Category Monsters’ Den: Godfall


Category: Monsters' DenMonsters' Den: Godfall

Apologies for the long gap between updates, It’s true that I’ve been neglecting this site lately in favour of the Kickstarter page. If you’re interested, I’d encourage you to have a look at the updates there for more details.

In general, development on the game continues and beta testing will start at the end of July. Testing will initially be open only to Kickstarter backers of the appropriate tiers.

After consulting with the backers, I’ve also decided to sell the remastered version of Book of Dread (created for the Kickstarter campaign) separately. I’ve put together a quick Greenlight page for it here.



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Last Chance For Crowdfunding Rewards

Category: Monsters' Den: Godfall

For anyone who was hoping to support Monsters’ Den: Godfall and gain access to crowdfunding rewards, time is running out. I will not be accepting new pledges past the end of February.

(Note that this applies only to new pledges through Humble Bundle, existing backers still have time to claim outstanding rewards).


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Second Stretch Goal Reached!

Category: Monsters' Den: Godfall

During the Kickstarter campaign over $32,000 was raised, unlocking the first stretch goal of the ‘Classic Mode’.

Since the end of the Kickstarter, people have been able to continue to support the project through the Crowdfunding link at the top of the page. Through this continued support, I’m happy to announce that the total funds raised have now exceeded $34,000, unlocking the second stretch goal: Surface Dungeon Areas!

This goal allows a new tileset for the dungeon view which represents above-ground forest and ruins. This allows for more complex overworld encounters and dungeon exteriors.

I’m excited to be able to include this feature in the game. Thanks for your continued support!


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Success! + Additional Funding Options

Category: Monsters' Den: Godfall

Two weeks ago our Kickstarter campaign ended, overfunded enough to reach the first stretch goal. It was a crazy, exhilarating, harrowing experience, and I can’t thank enough all of the people who made it a success. In the closing hours I hosted my first livestream, reposted here for posterity. Be warned- it’s rough and unedited.

During the Kickstarter campaign, I got many messages from people who either could’t contribute yet, or were limited by Kickstarter’s payment options. To support those people (and hopefully reach the additional stretch goals!) I’ve set up a new page here: Crowdfunding!

Funds raised here will go into the budget of the game. The same rewards from the Kickstarter campaign are available (for the equivalent prices), but only for a limited time.

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Godfall Features Video

Category: Monsters' Den: Godfall

This video was created as an update to the Monsters’ Den: Godfall Kickstarter campaign. It shows off many of the features and mechanics of the game.

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Monsters’ Den Godfall – Now on Kickstarter!

Category: Monsters' Den: Godfall

At long last I’m pursuing crowdfunding for Monsters’ Den Godfall. As things stand right now, this is the only way I will be able to complete the game.

Please have a look at the Kickstarter page and consider backing at whatever level you’re comfortable with. I’m very grateful for the continued support and interest you have shown in me and my games.

If you have the time, I’d also greatly appreciate a vote on Steam Greenlight.


Monsters' Den: Godfall - A Turn-Based Dungeon-Crawling RPG -- Kicktraq Mini


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Getting Better

Category: Monsters' Den: Godfall

There are certain things that come with being an independent developer. You have to become a business.. a brand. It’s no longer just about building the game. You need to worry about business and marketing. Public perception can feel very important.

I admit I’ve never been very good at the business side of things. But an independent developer is also still a person, and sometimes that’s the weak link.

Lately I have been going through a rough time. That’s a bit of an understatement, but the details aren’t important right now. The bottom line is that I haven’t been able to get much done on the game, and that’s why I’ve been quiet.

I will finish Monsters’ Den Godfall. The game is not cancelled, or anything like that. I don’t have the money to complete it (in terms of paying contractors) so I will still have to try a smallish Kickstarter at some point. But not yet.

I appreciate the messages and questions about the game . I’m incredibly grateful that you are still looking forward to the game and following it’s progress. I don’t take the interest for granted at all– it’s the most precious commodity a small developer can have. Lately I haven’t been equipped to steward that interest properly. I’m trying to figure out how to do all of this better.

