Released
Dec 14, 2015
Platforms
Windows
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

14 posts
  1. Developer post
  2. Developer post
  3. Developer post
  4. Developer post
  5. Developer post

    Renderer update

    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

  6. Developer post

    Game has been renamed to "Mutant Gate".

    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

  7. Developer post

    Optional intro level is back

    Also, minor narrative changes in prison and last level. Now forces SDL into D3D mode just in case SDL would misbehave on Steam Deck.

  8. Developer post

    Brightness option added

    Monsterland now has an option to alter in-game brightness in "Game/Video options".

  9. Developer post

    another retcon

    slightly changed game ending screen to alter location of the events

  10. Developer post

    Minor story retcon...

    ... in case I reuse this universe in my new game. Basically location of protagonist's daughter moved back to Sarang-2 instead of Earth.

  11. Developer post

    Bugfix in final boss map

    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.

  12. Developer post
  13. Developer post

    Hybrid graphics and streamlined gameplay

    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

  14. Developer post

    Switching from ASCII to tiled bitmaps.

    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