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Monster Prom 2: Holiday Season

Created by Beautiful Glitch

The long-awaited sequel of the popular multiplayer dating sim "Monster Prom".

Latest Updates from Our Project:

29th update: St. Valentine's Update (and many other things. MUST READ)
about 3 years ago – Tue, Feb 16, 2021 at 10:16:29 PM

Well, well, hello again!

We're back, giving you the big picture of what's going on! 

Let's go to it!


1. UPDATE SUMMARY

Let's check what's coming with this St. Valentine's Update (both in the update and as new DLCs):

  • New Love Log Mechanic
  • 11 Love Log Events
  • New Plotline
  • 8 New Events
  • An NPC is back
  • x4 New Outfits for a NPC
  • The outfit pack: THIRST AND SENSITIVITY

2. THIRST AND SENSIBILITY

First things firts, we've released a new outfit pack.
I will paste the text we've written for it; because we're kinda proud about it:

One could say Monster Camp is a bit more about shenanigans than love. That’s OK, but sometimes the heart longs for a torrid story of romance.
Does that feel like you?
Do you sigh while looking wistfully through the window and longing for a love story for the ages?
Do you shed a tear witnessing the beauty and poetry hidden in the smallest details of life?
Do you think that despite all its progress and technology, the current world is nonetheless a bit more tasteless, deprived of bustles and petticoats, top hats, and abundant facial hair?

Then the "THIRST AND SENSIBILITY" is your outfit pack.
Yes, the game's core may remain pretty much the same; but the same words can be experienced different when the sights change so beautifully. Life tastes just a little bit different when gifted with an abundance of fancy hats and elegant sideburns.

So what do you say? Would you join us in this flamboyant dance imbued with romantic flair and Victorian perfume?

Get it here: https://store.steampowered.com/app/1542400/Monster_Camp_Outfit_Pack__Thirst_and_Sensibility/

3. NEW LOVE LOG MECHANIC + LOVE LOG EVENTS

We have slightly upgraded the love log!
It is nothing big; but a bit of spice and narrative in sitting together with your homie!

It may be balanced in the future, but right now both players get a +5 boost that can vary a bit based on the players' choices.

And of course, the biggest change is that instead of being a rather short transaction, it has now some narrative value.

We've added 11 of these events!

4. NEW PLOTLINE (including NPC comeback... with 4 new outfits)

We've added a new plotline (probably the last one to be added to Monster Camp). It has 4 events and it includes the comeback of a beloved (???) NPC from Monster Prom.

Not only that, but the NPC comes with not one, but 4 flamboyant new outfits.

Finally, this plotline is quite special. Yes, it is tied to the lovelog and so it has some innovations and limitations.

Main limitation is it needs 2 players; but of course, if you're here to get all content in the game, it just requires for you to play with 2 chars.

The plotline comes with some playful IRL mechanic that invites to IRL interaction, very similar to the challenges. Of course, this will make little sense if it's just 1 player posing as 2. But don't fret: if that's the case and you're just fishing for the ending, please note that the plotline is designed to be extremely easy to cheat into success on the first try.

But if you are indeed 2 players going through the plotline... be honest and don't cheat!
That's the whole point of the plotline.

We're intrigued to see what people think of this.

5. NEW EVENTS

This may be the last batch of narrative content for Camp.
Now we're above our goal of 360 events!

We added 6 new campfire events + 2 normal ones

We had 3 events pending some fixes and edits. 2 Woods events revolving around Magic Tree Mike (Damien's and Joy's) + 1 campfire event. The completionist may have realized Dahlia and Milo were missing one campfire event. We had one with a very interesting premise; but we weren't happy with some aspects of the execution and after weeks we were unable to find a working solution. So we just did a completely new one!

And when we were at brainstorming a new campfire event for them, we started a quick brainstorming session for campfire events and came up with new ideas.

For the person who wants to fish these new events, the pairings with a new event are:
- Milo and Dahlia (2)
- Damien and Calculester
- Damien and Dahlia
- Damien and Aaravi
- Joy and Aaravi

SPOILER ALERT: 2 or 3 of these are narratively playful and bring back the Tavern Keeper and the Wanderer. If you fish for them the time jump must come as repetitive, but of course the idea is to spread it with the other stance as a recurring gag of jumping 300 years into the future.

6. ACHIEVEMENTS!

We're finally adding achievements to Monster Camp.
There's a lot. Some are a bit obvious. Some are funny. Some might proof challenging!

Main goal is to give players rewards for exploring the game and the special things it has hidden in it.
Quick example: maybe some players don't know (SPOILER ALERT )there's 8 versions of the robot you can build in one of the secret endings. Welp, now the achievement teases this!

So we think it's nice the achievements may push players to try and discover new things within the game!

7. PHYSICAL REWARDS

This is NOT AT ALL FORGOTTEN. On January we started a 2nd round of manufacturing of the polaroids. 

The process is taking some time since we asked to the company to go rather slow to reduce risk of another problem with the peeling, as they suspect part of the problem could have been doing so many polaroids in such a short span of time (machines heating too much and the result being worse). 

Most of this batch should go to insta-replace the packages that are still sitting at our offices. Around that time we will also build the system for people to claim a new polaroid set. 

We're optimistic this batch should work (remember this company is the one who did all our previous polaroids who have never peeled); but for transparency sake: there will be no 3rd batch. 

A 3rd batch would be with no peel, and effectively that can be done by removing the peeling of a polaroid that's peeling off. It is ofc not ideal and it'd embarrass us; but we cannot stomach in budget and time a 3rd batch. 

Also: we hold onto some packages for Australia. This was because shipments to Australia were banned when we did the shipments back in late 2020. We will ship them again when we do the rest of shipments. 

8. CUSTOM REWARDS

These are practically done. Only 1-2 polaroids lefts. We will soon start contacting the backers to get the design they want for the back of the polaroid. When that's done, we will print them and send them to the respective backers. 

9. ROADMAP for CAMP

What's next for us?

LOCALIZATION: exploring this. Simplified Chinese is the highest priority. 

PORTING: exploring this too. Switch is the highest priority.

FAN TRANSLATION TOOL: super unlikely; but spending a bit of time in exploring if this would be possible on the Camp engine.

FUTURE UPDATES: From now on, updates will be mainly cosmetic (plus some of the other things mentioned here). Content will be -except KS exclusive- either free, paid, or complete-the-set (you must have the CAMP FOREVER BUNDLE to activate the extra content for free). Next stop is April, a special month since we hit the 3 year anniversary for Monster Prom. So we will have a very special thing to celebrate that + another cosmetic content labeled "AF" (you probably can guess what that one is about...).  The April update will probably add the Steam Stuff (see next) and maaaaaaaybe the KS exclusive character pack. 

After that main updates tend to be SUMMER, HALLOWEEN, and WINTER. The goal is at the very least include a free outfit pack for each. 

STEAM STUFF: soon we will release the Steam stuff, meaning Trading Cards, Badges, Backgrounds, etc. 

KS EXCLUSIVE ALT PC PACK: This has been started. It's going slowly. It might be ready for the April update or the Summer update. But it is too soon to say!


10. ROADMAP for BEAUTIFUL GLITCH

What are we working other than Monster Camp?

MONSTER PROM: slightly; but we still explore certain opportunities here and there.

MAZEMAN: we're resuming (THIS TIME FOR GOOD) our old side-project, MAZEMAN. Aiming to release it around April at least for 1 platform. Fingers crossed. 

INDIE G ZINE 3: We're also going all in with the IGZ 3 now. It's progressing nicely. Hoping we can send the final thing to be printed by April or so May. 

MOBILE: we're exploring if we could make a game based on the MP universe for mobile. This would probably mean a F2P narrative game. We know F2P is sometimes frowned upon, but it actually seems a good way of creating content with more flexibility that's for free on its most basic level. By making the base for free, it could help us to expand into new audiences, while building a new revenue stream to justify more stories within the universe. Still too early and there's just some exploration... but I have this gut feeling that if this happen, a good approach could be playing into the fantasy of some of the characters sharing apartment. 

ROADTRIP: we can't still guarantee Roadtrip will be the 3rd game; but we're focusing on it by now, checking i could work. We'be done 3 iterations on the GDD and we're starting to be happy. We even built a first plan on the writing and art volume. In March and/or April we might test some assets to check viability. If it works, then we will officially start production on it. 

We're happy, because even if right now it's so early we are not even counting it mentally as part of the game development (more of previous brainstorming alongside other ideas); it's starting to have a proper face for us to see it less like an idea and more like a fleshed out potential project. 

NEW IP: we made a change of plans. At first we were thinking on a big IP project. But we realized that's not entirely smart. As we save some of our big new IP project ideas, we think the way to go is with a new IP that has VERY SIMILAR mechanics to Monster Prom/Camp and only just some innovations (think how Camp innovated only a little from Prom). 

Why? Simple: Roadtrip -if we end up working on it- is departing a lot from Prom/Camp. It has many new mechanics that come with costs and risk. The cost is taking more work from programming. The risk is alienating some fans that just want a dating sim (we're aiming to add dating mechanics, but the core is meant to be a survival co-op slightly competitive game). 

Solution: a simpler project in terms of programming and game design. We ensure a game that fills the urges and needs of our fans who want a dating sim (or something very similar). We can focus on writing and art while not requiring much from programming, that'd be almost 100% with Roadtrip. 

Finally: being a secondary project under Roadtrip, it's good that the project is more manageable to avoid double chaotic situations. This does NOT mean the project would be worse; but easier to manage, with less risk of incidentals bringing big changes. It is better for us to learn by iterations. 

We have some IP ideas for this, and we think you'd like them.  

And thaaaaat's all for now. 

Hope this info proves useful or interesting to you!

Best regards,

the Beautiful Glitch team

28th update: BIG WINTER UPDATE (and status of the physical rewards' thing, please check if applicable to you)
over 3 years ago – Tue, Dec 22, 2020 at 11:21:50 PM

Hello, everyone!

Lots of information here. Let's delve into it


1. SUMMARY

Let's check what's coming with this Winter Update (both in the update and as new DLCs):

  • New Events
  • New Special Stuff
  • New Gallery Content
  • An In-gallery Feature to keep better track of progress
  • New Drink Mode (CHOICE)
  • The Meta-Shop
  • 2 New Free Outfit Packs (Winter and Fairy Tale)
  • Streamer Mode
  • OST (sold separately)
  • Paid Outfit Pack (Sci-fi)
  • Paid Alt Playable Characters Pack

2. NEW EVENTS and NEW SPECIAL STUFF

The update comes with new events, both normal and gossip. This also includes a small bunch of new special stuff, including a background and a new NPC (which coincidentally does not appear in new events exactly... so good luck finding Tubular Eddy). 



3. NEW GALLERY CONTENT & TRACK FEATURE

OK, honestly: at this point I myself don't know exactly what's new gallery content and what was included already. But after this update, the gallery should be at 100% or almost there. Drinks, items, chars, special stuff, endings, and even some track lists. 

We're adding a feature that tracks events and outcomes seen, so you can get teased on ALL the content you have yet to experience... and hunt it down in a more organized manner. 


4. META-SHOP & NEW DRINK MODE

There's a new drink mode that lets you straight-up choose what drink to drink. BUT, you have to purchase it first from the meta-shop. When you finish a run you get "SUMMER MEMORIES". You DO NOT get summer memories for winning, as we don't want to push people into following guides to just get successes. You get Summer Memories for just playing a run AND for discovering new content (outcomes, events, special endings, and special stuff). 

Then you can spend the Summer Memories in stuff such as sketches for the gallery, drinks for this new mode, free outfit packs, or even the tutorial of the game. 

Oh, yes, we're adding a tutorial. True!



5. NEW OUTFIT PACKS

There's three new outfit packs. The winter outfit packs comes for free. It includes the MonProm winter outfits of some chars, plus new ones for some other ROs. Then there's the Fairy Tale pack, which is for free but unlockable by the meta-shop. 

Finally the sci-fi mode can be purchased for $2 on Steam: https://store.steampowered.com/app/1493620/Monster_Camp_Outfit_Pack__SciFi/

For clarity sake: outfit packs only affect the 6 love interests.


6. ALTERNATIVE PLAYABLE CHARACTER PACK

You can now purchase this pack for $4. It comes with 4 new playable chars: Sawyer, Abdu, Susanne, and Noodles. 

You can purchase the pack here: https://store.steampowered.com/app/1487530/Monster_Camp_Character_Pack__New_Blood/

IMPORTANT: all people who backed for the Alt Playable Char Reward is actually getting 2 packs thanks to a stretch goal: the KS exclusive one (not done yet) and this one. You should be getting a code for this through Backerkit soon (either today or during the following days). Process is same as with the game. 



7. OST & STREAMER MODE

We're releasing Monster Camp's OST. It will be $6 and it comes with many susprises: all the surf rock tracks, but also the 8bit songs, the lo-fi ones, the Gregorian chants you didn't know you needed, and the anime song. 

And the new song! Yes, a song we created for a "Streamer mode". We got the rights for the amazing song "Champions of Red Wine", by The New Pornographers. But still, streamers get their vids down due to copyright and whatnot. So we created "You'll be just fine (streaming Monster Camp)" an alternative song that can be activated for a safer streamer mode. And it's in the OST!

Get it and rejoice on Claudi Martinez' musical talent!



8. SUPPORT US!

All in all, this update comes with many additions of all kinds. But it also delves into this new experiment to stay strong while we work in future games. We assume that slowly, sequels will sell less than the first game. It is only normal (unless you're a super strong big brand, which we are not). To fight against that, we're exploring further ways for fans to support us (in exchange of extra content). The OST, and cosmetic DLCs that offer cool stuff for a small amount, letting you support us extra. 

It's always helpful!

There's the "CAMP FOREVER" bundle. It comes with everything (but the OST, that need to be purchased separately).


9. PHYSICAL REWARDS (VERY IMPORTANT)

OK, we talked to our manufacturer. They're confused as to why this could have happened. We're trying again on January. They believe it may have been because of the machines reaching too high temperatures due to working too much (the order was of around 30,000 polaroids). 

