Unity Monster Souls
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About this game
:
Monster Souls is a NSFW RPG featuring gay interactions with monsters and other characters. The protagonist is a young man with the unique power to absorb a monster's essence into his body and gain their powers by transforming into monster-human hybrid forms.
Spoiler: Trailer
Changelog
v0.3.31
Updated Animation Viewer to include boss monsters
Polish and fixes for Goblin Encampment
Adjusted the layout of the goblin encampment to push the player up to the tree village
Adjusted some encounters in the goblin encampment to hopefully engage the players more
Fixed issues where certain kills would no longer give exp
Increased exp rewards in the goblin encampment
Updated and tweaked a bunch of equipment properties
Fixed issue with Lyric unable to equip mage related armor
Buddy's BJ scene should set hero back to whatever form he was in before, this is still mostly a placeholder since anthro forms don't have good BJ animations
Added the missing reward for completing the goblin encampment mission
Polish and fixes for Storm Cliffs and Dragon Fortress
Expanded on Lyric's story in the grotto camp (WIP)
Updated environment art in a few places
Updated some room connections in the grottos in an attempt to make them more intuitive
Removed extra stairs room in the dragon dungeon that may have been confusing
Fixed some transitions in the dragon fortress to be locked/unlocked depending on their appropriate state and make things more clear
Fixed levers and gates in the dragon dungeon to be animated
Fixed issue with some treasure chests that were meant to contain multiple items but did not
Adjusted treasure chest loot and the locations and properties of some weapons
Adjusted the properties of many of Lyric's bows to be used in a variety of situations
Weapons can be swapped in battle, this is a bit experimental still (RB/LB on the item menu or PgUp/PgDn on keyboards)
Increased exp and gold rewards from lizardmen, particularly hoplites
Added a few new attacks to lizardmen
Added visual effect for drain attacks, HP drain, MP drain and Gene drain
Fixed issue with checkpoints not being set when loading the game which resulted in retreats setting the player back to the start of the dungeons
Fixed issue with battle results popup causing the player to fall through the floor when thrown in the dungeon cell (The popup was not meant to appear)
Changed the party position at the end of battle to be set to hero's current position
Added void recovery triggers to all areas
v0.3.26
The game now starts in the Aqueducts
Added a scene with the buddies in the Tavern post Aqueducts that will be expanded on later
Ash can now be declined on the first night - Will be expanded later
Added the Frog monster (WIP, animations are unfinished)
Added the Brute monster (WIP, animations are unfinished)
Added Sprout and Prickle minions and updated encounters in the forest and coast
Added unaffiliated Chimera Traits that can be collected from monsters and linked to Chimera Gene slots (WIP)
Minor adjustments to a lot of scenes and changed some dialogue
Adjusted more of Lyric's abilities, the coastal song finales are a bit closer to final
Worked on Ash and Lyric's abilities, added some stuff, adjusted some calculations and visual effects
Adjusted some bows
Updated some encounters in the Aqueducts
Weakened attributes on Beetle type monsters
Adjusted some attributes on the Slime King
Changed some transition connections in the Kobold grottos to hopefully be more intuitive, more on this later
Updated Darius' battle script with new commands
Weakened the Shadow Knights in the battle on the bridge
Updated order of animations in the Animation Viewer and made clean prefabs for the monsters without any character UI
Updated the interaction behavior to be more precise, Known issue with transitions being a bit harder to interact with, will be updating them
Updated the interactable icons to be displayed when hero's interaction sphere enters their trigger, not when hero himself enters it
Updated input on character menus
Updated options menu input and navigation to be a bit better
Fixed issue that made it so you couldn't pause in battle if it wasn't your turn
Fixed some effect hit positions on monsters
Fixed issue when a perk is not implemented for a specific monster
Fixed a couple of cases where an unimplemented surrender scene did not have a fallback
Fixed issue with player being able to pause or open menu during transitions
Fixed issues on game start that I don't think were in any of the builds but was a result of the previous fix
Fixed issues with events post tavern
Fixed issue with alpha wolf post surrender
Fixed new issue that allowed Slime King to grab Slimey again
Fixed issue with surrender command being available when grabbed by Slime King
Adjusted strength of Poison Spit on hero and monsters
Updated battle kill experience distribution
Added general warning about unimplemented surrender scenes
v0.3.19
Added battle results for post surrender
Updated Character Menus with new graphics, buttons and UI navigation
Updated input functionality to try to be more consistent or specific to controller type(ie keyboard vs gamepad) and prompts in many menus
Updated some encounters in the Aqueducts, Goblin Encampment and The Storm Cliffs
Updated some dialogue related to Lyric
Added new items and tweaked some properties of items
Updated many weapons with different properties, some weapons will now have different elemental effect or inflict status effects on hit
Many changes to monster attributes, battle commands and traits
Monsters may now be pre-equipped with weapons and armor, this mechanic will be expanded in the future
Improved animation states in battle, characters may now show defending animations for example
Fixed incorrect transition at the Storm Shrine
Added new Status effects and added effects for battle commands, traits and weapons
Added new battle commands and traits for some character classes
Changed the number of save slots to 20
Fixed bug with one of the Dragon's unique abilities
Updated the damage properties on the Quake spell
Finalized the Goldenscale ability to correctly consume gold to block damage, as well as the ability to bankrupt the player, fun!
