MONSTER CAMP: A POST-RELEASE ROADMAP

Monster Prom 2: Monster Camp

"Monster Prom 2: Monster Camp" brings you more of the world's best (and maybe only?) multiplayer dating sim; but in a way you've never expected!

Hello! First of all, thanks for your support. The release of "Monster Prom 2: Monster Camp" has been a [b]roaring success[/b]. It surpassed our expectations greatly. Thanks! Not only there has been a good amount of sales, but also reviews have been... well... overwhelmingly positive! [b]98%[/b] is just mind-blowing. It's great to see people is having so much fun with this little weird sequel of ours. We've put a lot of work and love into this, and it's reaffirming to see people can see that. BUT even if the negative (or more critical) feedback is very small in comparison, we also check that with care. It has affected our[b] roadmap[/b] for the following weeks/months. And we're here to share more about it. We recommend to check our latest[b] [url=https://www.kickstarter.com/projects/corintio/monster-prom-2-holiday-season/posts/3002708]Kickstarter update[/url][/b], where we cover this in much more detail. (Link URL is [url=https://www.kickstarter.com/projects/corintio/monster-prom-2-holiday-season/posts/3002708]https://www.kickstarter.com/projects/corintio/monster-prom-2-holiday-season/posts/3002708[/url]) This is a summarized roadmap and the current status: [list] [*] Fixing bugs (this is an ongoing adventure, of course) [*] Fixing typos (idem) [*] Implementing SFX (idem, but close to done) [*] Editing stat requirements to make them work under an unified criteria (done!) [*] Gallery feature (VERY CLOSE to a first basic version that will be updated with more content over the following weeks/months) [*] Unlockable tutorial (working on this. Editing visuals and content until we reach something we really like) [*] New Drink Modes, including just choosing a drink you want (aiming to have them in the following months) [*] (MAYBE) An off-game shop where you can buy extra art for the gallery and other things [*] (MAYBE) Option to deactivate the "SO SMART" or "NOT SO BOLD" kind of icons, so you don't know if you failed or succeeded till the end of the event (to have more fun with narrative twists) [*] (MAYBE) A more complex mechanic for the love logs [/list] Then we will start exploring [b]LOCALIZATION[/b] (Simplified Chinese) and [b]PORTING[/b] to consoles. But it's too soon to delve into that yet. You can expect most of the features and changes listed to appear slowly during the next weeks or months. Some will be uploaded as soon as we have them done. Some will be saved for our next big update, being the winter one (by the [b]end of December[/b]). Again, we recommend greatly to check the link to KS if you want to know more about specific changes or features. Be sure we're doing our best to listen to your feedback and explore ways of improving the experience. Please be patient, as we're a team of 4 in the office. We have many talented collaborators who work remotely, but for the most part they do other type of tasks more tied to production. The kind of post-release tasks that we're tackling these months are done almost exclusively by us 4. And some people is getting much-deserved vacations of 1-2 weeks, so the process is still happening but a in a bit slower manner. We hope you understand! Above all, and once again, thanks for your patience and support. For clarity sake, we are probably not doing patch notes for every change we make, since we're updating the game very regularly with very small changes here and there. Most likely, next update will come with the Winter Update, covering what has been done and all that. Have a lovely day, the Beautiful Glitch team