They will cover a first order for free and then charge us for the rest. It's OK. We've chosen to go again with them, since it has been shown to us that they can also make polaroids that do not peel off. Case in point: the ones from the Yetee prior to the KS. They were also done by them and to this day, the surplus we have in the office seems to be 100% OK. 

We have been offered to make them without special finish or try again with "soft touch". We will try again. 

Why? Honestly, no finish is a-ok, but it is basically the same as having it with the finish and peeling it off. So we try to get the finish, which is cuter, and if it fails again, you can still get a no-finish finish just by peeling them off.

On that regard we need to be 100% honest and straight-forward. We will try again. We will pay for the surplus over the order offered to us for free. We will make all needed shipments and whatnot. And we trust it should be fine this time, due to the fact that:

A) They did it fine all the other times but this one

B) They will be extra careful since we now know about the issue

C) We will be careful in checking everything looks fine after benig handled the product 

So we're optimistic. BUT, as the Kickstarter this is, we cannot go on this forever, sadly. Not only for money reasons (but that too), but specially because of the time this takes from actually making games. We talked about this extensively on the last update, on how we've majorly learnt not to cover this many fronts. If by any chance the polaroids peel off once more, then we will politely ask you to peel them off and keep them as if they were made with no special finish. 

We truly and strongly hope it doesn't come to that, but we prefer to be very transparent about this possibility. 

The batch will come out slowly, since they believe this could have a better result, to avoid overheating the machines. The first batch will be directly sent to all people whose package was kept in our office. This is people that is NOT from the US getting polaroids + another item (that's not the cardgame). 

Example: bodypillow + polaroid pack

When we have more accurate dates we will tell you in which month/s you should expect your package. Then there will be a window to DM or email us with a new address if you have a new address. If nothing is said, we will assume your address remain the same. Then all shipments will be sent. 

By doing this we will check this new process has produced good looking polaroids. If so, we will launch some sort of form for people whose polaroids have peeled off, in case they want us to send a new pack. It is needed to fill the form for us to send the new pack. Otherwise we will assume the packs were fine (since some of them seem to be fine) or that the person is OK with just the "no-finish by peeling off"polaroids. We will try to keep the form open for a number of weeks or even a month. As long as possible so people don't miss out; but not super long enough since it is hard to plan so much time ahead. 

And that's all! 

That's a lot of stuff, huh? 

We hope you like this update and its contents! (: 

Let's end this wild year on a good note. 

Best regards,

the Beautiful Glitch team

27th update: PLEASE READ THIS if you're getting physical rewards. Very important info.
over 3 years ago – Mon, Nov 23, 2020 at 02:02:04 PM

Hello, everyone!

The game has been out for 4 weeks! <3

We're super happy. 

We want to delve today on the physical rewards. It is an important update you should 100% read if you're getting (or have gotten) physical rewards. 

We will also discuss first -briefly- the status of the game itself. 


1. THE STATE OF THINGS (MONSTER CAMP)

The update is not about this, but let's check the status of things, tied to what was talked on the game's roadmap. 

Lots of bugs fixes. Lots of typos fixed. Lots of SFX implemented. The stat requirements checked and (some) edited. 

Yesterday we released the first version of the gallery. It's more basic than intended. 

Initially, we planned to release the gallery a couple of months after release. We saw some people upset about it; but look: we did the same with Monster Prom. It's quite simple: main goal was to get a good game done and release it so you didn't have to wait. It was either late-October or early-February. And so, we marked non-essential features as lower priority. Most people have been extremely understanding, but for anyone mildly upset: always remember it's not between "Game with gallery" and "Game without gallery"; but between "Game without gallery" and "Game released months later". And we respect a few ones may prefer to wait; but from our perspective it doesn't make much sense, since -again- the gallery is a nice feature, but far from necessary for what we deem the main "Monster Camp" experience. 

Anyway, all that being said, we do our best to listen to fans. And we’ve been seeing so much desire for the gallery that we’ve put out a basic version earlier than we’d originally planned. We planned to release a bigger version on December, but we are open-minded and asked "What if a more basic version a month earlier?". It seemed something the fandom could appreciate, specially for tracking endings. So here we are!

What's next internally?

  • Working on more categories for the gallery. Going all in for "Drinks and items". 
  • We're adding a couple events more
  • We're preparing the unlockable tutorial/guide (sure you'll specially love the hints on how to identify an option is a specific stat + the hints on the requiremets for each love interest)
  • We're working on the new outfits (both free update ones + DLC one) + first alt PCs DLC
  • AND THEN: aiming for the shop outside the game in which you can spend a currency into buying some content (gallery stuff + drinks for a new mode) + the drink mode in which you just choose what to take

2. CUSTOM REWARDS (a small note)

Again, most custom rewards are done. Lemme list the ones missing (not counting a few ones not even requested by the backers):

  • 3 avatars left
  • 1 prom model left
  • 0 full models left
  • ALL polaroids left (it's around 8 or 10 I think)

On the following weeks we will get the avatars and prom model. And then we will SLOWLY start tackling those polaroids. They are complex and take time. And then there's more beyond just making them, as we need to do the graphic design of the back, and print them. 

3. A SUMMARY OF THE PHYSICAL REWARDS (as an intro)

Let's remember, what is the physical rewards?

Exclusive polaroid

  • Polaroids (either 6 or 50)
  • Dakimakuras
  • Figurines
  • Cardgame

Let's delve into them. The current state of things and our specific thoughts on each thing.

 4. THE CARDGAME

This one is easy. The process hasn't even yet started. We hope that in the transition from Camp to next projects, we'll have time to start working on this, as we also work on the INDIE G ZINE 3 (pairing it together as physical products, which include a specific wonderful person from the team). 

Keep tuned here for more news on the cardgame. 


5. THE EXCLUSIVE POLAROID

This one looks greaaaaaat. If everything is right, all packages including just this polaroid should have been sent. We took care of the ones for Europe and we sent them in a never-ending process :d

This one was even shared in IG and included in Monster Prom as an ending, but we kept a secret it was the exclusive polaroid. Let's talk a bit about it, because it means a lot to us.

We discussed a lot what to include on this polaroid, short after the KS ended. 

Many options were discussed and ofc, it is a hard choice. With thousands of people receiving it, we're sure there will always be people who would have preferred a different option. 

Finally, we took the (risky?) solution of actually... not portraying any character in the game? I say risky because there's always risk in rewards like this one, in which people may have hyped without knowing what the actual thing is. 

Our reasoning is simple. The exclusive polaroid is special because it is exclusive. With this we mean that (except special situations like gifts from contests or events, or other extraordinary situations) the polaroid cannot be received other than by being a backer of this project. So it is a symbol of what happened here. Of the support you all put in this. This means A LOT. 

Here's the thing. The main thing of this KS wasn't funding anything. That ALWAYS HELPS. But it's more about the IP. After "Second Term" we were honestly unsure on if keeping much into this IP. A sequel? SURE. Of course, we assumed we were getting into the main goal. The project was more about the stretch goals, as a way of exploring how to expand this universe. We want (and will) start working on a new IP soon. But thanks to this KS, a part of the company will keep working on the MP franchise for a while. And that's thanks to your support. 

So we saw this polaroid as a memento of this special thing that happened here. You showing support and love for the product and us, the people making it. We wanted to make the polaroid a token of gratitude made out of love. 

Real thing? We started working on this polaroid (+ the 6 Camp ones) on August or September of 2019. Camp's process was taking off, so at first it had less people because we had much work on other stuff. But we were weak and slowly keep deciding to add more and more people into it. And now it looks so beautiful, so many people in there, pouring their love and work into this franchise (and many more who didn't get to be portrayed). We really filled the polaroid space, right?

We ended up LOVING the result. Not just because it's us (but also, we're handsome, huh?), but because of what it represents. That undilluted big beautiful "THANK YOU" turned into a polaroid. We loved it so much that we ended up looking for an excuse not only to share it on our channels, but actually imlpement it in the actual game! 

The illustration, the finish, the signatures... this one looks so nice. We often say it's hard to put into words how grateful we feel for all this. Well, since it was hard to put it into words, we put it into a polaroid. 

THANKS (:


6. THE REST OF POLAROIDS

OK. Let's talk about the big elephant in the room: the polaroids seem to be peeling off. 

We had like this surprise in which it's actually 51 instead of 50 polaroids (if we're correct); but what's the point now when they're peeling off. 

It's a shame and we've taken some time to prepare this because we were researching what happened and looking for solution. And it's complex. Don't worry: we're solving this, but it's important you read this carefully to know what solution you prefer. 

THE PROBLEM: some polaroids seem to be peeling off  over time. 

WHY WE DIDN'T NOTICE: ironically, the first main reason is that this was an issue we detected and solved. When our partner for manufacturing/printing did the job, we noticed some polaroids were peeling off. We detected it early, told them, and they searched the issue and did them again for free. They looked fine. We checked all the polaroids and we always put away any polaroid with a peel off, only leaving the ones in perfect state. 

By doing this we thought we had the issue solved. When we looked at the pics from backers with polaroids peeled off consistently, we were confused. What was it? It could be a number of things! Was the finish non-resistant to the pressure of a plane? Maybe some of our partners stored them in a place where the humidity affected them? The fact that we had checked this already and sorted it as solved threw us off completely. These polaroids were in our office for months getting them ready and they were a-ok!

THE REVEAL: The twist was that we went into checking some packs we still had here: when we took them off the plastic bag  WE FOUND SOME OF THEM PEELING OFF.

So apparently the issue was tricky AF: they were doomed to get peeled off eventually and we didn't catch them because they looked perfect for months. So we need to assume more polaroids will keep peeling off over time.

We called our manufacturing partner. They've been understanding and we will explore deeply how to make new polaroids to replace these ones. 

Here's the thing: making the finish once again is something that unsettles us greatly. It has been done OK before (it is the same manufacturer who did the ones sold on The Yetee). We trust them greatly, but we cannot risk them to peel off again. So whatever we do, we're probably not doing the soft touch this time. 

We will explore if there's another finish that doesn't scare us. "No-finish" is an option too. 

THE CURRENT POLAROIDS: What to do with them? I mean, for now, we'd advice just to peel off the ones that started to peel off. Once peeled off, there won't be much different with one done without finish. This is NOT the final solution. But it's something to do better than have them half-peeled or throwing them, right? Just us saying the polaroids when peeled-off are still quite goo to go.

THE SOLUTION, IN SHORT: we're offering to send a new pack to people who wants one. For now, we've seen this only happening to polaroids in the 50-pack. We will create a process for people to request them, because we know some people will be moving. We need to know polaroids won't be sent to wrong addresses. Also the process is kinda laborious for each package, so we want to be sure we're sending to the people who wants to receive a new pack (leaving people for whom the specific reward was not relevant or people who's 100% fine with just peeling-off the polaroids completely so they're the same but without the finish). We're NOT pressuring people into not asking for a new pack by saying this. If you want it, ask for it. But we need to minimize that amount to only the people who wants it. It is not even about the money, it's about the whole process being faster on our end by sending only as many packages as needed, and not more. 

I RECEIVED POLAROIDS ALREADY, MY SOLUTIONS: in time, when we have the process ready, we will create a form, OK? This will be for you to confirm the address. We know we asked you to input an address thinking the stuff was getting to you by November at most. We're already getting messages of peolpe moving. This form is the solution. Most likely we will ask for something we can check on a database (like the email) to confirm you're a recipient of a polaroid pack. Then you mark you want to receive a new polaroid pack when ready and input the address. This form will be shared once we know the timeline for you receiving the new pack. We will give ample room for peolpe to fill it, like 2 weeks to 1 month. 

When this will happen? It is still too soon to know. We need to go through a number of calculations and info gathering. And then we need to see how to fit that into our current timeline.

I DIDN'T RECEIVE MY POLAROIDS, WHAT HAPPENED? There was a batch of rewards we never sent because we discovered the error before. This is (please check carefully to see if it applies to you): packages containing a polaroid pack (6 or 50) + a bigger reward (figurine or/and dakimakura). We were about to ship them when we were notified of the issue and now we know the polaroids contained there are not OK. 

Here the process is the opposite. Our standard solution to this is NOT to ship these packages until we get the correct polaroids. You're getting everything once it is fixed, as we should avoid doubling shipments. BUT if you don't care about the polaroids and prefer to get your rewards, please DM us in here (Kickstarter) giving us your info and telling us you prefer to get your stuff no matter the polaroids. Your package is literally resting in our office and we can do this: next Sunday (November 29th) we check all people telling us they don't care about the polaroids being peeled off, and we just go to the postal office to send those packages. We mark the backers as completely fullfilled in terms of polaroids. 

We know it is far from optimal. We know some people will feel it's unfair they need to make such a choice while other ones got their rewards. We know it may feel unfair when comparing yourself to other backers. But it's not about that, but about the fact we need to contain the issue and avoid doubling this many shipments. So our common sense response is holding on shipments until the product with a manufacturing issue gets fixed. We offer this choice only because it could slightly improve the situation for that people who don't care about the polaroids and want to receive their figurine or dakimakura.

CONCLUSION: We know it is a bad situation. Above all, we're deeply sorry. We know it feels unfair since you did nothing wrong, but our manufacturer. We're devoted to solve this and make it work.  We know some details may cause friction when seen from a very individual perspective, like why waiting for the package. We hope you can be understanding. Be sure we're hella stressed about this and doing our very best to solve it. We're NOT ignoring this. It's taking time for a number of reasons, from focusing on our standard line of tasks that can't be ignored even if there's an incidental like this (such as working the features for the game or fixing bugs) to the fact our main person working everything physical in the office is on (much-deserved) vacations. Not to say, of course, that all things physical find a funny new layer of difficulty with COVID out there. 

Other than that, we hope you've liked the designs and backs. We even got a bit more playful into doing stuff like the Prince polaroid, or the ones about the Prank Masterz, with the lyrics. 

But -on the issue- be sure, it will be solved. 


7. DAKIMAKURAS

Haha, I'm sure by this point you forgot this was points of a broader list. Sorry. Let's go back to the rest of rewards.

The dakimakuras are looking great, aren't they? 

We decided to go the extra mile and chose the best material possible, and we also made it quite big to get it as close as possible to "real size".

We've seen many pictures. This makes us very happy.

There's not much to say. This is maybe the product we'd be the most willing to explore on doing new takes in the future. 

In general, and we will go into that later in this update, we've learnt that -althought we like VERY MUCH the result of most the rewards- it might be better to leave physical goodies for partners taking care of EVERYTHING around that. 

Buuuut, if we had to choose...

Please, please, please: research general info about this kind of product. This is the best and most expensive material available and usually used with high quality dakimakuras; but ofc it is not indestructible. In the Discord some people shared their knowledge, like we're sure we saw at some point something about them getting a bit worn off if in constant contact with beards. 

But we're not 100% sure. We've learnt how to make dakimakuras, not how to maintain them as consumers. We recommend checking on our Discord or just googling about the proper maintenance of this kind of product. 

8. FIGURINES

There's figurines of our characters now! <3

What do you think of them? We're pretty much in love. 

Some of our partners have been so impressed by the result that they've asked us who was the manufacturer.

It is worth noticing they're delicate. Keep it in mind when moving them! Specially since it's assembled from different parts, so it can disassemble. If so, just assemble them again. It is specially true for parts that are extra thin. It happened once to us with Damien's tail. We just assembled it again and it has stayed there since then.

We don't know much about figurine maintenance to know if gluing a more problematic part could be good or worse, but we haven't since everything has looked fine after putting it together. We even tested it by waving the figuring a bit in a way that is even way over what it has to usually endure by just being still, and it all remained correctly and assembled. 

9. AUSTRALIA 

Important note: due to COVID we cannot send stuff to Australia for the time being. A number of dakimakuras and figurines (without polaroids) haven't been shipped due only to this. Once this changes we will send your packages. Since it's around 10 packages, we may contact the backers to confirm the address hasn't changed. 

10. CONCLUSIONS

First of all, we're obviously sorry for the peeling-off incident. Please be patient: it will get solved.

Other than that we're quite happy with how everything has turned out to be, the merch and all.

There's a conclusion that may seem conflictive with this, but it isn't. This process has taught us we need to re-think this kind of stuff.

This process is being amazingly draining for us. A key insignia of this company is the intensity in which we engage and explore almost everything. There's this nature and this inner force of ours that explains why Monster Camp has an anime song, or so much guest art, or why we have now figurines, or how come there is animated stickers on social media. 

When we fill intrigued by something, we go exploring. For the most part, we take pride of managing to do this stuff quite succesfully, specially given our limited resources. 

But there are two downsides in taking all this stuff for ourselves. The first one is this constant use of energy. The other one is that with different degrees of success, sometimes we suspect better results would have been achieved if just outsourcing the WHOLE PROCESS to a company with more experience in the matter. 

We promise you our choice to do most of this stuff ourselves has nothing to do with cutting corners. It's just, dunno, our default choice. If someone comes with a good offer to do this, we have no issue taking it. Case  in point: The Yetee manufacturing some items of their own, such as the t-shirts (which we love). 

But it's like... we get intrigued and dare to explore, you know? It is the main reasoning that explains why we chose to make figurines as a stretch goal or why we decided to make those animated stickers. Or how come there's that anime song in the game. It's just... dunno... one day one of us say "wouldn't it be kickass to have /THIS/?". And more often than not what starts as a thought exercise ends up with us going deep into the jungle of that new front, machete in hand. When we realize, we're taking care of it ourselves.

It's great, we learn a lot. But daaaaaaaang, this experience, with so many fronts, have taught us we need to just think twice from now on. Again: this is not conflictive with the notion that we LIKE the results of these goodies. But if we were to do this again, we'd reduce the number of rewards happily in exchange of making less money. Or at least we'd explore big reliable partners to COMPLETELY take care of entire sections of the reward list. 

It was doable when it was a book (INDIE G ZINE), and a game (MONSTER PROM), and something else. But when we're making a song, two figurines, three body pillows, 2 types of polaroid, a game, and a looong list of more stuff... we start noting this is not sustainable in the long run. 

DO NOT WORRY. We're finishing the last portions of these rewards (both physical and custom) and fixing this issue with the polaroids. But this is a very transparent reflection of the experience when doing stuff like imagining "what if another KS?". 

We're now REALLY wanting to finish all that + the remaining non-essential features of Monster Camp. Then we want to change our focus. It is proven we have quite the talent to take into this kind of challenges... but now we want to do that by juggling with 2 projects (Next MP game and a new IP). And finishing a small videogame project that has been in the backburner for years (MAZEMAN) + more basic maintenance on Camp in the form of some seasonal updates and cosmetic DLCs. And the INDIE G ZINE 3. And the cardgame. Dang x_x

Nah, we will properly build a 2021 roadmap that makes sense. For now we have clear goals for the end of the year in the form of the winter update for Camp. 

Does that mean no more physical goodies? No, no. Again, just looking into better smarter ways of dealing with this. We've said already we have 3 dream products we'd explore quite willingly if the opportunity arised: a boardgame (aside of the cardgame, something more complex); a comic; a TTRPG book. This is not something put in the 2021 roadmap. But it is in our radar and it could be implemented if the proper partnerships appeared.  

Aaaaaaaaand THAT'S ALL.

Sorry for the long update and for running out of assets we had to use for the update, ending up with just looking for some random assets we had from Twitter :d

Once again, please forgive us for the inconvenience with the polaroids peeling off. We're deeply sorry and doing our best to fix it. 

Remember: if you got polaroids peeling off and you want new ones, wait for the update in which we will share the form to request them. If you didn't get your rewards due to the issue, please wait till it's fixed (or DM us to get the rewards anyway, if you prefer that). 

Other than that, we hope you've liked the physical rewards. A lot of love have gone into that (: 

And thanks for your constant support, patience and understanding. 

Best regards,


Beautiful Glitch. 

26th update: ROADMAP AFTER RELEASE (if you like extensive info dumps, you'll love this)
over 3 years ago – Fri, Oct 30, 2020 at 04:57:20 PM

Hello, everyone.

Today we already have time to delve a bit deeper on our roadmap after release. This has been also shaped by lisening to concerns and opinions of the audience, so we can shape priorities with that in mind (to some extent, ofc). For the most part the game has been extremely well-received! 98% good reviews with almost 1,000 reviews in less than a week. MIND-BLOWING!

BUT, there's always room for improvement, right?

Let's go straight to it! 

What comes next?

1. GALLERY

This is one of the most demanded features. We hear you. 

For reference, Monster Prom's gallery was actually released 2 months after the game's release. We know this may itch some people. Why releasing a game missing features? 

We see it the opposite way. We don't see use on delaying a release based on a feature that -as loved as it can be- is not the focus of the game. Of course some people may disagree. Just wanted to point out that the only solution to that was releasing the game in February (because November through January are not very good release months for indie games). 

Nonetheless, we have a strong focus on this. 

This is how we're shaping its dev: 

We're breaking it into different versions. This is a result of how demanded the feature is. This way we can release a smaller version before. Then we can update it. First we need to check the code of the old gallery. As some of you may know by know, Monster Camp is built on a brand new engine. This should make our lives easier for future games, using the same engine. But now it means checking the code of different stuff at Monster Prom and assessing how easy and fast we can convert it into the engine. Elías is checking said code next week and making better assessments for the whole thiing. 

But how these parts work?

PART 1. We can probably rush a first version including some of the most basic contents, that are some of the most demanded too. The easiest one to implement and one of the most populars too is secret endings. So we're talking a first version with some of the most basic art contents.

PART 2. There are some rather easy contents that may require some extra work. This is NOT for sure, but we're discussing if we can re-vamp a bit the way stuff like character models work. Maybe we choose to leave it the same. But if we decide to make it different, it might take some extra time.

PART 3. Check list/s. Look, we LOVE implementing the SPECIAL STUFF. But we know it can get a bit confusing. So a feature we're exploring within the gallery is some sort of check list. Endings you can just put the endings in the gallery and we know people often use it as a way of knowing what they're missing. But SPECIAL STUFF have some chaotic traits of its own. They're spread through different types of visuals (NCPs, backgrounds, outfits,...). So we're exploring some sort of feature in which we just list all the special stuff and you get them checked after seeing it. BUT please understand that nothing here is written in stone, much less the parts 3 and 4, which are going further from the original gallery.

PART 4. Sketches and maybe even promo art. Is this harder to implement? Not necessarily. But it is deeply tied to a new feature we're EXPLORING. This one will be explained in the 3rd part of this update. Why? Because the 2nd one is also tied to it.

NOTE: so, we have this "2 month" period in mind; but we're doing our best for a simplified version with the most basic (yet highly demanded) content that could be maybe released before. 


2. DRINK MODES

Drinks have been a source of lots of fun for some people... but also frustration for some other. This is always hard. The game can be played in many ways. There's for sure the way we'd prefer for people to play. But everyone is free to play as they prefer. So we value the party/chaos aspect of the game. We want a game to be weird and take twists. We don't give a fuck about success or failure... all that is an excuse to create a goal on a game that ultimately is about the stories it tells. 

The drinks follow our main vision of the game. We LOVE the idea of a game taking a horrible amusing twist when drinks with big effects change EVERYTHING. We love that kind of games ourselves when we play them. 

Looking at the audience, we realize a part of it is more systematic on how they approach the game. We will keep pushing our vision for the game when designing new content, let's be honest there. We've expressed before the slight frustration that comes by knowing people fixates on winning so much that they miss a lot of the content tied to failing events. We understand that view, but to present our side... it's like we've written around 800 pages of dialogues, and 400 of them (because of being tied to failure) will be vastly ignored. We fight this by having a lot of SPECIAL STUFF only present on failure outcomes. So if you want all the stuff, then you need to fail too. 

We think this is a good way of pushing our vision. It doesn't punish the player, but it conveys through unique rewards that we value people both succeeding and failing, and not playing our game as if it was a hard strategy game. The SPECIAL STUFF itself finds part of its reason to be in this: we wanted to create unique wonderful twists that created the sense that you need to be more natural when playing, because nice surprises could be lurking ANYWHERE. 

BUUUUUUT this does not mean that we should be blind to some frustration spots. The question to us is this one: how can we work on that frustration without taking from the more party-like chaotic energy we defend for our game? 

We have 2 drink modes in mind. And one assesses this directly. But let's start with the other one: MINDGAMES. This one is an experiment on keeping chaos and party while feeling a bit less frustrating. It is NOT for sure since A LOT OF STUFF can happen (we realize it is very hard to program or not possible, we test it and no one likes it, it just changes while we work at it as it happens with lots of features we brainstorm). But for the most part the idea is that 3 or 4 players (maybe 2) choose drinks from a pool of around 16 (think of the menu). Then the game adds 1-2 drinks more (and yeah, it would choose from a pool designed to add some chaos and laughs). You have then 4-6 drinks in front of the players (and 1-2 in front of no one). Then players -in some sort of order- select COMMANDS. These commands basically alter the order of drinks. Stuff like "Swap your drink with the one to your left", "move all drinks one space to the right", "increase the number of the last command to a higher number". All the COMMANDS take place in order and that changes the order of drinks. Each person gets the one they have in front of them. 

We think this mode could keep chaos/party while feeling less frustrating. You can still drink TOILET WINE, but it will feel more earned in the coldness of how the commands work (so it will be either a miscalculation or your friends messing with you) and less of sheer luck on a bot pushing you in the last second. 

But what about the other mode? The mode that is DIRECTLY explored to end frustration in a stronger way. We call it CHOICE.

This is as easy as they come. Choose a drink from a pool of around 16 drinks. Ofc there's luck in the drink you want being in said pool (we will work on internal rules to create a cycle that feels OK), but probably way less frustrating. 

We always were against something like this because since the drinks cost nothing... it feels a bit gratuitous. BUT we thought of a potential system that could be cool maybe... an inter-run progress that feels more roguelite. It is a bit of a wild idea... but we want to explore it. 

We create a new option in the menu (or inside an existing option). Some sort of SHOP. When you play you gain points of some currency. You know... points if you get a date, points if you get a secret ending. These points can be exchanged at the SHOP. We will explain this in the next part. 

But the idea is... after playing some matches and trying enough drinks by yourself, you unlock this new mode (CHOICE). At first CHOICE contains a veeeeery limited subset of drinks. But you can buy DRINKS in this SHOP. To be clear: all drinks would be available (if unlocked) on the more luck-based modes. But since here it is so easy and straight-forward, the price would be spending points to unlock specific drinks in the CHOICE mode. We're discussing specific, such as if a drink would be available to purchase only if you took it once on chance, etc etc. 

But you get the gist: a mode that reward replayability by letting the player some agency on what to unlock for a way easier DRINKS mode in which they can just choose what drink they want. 

We have detected that the people who get the most frustrated by DRINKS are of the completionist type. So they by nature play a lot of matches. This way we don't substract the party vibes at first (you can experience the game how we intend it); but the more you play, you get rewarded with more options of how your experience can be. 

Once again (and I will say this almost everywhere) this is NOT written in stone. This is NOT a promise. But we're seriously exploring these options because we believe that (if possible for us to implement) they could be a good addition to the game. 


3. THE "SHOP"

This is waaaaaay not for sure. So we hope no one build a lot of expectation. But we want to be transparent. This is the feature explained on last part. 

The idea is a shop in the menu were you spend some points you gain by doing stuff in the game. This will mostly be DRINKS to be unlocked on this CHOICE mode. The other thing we thought about was some gallery items that are not tied to unlockables (like endings). For instance: the sketches. In the OG gallery this content was unlocked in a very arbitrary way. It makes sense to make it part of something more interesting and more interactive. 

We will explain more on this as we progress it. 


4. TUTORIAL

Very tied to what was said in the DRINKS. We've always liked our game to feel very obscure on its game design. It feels chaotic and hard, and that's OK. Again, it makes sense when we envision for the game to don't give a fuck if you win or lose. It's about the laughs. 

Buuuuuuuut we see some frustration and we thought of thinking solutions that felt like a compromise.