Added Blink status which allows a combatant to completely avoid a melee or ranged attack
Added Ebb status which acts like a poison but damages MP
Changed the effect of Berserk to remove control of the character when used by hero but also improves base damage
Changed the effect of Howl/Attack Up to also improve base damage
The Petrification spell can now be unlocked by defeating the Gaoler of Petrification
Added active Status Effect icon displays for combatants
Updated icons for interactable objects for dialogue, transitions, and key story objects
Added a behaviour for minion class monsters to flee battle
Fixed bug when attacking with no sword equipped
Fixed bug that caused duplicate event calls if a monster died from status effects at the start of their turn
Enabled mip-mapping on character atlasses to improve performance and quality
Added screen shake, slow-mo and gamepad vibration to critical hits, can be disabled in the options menus
Fixed issue with screen shaking when a struck by a healing crit
Fixed issue where Slimeform's physical resistance did not account for physical sub-types used by weapons
Updated/Improved detection for switching between keyboard, mouse or gamepad
Adjusted HP of Sprites and Pixies and magic damage, swapped out the Aero spell for a different ability
Increased Hero's strength growth which affects base damage
Changed the Attack/Defense damage multiplier to be linear and have a wider range which might result in wildly different balance
Upcoming:
Worked on the new Brute monster, an unfinished one can be spotted in the goblin encampment
Updated the character encountered on the waterfall bridge in the Storm Cliffs, this character's battle script will be changed in the future build
v0.3.5
Fixed more issues with the dragon fortress and events surrounding being captured and facing the dragon in the Colosseum.
Added an interaction to the mysterious lightning barrier in the Secret Grotto.
Slightly improved clarity during item use context in the character menu. (UI is not final.)
When a status effect cannot be overwritten it will display a "Null" text instead of the usual text.
Fixed a bug with the load menu on the start screen that would not return to the start menu when closed.
Updated the input plugin. Some prompts will change glyphs to reflect the current input device, more to come on this.
Update
v0.3.3.1
v0.2.9.4
Mostly balancing in the early game and overall battle polish. As long as there are no major game breaking bugs discovered then new updates will slow down again as I return to working on chapter three content.
Slightly reduced the global delay between turns.
Characters using a melee attack now signal the end of their turn after hitting the target instead of after returning to their battle position, allowing the next character to start their turn much quicker.
Animation charge times on several abilities have been reduced.
The "move into position" animations when a battle is triggered have been refined.
If a character is too far away when a battle is triggered, they will be teleported into position.
Hero and Ash have a snappier new "return to position" animation.
The battle positions of several encounters (particularly in the aqueducts) have been brought closer together to reduce melee attack travel time.
Enemies will now more frequently target hero for melee attacks over Ash and Lyric. Magic and Ranged abilities are unchanged.
The damage variance of melee attacks has been significantly reduced in most cases, making it easier to see progression.
Empty battle command groups are now properly hidden in the command menu.
Removed the Wait command under normal circumstances.
Added Ward to Ash and Lyric. This increases magic defense for a turn and restores a small amount of MP.
Removed the Backstab ability from Ash as two guaranteed criticals was almost always the best option rendering a lot of other abilities unusable.
Moved Ash's Phantom Missile to the magic group.
Increased the damage of Ash's Shadow Orb spell.
Changed the cost of Ash's Ethereal Strike and Spectral Sever from MP to HP.
Increased the scaling of Lyric's Cure spell.
Adjusted the levels of some enemies.
Increased the number of enemies in several encounters in the aqueducts and goblin encampment.
Removed the experience reduction from being over an enemy's level.
The enemy ability Poison Spit now inflicts a persistent poison status until cured or end of battle. The damage proc has been reduced. Hero's Poison Spit is unchanged.
Added some crates just before the Aqueducts that drop antidotes.
Changed the treasure chest above the Tavern to be an elixir instead of a potion.
Made wolves even weaker to fire.
The wolf's Howl ability can now be disabled by Silence status.
Installation
1. Extract and run.
Developer Notes
Keyboard Controls:
WASD or Arrow keys to move
Space for Jump
Left Shift for Special Action(ie "Crouching" used with the slime form)
Left Ctrl for Dash
E for character screen (Class, Equipment)
Q for item quick menu (outside battle)
ESC for game options menu(only quit game for now)
Debug hotkeys may cause sequence breaks and game stopping bugs, use with caution. (If you don't want to play through the whole dungeon again to watch the scene with Ash, go into your bedroom and hit F2.)
F2 Secret Test Scene (Dungeon Version)
F4 Skip Scene
F8 Skip to final boss (hit esc and resume to unlock after using)
Controller can be used but it might be a little buggy right now (The selection cursor may disappear, use the mouse to select something again) See the input tab when you run the game for more options.
WASD or Arrow keys to move
Space for Jump
Left Shift for Special Action(ie "Crouching" used with the slime form)
Left Ctrl for Dash
E for character screen (Class, Equipment)
Q for item quick menu (outside battle)
ESC for game options menu(only quit game for now)
Debug hotkeys may cause sequence breaks and game stopping bugs, use with caution. (If you don't want to play through the whole dungeon again to watch the scene with Ash, go into your bedroom and hit F2.)
F2 Secret Test Scene (Dungeon Version)
F4 Skip Scene
F8 Skip to final boss (hit esc and resume to unlock after using)
Controller can be used but it might be a little buggy right now (The selection cursor may disappear, use the mouse to select something again) See the input tab when you run the game for more options.
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