Things are not back to normal yet. I have help and support, but it’s going to take some more time. I may be quiet again for a while.

Thanks for your understanding and your patience. You can still feel free to contact me here or in private.




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Godfall Screenshots

Category: Monsters' Den: Godfall

It’s been a while since the last update, but the game continues to progress. I’m still working towards launching a small Kickstarter to get the funds I need to pay for the rest of the art. I’ve also recently taken on a couple of weeks’ worth of contract work to help pay my own bills. It only makes me more excited to get back to working on Godfall in earnest.

Here are some current screenshots showing various parts of the game. You can see the evolution of some of the interface, as well as the dungeon and battle screens.


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Loading and Saving

Category: Monsters' Den: Godfall

Traditionally in Monsters’ Den the game saves automatically in the background. There’s no need to explicitly save the game, and there’s also no rolling back to an earlier state. What happened, happened.

While I do like this aspect I don’t think it’s core to the experience. Despite some vague similarities, the game isn’t a roguelike. So for Godfall I’m strongly considering moving to a more conventional load/save scheme. Unlike the “slots” in Book of Dread, you’ll be able to have many saves per campaign. The game will still create autosaves occasionally, but you can also manually save as well as load an earlier game.

There are some strong reasons to do this, not the least of them technical. With Chronicles, especially, there were all sorts of issues with saved games failing or becoming corrupted. It was (and still is) kind of a nightmare. Manual saves are less likely to break, and it’s more likely that I can communicate to the user that it’s happened. (Often with Chronicles it seems like Flash wouldn’t save properly as the game exited, and in that case it’s too late). It’s also a somewhat more natural way to do it in terms of player expectations. Most games work like this. Lastly, it accommodates a wider range of playstyles– if some people want to keep loading games until they get every fight absolutely perfect, why not let them? I could still add an Ironman mode.

The downsides are that it loses a little bit of Monsters’ Den feel, and that it creates the possibility that some progress could be lost if the game closes unexpectedly or the user forgets to save.

But really, I want to hear what you think. Is this something you care about?


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Company Advancement

Category: Monsters' Den: Godfall

Character advancement has always been a big part of Monsters’ Den. That remains true, but in Godfall you also have a wider responsibility– to advance your Mercenary Company as a whole. Here are some of the ways you can do just that.

Company Level

When members of your Company level up, the Company earns some experience. When enough experience is earned, the Company itself levels up. This represents the institutional knowledge and wisdom of the Company as a group. At each Company Level, the player may select a Doctrine from a new category.


Doctrines are bonuses that help to specialise your Company. They represent different ways that the Company can be managed and focused. There are six categories, with three Doctrines in each. Only one Doctrine in each category can be selected, although the selection can later be changed for a price.

For example, in the category Missions, the options are:

Back Channels – More missions are available to choose from each month.

Mission Planning – Increases the number of missions that can be accepted at once.

Bounty Hunting – Increases the gold earned from bounties. Reduces the Influence cost to request bounties. (I’ll talk more about bounties another time).


Each of the (currently seven) human factions in the game holds an opinion of your Company. This opinion can go up or down depending on your actions, but most commonly by completing missions that impact on their interests. At certain thresholds of reputation, each faction can extend additional perks to the Company.


Other than Gold, Influence is the most important resource in the game. Influence represents favours owed and the ability to convince others to do what you need. It is mostly earned though completing missions, and can be spent on numerous things.

The Keep

The Keep is the home base of your Company, and provides several unique services. The range of services can be increased through construction of new buildings within the Keep. These buildings are powerful, but require Influence to build and have an ongoing gold upkeep cost. Some of the construction options include:

Quartermaster – a special shop that allows you to purchase rare and otherwise unavailable items using Influence.

Reliquary – allows items with Relic stats to be installed, providing their bonuses to the whole Company. (I wrote about this years ago, it’s still in the game).

Library – allows research into the location of unique Artifacts, generating quests to retrieve them.

Callstone – enables the party to teleport directly back to the Keep from the field.



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