We're doing a number of things...

FIRST we would make the tutorial actually an unlockable after 1-3 matches. You enjoy the game on its merciless absurdity, while focusing on the stories and not if you succeed or fail... then you can start accessing information to become better at it in case you didn't infer it while playing. 

SECOND we will add -probably- some sort of message explaining how we think a better experience can be achieved by learning not to care on concepts like winning or losing, that is OK just to get brutally rejected in this little weird game. When we see people who see their experience as lesser just because they lost several times, we think it's a bit disheartening. Life in general and games specifically build a narrative of how critical is to excel at everything. Just relaaaaaax. Yeah, we're pretty brutal with the rejection lines, but it's just for fun. Dang, the rejection lines are way funnier than the success ones, in our opinion. This way we publicly explain our vision. Maybe some people is like "hey, right, who cares if I failed?". BUT ofc it will 100% valid if some people deem better to read a tutorial to start getting more successful playthroughs. 

We talk about looking directly to the innards of the games. Hints of the stats everyone like; an explanation on what are stat thresholds and how you have more chances of getting a date if you play multiplayer; what are the actual criteria within options that will tell you more clearly if an option is SMARTS or CREATIVITY; etc. 

So... ideally, we envision people not reading tutorials on their first matches. Embrace chaos, embrace failure. But sure, after some matches, if your main goal is to fish specific content, then we guess it doesn't hurt to have a deeper understanding of the underlying mechanics of the game. 


5. MAIN TASKS

Of course, these days we'realso focusing on some basic day-to-day tasks:

- Implementing more and more SFX

- Fixing bugs

- Fixing typos

- We're revisioning the stat requirements on events. 

The last one can be confusing. You may know options in our games are tied to the stats, yes? But what makes an option to be BOLDNESS or FUN? On Monster Prom we followed a series of rigid criterias. Of course sometimes an option can be intepreted as various things, and that makes it juicier: to determine which criteria is the reigning one on the option.

Did you know that if an option involves doing magic that's SMARTS? Yeah... that one is one of the least obvious ones. Most are quite obvious: if an option involves the performance of a creative field (singing a song, cooking a meal, writing a poem), then there's CREATIVITY there. Of course sometimes an option can be a bit more complex. BUT knowing these criterias make playing the game incredibly more easy. 

We''d be sharing these criterias in the tutorial.

Now there's a little issue that's on us. The writers applied the STAT REQUIREMENTS. It's NOT their fault, since they don't know the criterias exactly, just some general notion. In MonProm we applied most if not all of them from the office. So these days we're re-visiting ALL events and ensuring they follow the unifying criteria as much as they can.

This is BAD NEWS if you were writing or following a guide on that. But it's GOOD NEWS because once we share these criterias, it will be hella easier to succeed events. 


6. ALTERNATIVE PLAYABLE CHARACTERS

We will start working on this next week or so, when the artists are back. We're super excited about this, since we've brainstormed some idea. The dream is to aim for a similar situation like the outfit DLCs where the first DLC is released at the same time than the KS one. But we cannot be 100% sure on this. The first DLC is being pushed for the winter sale on Steam. The KS one is not that strongly tied to a date. It could come before or after. It's too soon to tell. It's a first type of product and it entails a good chunk of art of its own, so we don't know exactly what's the estimate for an alternative PC. 

We know DLCs can get a bad rep. The thinking is very simple. For once, it is tied to our games' price. We're not changing them, but $12 is rather low. When discussed if raising the price we believe it's better not to. Having DLCs that are purely cosmetic (so players feel less pushed to buy them) is a great way to receive extra support from fans. They get something in exchange and we hopefully not only cover the cost, but also can have this added revenue stream to make more than just $12 (or less since most of sales are done during sales) for each copy. For reference, we've decided that an outfit pack should be around $2, while a full pack (6 outfit for ROs + 4 alt PCs) should be around $5. 

A normal criticism to this kind of stuff is "it should be free". Let us be VERY CLEAR: that is never an alternative here. It is either a DLC for sale or not creating the content at all (outside of the stuff promised for KS backers). 

The roadmap entails creating free content for updates, just to be clear. But alternative playable characters will probably be too much of an effort. We have some plans that could turn into free alternative playable chars on very special situations. But it is too soon to tell. 

In the end, it's very result-oriented. If cosmetic content seems to be something people love, then a nice WIN-WIN situation is built: we will create more content of this type to ensure a more robust safe revenue stream while we work on future games + people get more of the content they love. 


7. UPDATES

That brings us to a big normal question: what about updates?

We're planning updates with free content. BUT we need to tone them down. We know people that got accustomed to what we did with Prom may feel disappointed. But we can say now: making a free update with 13 items, 5 endings, and a full set of new credits is NOT sustainable. 

As always, it is very result-oriented. We have some wiggle room in our plans and it all comes down on if the game meets enough success. We want to focus first on a 1-year plan with a few updates (WINTER, SUMMER, 1 YEAR/HALLOWEEN at least, and then MAYBE 1-2 more). We'll cover some basics, like OUTFITS. A nice added difference from Prom is that these outfits won't be temporary. They won't be seasonal/thematic, but with their own themes, like ANIME or FANTASY. And you can keep them and control them on the settings, like the rest. 

There are some DRINKS that we didn't include. We may work on some for some update. Unsure if NEW DRINKS will be a rule for all updates. 

We've seen the GOSSIP MONSTERS (think of Al the Lich, or Rachel the deer-girl) to be somewhat popular. That's nice. We have a list of "nominées" we will contact. We were interested in turning their monstersonas in GOSSIP MONSTERS. Only if they agree, we could add some new more in the future. 

Best we can say is to wait to our first seasonal update and check what's in there. 

SECRET ENDINGS is NOT in the list of things to add in future updates or DLCs. It tends to be too much work. It may happen that -if stars align, on who's available at what time- we can try to squeeze a secret ending for an update. In the case a SECRET ENDING is added, it'd PROBABLY (not 100% sure, but very likely... yet subject to exceptions based on each case) be FREE content for an update.

Our goal is to find a balance in which we can add free content that's well-received while not corering ourselves into what happened with Prom at times, where we couldn't even work in new games because we were seasonal updates that were TOO extensive. 


8. BEYOND ALL THIS

That's not all. But those point address some of the most demanded stuff, or the easiest for us to implement. Final reminder: this is never set in stone until it is released. This is just a look on what we're doing now. Changes may occur.

What comes next if nothing changes? 

- We're exploring an option to deactivate the little icons that say "SO BOLD" or "NOT SO CREATIVE". Why? It makes the game a bit more chaotic; BUT it makes for a better experience if playing just for the laughs. Some outcomes are misleading for comedic purposes. It looks like a failure and then you succeed! This is great, but not a big surprise since you have a huge icon after choosing an option that telegraphs directly if you failed or succeeded. With this mode you can play a bit more on the dark, to increase the narrative/comedic appeal of the game.

