Fixed non-smooth monster speeds after 60fps patch
And also fixed some input lag. A little bit.
And also fixed some input lag. A little bit.

And also fixed some input lag. A little bit.
And also fixed some input lag. A little bit.
That's about it!
That's about it!
Game crashes on startup on some GPUs. This is an attempt to fix it.
Game crashes on startup on some GPUs. This is an attempt to fix it.
also ASCII renderer is now default.
also ASCII renderer is now default.
1. walls will have appearance of depth 2. power-up glow effect enhanced, tank has a shadow suggesting height 3. this is a huge performance hit, hopefully not felt on modern gaming systems
1. walls will have appearance of depth
2. power-up glow effect enhanced, tank has a shadow suggesting height
3. this is a huge performance hit, hopefully not felt on modern gaming systems
I'm working on an RPG which takes place after the events of this game, which involves some retconning of Monsterland's setting in order to fit it, and I've been unhappy with Monsterland's very generic name for a long time. Now Monsterland is "Mutant Gate". It's more unique and ha
I'm working on an RPG which takes place after the events of this game, which involves some retconning of Monsterland's setting in order to fit it, and I've been unhappy with Monsterland's very generic name for a long time.
Now Monsterland is "Mutant Gate". It's more unique and has more of a punch.
Now I'm working on renaming the actual application in Steam store.
Also, minor narrative changes in prison and last level. Now forces SDL into D3D mode just in case SDL would misbehave on Steam Deck.
Also, minor narrative changes in prison and last level.
Now forces SDL into D3D mode just in case SDL would misbehave on Steam Deck.
Monsterland now has an option to alter in-game brightness in "Game/Video options".
Monsterland now has an option to alter in-game brightness in "Game/Video options".
slightly changed game ending screen to alter location of the events
slightly changed game ending screen to alter location of the events
... in case I reuse this universe in my new game. Basically location of protagonist's daughter moved back to Sarang-2 instead of Earth.
... in case I reuse this universe in my new game. Basically location of protagonist's daughter moved back to Sarang-2 instead of Earth.
On final boss map, the "exit portal" may become inactive, so the player can't go to epilogue maps. The issue could be remedied by saving and loading the savegame. Now the issue has been fixed in code.
On final boss map, the "exit portal" may become inactive, so the player can't go to epilogue maps. The issue could be remedied by saving and loading the savegame.
Now the issue has been fixed in code.
Monsterland is now fully controllable via Steam Deck with zero configuration required.
Monsterland is now fully controllable via Steam Deck with zero configuration required.
The full-graphics mode was a mixed bag. Characters looked particularly bad. Monsterland is now using a hybrid mode which preserves its ASCII personality while retaining the most often encountered/boring ASCII - walls, floors and doors - as being replaced by graphical textures. Mo
The full-graphics mode was a mixed bag. Characters looked particularly bad. Monsterland is now using a hybrid mode which preserves its ASCII personality while retaining the most often encountered/boring ASCII - walls, floors and doors - as being replaced by graphical textures. Most of the effects are back to being ASCII - explosions, portals, blood, water. Player and other human and semi-human characters are back to the letter "P", monsters are "M", etc.
There's no FULL ASCII mode option yet, but that may be implemented in the future.
Since inventory and certain item mechanics were perfunctory/experimental, they're switched off by default, returning the game to pure shooter identity. The intro story level has been removed as well, as it doesn't have monster-killing.
OTHER STUFF:
I'm experimenting with random map generation again. If I can get it to make interesting maps, it will be possible for 2 people to play Monsterland co-op, however it would require one of them to forward port 5029 (TCP) in their router, and have ping of <80ms between them. I wish I could port Monsterland/s TCP/IP stack to Steam P2P and eliminate router busywork, but the game is written in Pascal, which makes it difficult.
What's New: Permanently switched graphics from ASCII to tiles, replicating most ASCII effects in tile form (damage splash, blood). Renderer migrated from SDL1 to SDL2, no longer using unstable custom OpenGL code New intro level Enhanced ending level providing proper closure to th
What's New:
Known Issues:
(Possible) Future Plans: