additional stacks of Sidekick buff or Shock debuff now have only 50% chance to trigger instead of dealing only 50% damage
Aqua Blast, Leaf Slash and Whirlwind Burst cannot be dodged now
Pandora's Box buff is now treated as an additional buff stack for the combat (the monster can receive that buff twice, but the second stack will be only half as strong)
Heroic Defense reduces damage by 3% for every buff now (instead of 4%)
Mana Overload and Mana Stability value increased to 15% (instead of 10%)
Life Overload and Life Stability value decreased to 2.5% (instead of 3%)
That's all for now
The next content update will feature a completely new area to explore to follow up from Horizon Beach. Until then, we hope you'll enjoy fighting each other’s teams of Monsters and coming up with new strategies and builds!
You can share your feedback here on the Steam forums or on our Discord channel. Come say hi!
We also wish you a happy holiday season! Thanks for all your support and we'll bring you the next update in the new year.
Here’s a sneak preview of one of our latest Monsters about to join the roster, the Manticorb.
This fluffy horror is another community creation brought to life from the Kickstarter Monster Design Competition and it was originally submitted by RacieB on Discord! The Manticorb will be coming with the next update, so get your keeper notes ready to be prepared to battle and hatch one of your own soon!
The Manticorb
Don’t get caught staring at its eye.
The Manticorb lacks strong teeth and claws to defend itself, it does so entirely by magical means. Its thick, fluffy coat serves to absorb large amounts of errant Mana from the surrounding atmosphere, which it can cast at will from the tip of its tail, much like a wand.
It carries so much magical energy inside its small body that its large eye even emits light in dark places. A skilled Manticorb can become quite adept in wielding multiple attack elements, and predators are quick to learn that the warning stripes are no joke.
Manticorbs have a natural tendency to gather where Mana is strongly concentrated, and as a result ended up flocking to the Monster Sanctuary. Their curious demeanour and soft fur make them attractive pets at a glance, but they can quickly become unruly if they build up too much unspent Mana.
Experienced Keepers can monitor a Manticorb's level of charge by the amount of static in its fur and will have it regularly cast spells to discharge the excess.
Here is a sneak peak of its skill tree:
To add a Manticorb to your party plus get the full bio and lore, you’ll just have to wait for the upcoming update!
Thanks for reading keepers, next week we will reveal even more of the content that is coming soon including a Proper Versatile Padding out of the Keeper dueling system!
Monster Sanctuary is currently in the Steam Autumn Sale with 25% off, if you enjoyed playing the new shiny demo, have a friend who'd like to play or have been wanting to buy for a while then this could be your chance for a good deal!
We have only just updated with the new area Horizon Beach and there is much more content... on the horizon.
Thanks for reading, We'll see you for the next update.
We have just updated the live version of Monster Sanctuary fixing issues and adding improvements to the Horizon Beach patch. Thanks for all the feedback so far and we hope everyone is having a great time exploring the new beach area!
The Changes
Balancing:
Elderjel Champion version has had their total mana reduced
Reduced the required exp for levelling up monsters slightly
Levels of wild encounters slightly increased throughout the progression (if you clear the whole map, final encounters should be around level 28/29 now instead of 27)
Bugfixes:
Goblin Provisions now only heals Goblins
Monster Bells can no longer be used to respawn Champion monsters
Fixed the possibility to get stuck in a water stream at horizon beach
Fixed in game menu not displaying newly hatched monsters when the limit of current page of monsters is reached
Fixed possibility to clip through the bridge from the bottom side in Horizon Beach
Fixed Aeons not scaling with the amount of Age stacks
Fixed bugs in Combat Menu when switching monsters and selecting something in the same frame
You can now leave the map menu by pressing the map button again
Fixed a visual glitch when using a monster attack at the same time as initiating a battle
Fixed Issue of wrongly displayed corrupted savegame message for some users
Fixed Ultra-wide resolutions cutting off part of the gameplay (there are black bars on the sides now instead)
Thanks for reading, that is it for now. Let us know if you have any feedback or come across any further issues. We’ll see you soon for the next update!