- Love logs. We're exploring ways of making the love log more interesting for multiplayer matches. We have an idea, but it is tied to the need of having ways to communicate with the other players. This is the same that happens with the CHALLENGES: a mechanic that requires some real discussion among players. We think this is very funny for groups of friends. Of course some people is NOT a fan of this kind of mechanics, but the same way you can go RANDOM on the challenges (or cheat an order by just choosing it), you can avoid the LOVE LOG or cheat the positive result. 


9. THE BIG CHALLENGE

Just for the sake of sharing, the most present challenge in these parts is the overall challenge we always have while making our games and when thinking our next titles: the constant battle between very different experiences:

- Group of friends playing casually a game that's about its narrative and/or comedy

- Solo players fishing for content and hooked by the characters and lore

Of course it is not that simple. Solo players like the comedy, groups enjoy the lore. But these are the two main sides of the coin that are our games. A great funny mechanic seems to be not that fun if playing solo... a game idea is super rich in lore but it goes so deep that the fun of the interactivity between players is lost. Is this a party game or a visual novel? It's both and it's neither. 

Not even complaining. Just wanted to share this big challenge we often face with you, our audience.


10. OTHER REWARDS and FUTURE SEQUELS

We're finalizing the shipments of physical rewards. We will cover this in greater detail on a future update (most likely next). What a journey! But we're close to the end of this part of the rewards!

Some custom rewards are not yet done. We will work on them during these months. Specially the polaroids will take some time, as they're compelx. 

The cardgame -as commented in the past- is something we will probably start exploring on 2021. 

This has been discussed in past updates: but please understand now the sequels of Monster Prom has become not one but several games. Some may be 2-games-in-1, some may be DLCs, some may be their own games. This is still not decided. But one way or another, they require time to be developed. 

We're focusing on both ROADTRIP and RETREAT next. Are they the next games to come? NOT NECESSARILY. What we will do is meet several times to do our best at landing these ideas. We have a lot of notes already, just to be clear. But the games don't feel fully landed yet (which is normal when we just released Camp). We have a lot of parts already for each one... but you need most of the parts and for 'em all to fit before you can responsibly start with the main production. 

So that's the picture: we will sit various times to face these games as if they were puzzles. We have a lot of parts, but we need for all of them to fit. When enough sure about one, we can start working on the main production (writing, art, programming). We're unsure which one should be first, and it all boils down to which one we can start the soonest. 

REVERSE is always there too. We want for REVERSE to come later. But the upside of REVERSE is that game design-wise, it can be almost identical to PROM (with changes here and there). So if we get too stuck with the other 2, we can always start production on REVERSE while we keep solving the puzzle of ROADTRIP and RETREAT. 

As a frame of reference, we expect NOVEMBER and DECEMBER to be heavily focused on CAMP, with meetings to discuss ROADTRIP and RETREAT. We want to make a choice on what comes next by Q1 2021 and hopefully start production then (or on Q2 at max). Expect to be informed on this on future updates.


11. OTHER GAMES?

For once, we want to release MAZEMAN once and for all. It's a small arcade game that has been almost fully done since 2017/2018. It shouldn't take much work and it'll be a great way for the programmer and I not to burn out of too much MonProm. 

But the important thing is... what about a new IP? We have 2-3 new IPs that we really want to explore. As the conversations on the next MonProm sequel solidify, we will start also discussing on which of these new IPs we should focus. 

The dream (too soon to tell) is to improve our production processes so we can keep working on Monster Prom sequels while we slowly start a new IP. Space k-pop, a school for wizards full of lore, a narrative battle royale... we have some ideas and we feel a need of working too on something that's not Monster Prom. 


12. BIG PHYSICAL REVEAL

We were pushing the update for today because in ONE HOUR the physical version of Monster Prom XXL (for Switch) goes live. It is limited, so you need to be fast!


Three editions will be on sale starting October 29th, 11AM PST/ 6PM GMT at SUPER RARE GAMES.

Standard Edition: 5000 copies 

Steelbook Edition: 500 copies

Collector's Edition: 1500 copies


If you want a copy... get ready!

AAAAAAAAAAAAAAAAAAAAAND THAT'S ALL.

So much information, amirite? Please REMEMBER most of this info is not 100% confirmed. It is a transparent look at our process. Changes may be made. We will inform you the best we can.  Remember it is just a roadmap: for now we believe best is to focus on the game that has just been released! But with that astounding 98% good reviews it seems you're already focusing on that (: 

Above all and once again: thanks for all your support.

We hope you've enjoyed our little weird game so far. Be sure we're working hard to ensure it's the best thing possible!


Best regards,


Beautiful Glitch

25th update: MONSTER CAMP is OUT NOW! (important read for backers)
over 3 years ago – Tue, Oct 27, 2020 at 12:08:11 PM

Hello! 

Let's cut to the chase: WE DID IT! 

YAAAAAAAAAAAAAAAAAAAY!

Here the official page: https://store.steampowered.com/app/1140270/Monster_Prom_2_Monster_Camp/

I don't want to sound shady, but... a KS project released on the scheduled month? We've created some projects and backed a lot of 'em, and this is totally a feat. 

Not only the game... but 3 cosmetic DLCs, including the exclusive one for KS backers (who backed for the outfit exclusive DLC)! Check the other ones and don't miss them ;) 


We will be swamped in work and veeeeeery slow to respond any question. So let's cover the basics:


WHERE IS MY GAME? In Backerkit. As said before: create an account with the same email as the one you use on KS. 

WHERE IN BACKERKIT IS MY COPY? You go to the Order Confirmation page of your Backerkit. This should be there:

I HAVE THIS ISSUE WITH BACKERKIT, CAN YOU HELP? Unfortunately, no at first. Odds are the issue has nothing to do with us, but with Backerkit. Best you can do is to reach Backerkit support. We've seen many questions around this and +90% of them seem to be solved swiftly just by checking with them.

I HAVE THE BETA! WHY I HAVEN'T RECEIVED THE FINAL GAME? The beta IS the final game. You need to switch the branch back from beta to the main branch. We've prepared a warnign screen on beta branch so people who has it activated should directly read what the issue is. 

DLCs... WHAT I AM GETTING? The FANTASY DLC is NOT included. We will send the CLASSIC MONSTERS DLC to all the backers who are getting the game no matter the promo requirements for that one. You will get it too (:

The exclusive kickstarter DLC you're getting (if backed that reward) is the ANIME DLC. 

Right now we DON'T have keys for neither CLASSIC MONSTERS or ANIME. So you won't have it on Backerkit. Trying to get the keys. As soon as we do, they will distributed the same way the main game is. 

I HAVE MORE QUESTIONS! As said, we will check questions soon; but right now we're fixing everything a million times, and there's still a lot to do and fix! Our best advice is to visit our Discord, as it can be a great place to get many questions answered: http://www.discord.gg/monsterprom


We will post another longer update soon. But we wanted to focus on this to say "YAAAAAAY!" and to solve the main questions people may have right now.


Above all, we can't describe how grateful we feel for all your support.

We're immensely excited and nervosu about this. We've worked VERY HARD to create something breath-taking. You'll see how we've poured our hearts in every detail of this wacky sequel.

Now... go and have fun! ;)


P.S.: keep tuned. Next week there will be another big surprised tied to "Monster Prom". Let's say things are about to... get physical. 


Beautiful Glitch