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Montabi: Monster Taming Roguelike Deckbuilder Demo›Events›Update Version 1.0.5-beta Out Now in public_testing branch
Game update

Update Version 1.0.5-beta Out Now in public_testing branch

Montabi: Monster Taming Roguelike Deckbuilder Demo · published 12 days ago · build 24991001

All eventsPlayers around this dateRead on Steam

Hey Trainers!

We've Just Updated Version 1.0.5-beta on the public_testing Branch

This is a fairly large Quality of Life update, with many changes based on the feedback we've received since the 1.0.4 update. Instead of pushing these changes directly to the live version, we're releasing them first on the public_testing branch. We'd really appreciate your help testing and validating these changes before we bring them to the live game.

We shared some of our plans for this update in our Discord about a week ago, but here's what actually made it into the 1.0.5-beta build. If you'd like to get an early look at our development plans and join the discussion, consider joining our Discord community!

One more thing! This time, 1.0.5-beta also includes the Mac build, so if you're a Mac player, you can join the public testing and try the update early!

Bug Fixes

  • Fixed the Born to Win Achievement not triggering after defeating Ascension 5.

    • Added an achievement re-check system to catch achievements that may have been missed.

    • There was a bug in the achievement re-check system that could unlock achievements that you hadn't actually earned yet, so we've decided to revert this feature.

  • Fixed Second Rinse wrong implementation.

  • Fixed an issue with Double Resonance skill-type cards.

  • Fixed opening and ending cinematics not playing correctly on Steam Machine.

  • Fixed an issue where Cover movement could cause two units to occupy the same tile.

  • Fixed an issue where an extra unit could appear during the Preparation phase, causing units to stop drawing cards during battle.

  • Fixed Tea counts not displaying correctly.

  • Fixed Disgust not adding Diminish to the caster's hand when exhausted.

  • Fixed a softlock that could occur in the tutorial menu.

  • Fixed Fire Command not removing Weak.


Visual Feedback for Root

  • Improved the visual feedback of Root to make its effect clearer.

  • Improved the visual feedback of Slime and Velcro.


Handheld Font Size Improvements

One of our goals is to get Montabi Steam Deck Verified. To improve the experience on handheld devices, we've made the following changes:

  • Increased the available font size options, especially for handheld devices and Steam Deck.

  • Added an Overall Font Size Scale option that allows players to set the font size to 22px.


Quality of Life Improvements

  • Added an optional Hold to End Turn setting.

  • Added an optional Hold to Sell setting.

  • Added the controller cursor size and color settings for better visibility.

  • Improved default controller targeting. For example, using the Tri-Taps skill now prioritizes targeting enemies by default.

  • Separated starting decks from the Common, Rare, and Legendary card pools in the Montapedia.

  • Added Innate Passives and Evolution 3 Passives to the Montapedia.

  • Added quick switching between allied Montabi using the right analog stick.


Starting Montabi

We've received feedback that players would like more control over their starting Montabi.

Previously, you were given 3 random Montabi to choose from. Now, you'll be able to choose from all unlocked Montabi instead.

  • Changed the starting Montabi selection from 3 random options to all unlocked Montabi.

  • Removed guaranteed starting Montabi unlocks.

  • Added a Random Starter option for players who still prefer a random selection.

  • Updated the Tutorial / FTUE first run to support the new starting Montabi selection.


Random Trainer & Starting Charm

For players who enjoy a more unpredictable start:

  • Added a Random Trainer option.

  • Added a Random Starting Charm option.

These options allow you to randomize your starting setup and create a different experience each run.

Balancing

We're also making several adjustments to Difficulty, Ascension, and individual units and skills based on feedback from both newer players and experienced players.

We want Montabi to be approachable for players who are new to the genre while still providing meaningful challenges for experienced roguelike deckbuilder players. That's why we have five difficulty levels, ranging from more accessible settings to Veteran.

We've received feedback that some players are still struggling with the lower difficulties, while experienced players have found some higher Ascension levels particularly frustrating. With this update, we're making some adjustments to improve the overall difficulty curve.


Difficulty Adjustments

We've made the Casual difficulty easier, which also affects the Rookie difficulty.

The goal is to make Montabi more approachable for players who are new to the genre or are still struggling with the game's difficulty.

Casual Difficulty

  • Montabi: 75% → 50%

  • Elite: 150% → 100%

  • Boss: 225% → 175%

Ascension Adjustments

We've switched the order of the Ascension 1 and Ascension 2 modifiers.

Ascension 1

  • Before: Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.

  • After: More Elites spawn.

Ascension 2

  • Before: More Elites spawn.

  • After: Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.

Ascension 8

  • Before: All units gain 2 Vulnerable and 2 Weak at the start of battle.

  • After: At the start of the player's turn, apply 1 ATK Up and 1 DEF Up to all enemy units.


Rex Adjustments

We've received feedback that Rex can sometimes feel frustrating, especially when defeating a Rogue Montabi on a turn when Rex doesn't cast Volcanic Devour, since it will automatically revive. We're making some changes to give players more opportunities to counter Rex and make their decisions feel more meaningful.

Spawning Pit

  • Before: At the end of this unit's turn: Spawn random Montabi on random ally tile(s) until there are 2 Montabi.

  • After: At the end of this unit's turn: Spawn 1 random Montabi on a random ally tile if a Montabi ally died.

Volcanic Devour

  • Before: Copy all status effects and passives from an allied non-summon unit to this unit. Heal this unit for half of the target's current HP. Kill the targeted unit.

  • After: Copy all status effects and passives from an allied non-summon unit to this unit. Heal this unit for half of the target's current HP. Kill the targeted unit. Spawn 1 random Montabi on a random ally tile.


Goldie Enemy Adjustments

Deep Dive Strike

  • ATK damage reduced from 200% → 100%.

Junk Slam

  • ATK damage reduced from 200% → 150%.

Recycle Slam

  • ATK damage reduced from 250% → 200%.

  • Now gains 3 ATK Up.


Exchroma Adjustments

We've removed the ability for Exchroma's attacks to bypass Armor and increased their damage to compensate.

Exohorn Slash

  • Removed Bypass Armor.

  • ATK damage increased from 100% → 150%.

  • Still deals 2 additional damage for each Armor on this unit.

Exoleg Force

  • Removed Bypass Armor.

  • ATK damage increased from 100% → 150%.

  • DEF Armor increased from 100% → 150%.

  • Still deals 1 additional damage for each Armor on this unit.

Exohead Charge

  • Removed Bypass Armor.

  • ATK damage increased from 100% → 150%.

  • Still deals 1 additional damage for each Armor on this unit.


Kyuchi Adjustments

Kyuchi has been one of the most consistent and powerful units, especially when combined with the Slash combo. We're tuning it down slightly to make the combo less dominant.

Chi Draw

  • Resonance cost increased from 2 → 3.

  • Cards drawn reduced from 3 → 2.

Obtain Slash

  • AP cost increased from 0 → 2.

Windcut

  • ATK damage reduced from 300% → 150%.

  • Still puts all 0-cost cards from this unit's Discard Pile into its Hand.


Montabi Biscuit Truck Adjustments

We noticed that the second option from Montabi Biscuit Truck was not as appealing as the others. We're making a small adjustment to Medkit to make the Legendary option more meaningful.

Medkit

  • Healing increased from 3 HP → 10 HP.

  • Added Exhaust.


Other Adjustments

Scorchwave

  • ATK damage reduced from 100% → 50%.

  • Still targets the same area and repeats 2 times.

Apex Jaw

  • ATK Up and DEF Up increased from 2 → 3 at the start of battle.

  • Still affects all player units, including reserve units.

Card Gift

  • AP cost increased from 0 → 1.

Exhaust Draw

  • AP cost increased from 1 → 2.

Armor Delivery

  • AP cost increased from 0 → 1.

Generous Leader

  • Before: Each turn, after using 4 cards, the next card causes every other ally to draw 1 card.

  • After: At the start of this unit's turn, other allies draw 1 card.

Attach Sticker Adjustments

We've received feedback that Attach Stickers can sometimes feel frustrating because they enter the Discard Pile when not used. To make them more consistent and easier to use, we've added Retain to the following Attach Stickers:

  • Attach Bleed Sticker

  • Attach Burn Sticker

  • Attach Sword Sticker

  • Attach Spicy Sticker

  • Attach Sour Sticker

  • Attach Sweet Sticker

  • Attach Salty Sticker

  • Attach Repeat Sticker

Known Issue

  • In the Boss Battle: Boss HP and Rogue Montabi HP may be lower than intended in this build. We're still investigating the cause. This also happens in the live builds.

  • Vulnerable: Vulnerable may sometimes fail to wear off after being attacked. We're currently investigating this issue.

This update is currently available on the public_testing branch.

We'd love your help testing these changes, especially the new starting Montabi system, controller improvements, font settings, and other Quality of Life changes. Please let us know what works, what doesn't, and what you think could still be improved. Your feedback directly helps us decide what makes it into the live version.

Thank you for continuing to play Montabi and share your feedback with us! 💛

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