Have you ever wondered what happens to a virtual world of an abandoned video game? All those digital inhabitants with their artificial lives…do they just vanish when the game is turned off for the final time?
Village Monsters is an easy-going village life-sim set in one such forgotten world.
My name is Josh, and I’m a solo dev working on Village Monsters, a life-sim game very much in the style of Animal Crossing and Stardew Valley, with visual and tonal inspiration from the likes of the Mother series, Undertale, and Shenmue.
Village Monsters is set inside the world of an abandoned video game. Over time, the monsters that once served as enemies grew tired of all the waiting around, and eventually decided to abandon the whole ‘bad guy’ thing entirely.
They’ve thrown away their axes and fireball spells and now live a more peaceful life in a sleepy little village in the country.
You are a player booting up the game for the first time in decades, finding yourself as the sole human living among a village of (mostly) affable monsters.
Glad you asked. Here’s a partial list of features and other fun stuff you can expect to enjoy in Village Monsters
Village Monsters is releasing to PC in the year 201X.
You can play a very early alpha demo of the game right now. As in, today. As in, right here!
It’s a rough version that’s not fit for a wide audience, but it’s updated monthly with new features, content, bug fixes, and kisses on the cheek. Check it out if you like to follow along a game as it’s being developed.
It’s the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)
There is now less than a month to go until the version I’m working on releases for you all to play with. This’ll mark the very first Alpha version that I make public, and I’m pretty excited about it.
September is shaping up to be quite the month, and it’s not just the Alpha release; stay tuned for more information on that very soon
Due to the nature of the game it’s not often that I get to create a new area, so it was a real nice change of pace to work on one this week.
The beach is just a short walk away from the village - just head south from the gate and keep going until you reach the surf.
Though you or I would consider such a trip to be a nice day out, it seems that monsters haven’t really taken to the human notion of spending the day in the sun and sand. Unless there’s a special event going on you’re likely to find the area to be largely empty.
Still, you’ll probably enjoy the solitude. You can catch fish, work on your tan, and nosh on some whoopie pies in peace.
Longtime followers of the game know that I often try to slip in as many ‘meta’ elements as I can. After all, this is a game in which the conceit is that the NPCs have taken it over and the digital barrier between our worlds is thinner than ever - I’m hoping it gives me some artistic liberty
Alongside beaches I added another new area to visit, though this one won’t make it to the final game. It’s called the Ancient Ruins of Soon, and it’s an area you can visit to consult stone tablets on prophecy…
…in other words? You can view my plans on future features and changes from the game instead of going to my website or elsewhere.
I tried to split it up by category, so if you want to know what the future holds for hobbies or story or your house then you can view just that information.
This marks the 2nd week in a row in which UI changes made it to the top of my priority list. Here’s a sampling of what I worked on this time.
Notifications have been slightly resized and now rotate so that the newest is always displayed at the bottom
Meeting villagers for the first time now produces a notification
The inventory now has context-sensitive prompts depending on the mode or item
Finally, I did an initial pass on an in-game version of the world map.
Ok, that’ll do it for this week. Hope you’re enjoying these dog days of summer, because I’m definitely not. I hate the heat. Autumn can’t come fast enough!
Until next time
It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)!
I had a few really productive weeks this month, so I guess I was 'due' to have a slow one. I didn't get nearly as much done as I had hoped, and I ended...
It's the weekend, so that means I get to share all I worked on last week in another edition of the Developer Diary Digest: Events & Holidays, a mail system...
It's the weekend, so that means I get to share all I worked on last week in another edition of the Developer Diary Digest! Since I released the demo on...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
The final Pre-Alpha version of Village Monsters is here! While it's still rough and has plenty of missing or incomplete features and bugs, there's also...
This is the same content as the previous demo released on July 9th, but contains a pair of fixes for two easy-to-reproduce crashes
This is the same version as the below 'Flower', but includes a fix for a crash that was discovered
As with all the other pre-alpha releases, things are still very early. Expect a lot of unfinished or straight up missing systems and features. If you’re...
As with past releases, things are still very early. However, unlike past releases, Pink Crow is much more indicative of the game I’m making, and I’m...
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.