Thx for the recommendation
Gonna give it a go later
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/scripts/navigation/tribecenter.rpy", line 6, in script
call screen tribeScreen
File "game/scripts/ui/inventory.rpy", line 34, in execute
screen inventory_screen(sell_mode=False):
File "game/scripts/ui/inventory.rpy", line 34, in execute
screen inventory_screen(sell_mode=False):
File "game/scripts/ui/inventory.rpy", line 47, in execute
fixed:
File "game/scripts/ui/inventory.rpy", line 51, in execute
python:
File "game/scripts/ui/inventory.rpy", line 56, in <module>
'name': items[item_id]['name'],
~~~~~^^^^^^^^^
KeyError: 'amberbell'
-- Full Traceback ------------------------------------------------------------
Traceback (most recent call last):
File "game/scripts/navigation/tribecenter.rpy", line 6, in script
call screen tribeScreen
File "renpy/ast.py", line 2231, in execute
self.call("execute")
~~~~~~~~~^^^^^^^^^^^
File "renpy/ast.py", line 2195, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/statements.py", line 379, in call
return method(parsed, *args, **kwargs)
~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/common/000statements.rpy", line 695, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/exports/statementexports.py", line 348, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/ui.py", line 304, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 2219, in interact
repeat, rv = self.interact_core(
~~~~~~~~~~~~~~~~~~^
preloads=preloads,
^^^^^^^^^^^^^^^^^^
...<4 lines>...
**kwargs,
^^^^^^^^^
) # type: ignore
^
File "renpy/display/core.py", line 2757, in interact_core
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/screen.py", line 503, in visit_all
callback(self)
~~~~~~~~^^^^^^
File "renpy/display/core.py", line 2757, in <lambda>
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~^^
File "renpy/display/screen.py", line 514, in per_interact
self.update()
~~~~~~~~~~~^^
File "renpy/display/screen.py", line 715, in update
self.screen.function(**self.scope)
~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
File "game/scripts/ui/inventory.rpy", line 34, in execute
screen inventory_screen(sell_mode=False):
File "game/scripts/ui/inventory.rpy", line 34, in execute
screen inventory_screen(sell_mode=False):
File "game/scripts/ui/inventory.rpy", line 47, in execute
fixed:
File "game/scripts/ui/inventory.rpy", line 51, in execute
python:
File "game/scripts/ui/inventory.rpy", line 56, in <module>
'name': items[item_id]['name'],
~~~~~^^^^^^^^^
KeyError: 'amberbell'
Windows-11-10.0.26100-SP0 AMD64
Ren'Py 8.4.1.25072401
Monster Lord Reincarnated 1.2
Tue Oct 14 20:02:22 2025
Ah, I see — thanks a lot for double-checking and clearing that up!
I’d still suggest maybe hiding the % on those scripted fail moments, just to help avoid confusion for players.
EDIT: Also, only I didn't injure the arm? You mean at the beginning after pulling the metal plate from Bird Jail? Or is it during another instance? Because if the former, I explored and I have not find any point to escape the prison without injuring the arm
I mean, failing a 90% success chance 11 times in a row makes me pretty certain something’s off. If it’s really just bad luck, then I don’t know if I should buy a lottery ticket or start worrying someone’s after me!
Either way, thanks for getting back to me! Could you maybe give the code a quick look, just to confirm? It’d really ease my worries of "the universe is conspiring against me"
Hi, I’m currently playing the Steam version of the game and wanted to share some feedback.
When the MC encounters a tied-up Quinn and a sleeping Vital, the options to use the Pliers (90% chance) or pick up Vital’s gun (30% chance) never seem to succeed, even after many retries. I don't know if that's a bug or if it's intentional. If these options are scripted to always fail, I’d suggest reconsidering that design choice. Showing a success % implies the player can succeed, which feels misleading and frustrating. (I do understand savescumming isn’t the intended playstyle, but this still feels odd.)
Also, I have found a few bugs. Actual bugs
In the bird's mobile base, interacting with the bike and picking the option that you will look for another way first will softlock the game, removing the bike interaction.
The option to "flirt" with Quinn sometimes doesn't appear
Also on the Pliers option, there are two options to try and break the chains. They both result in the same outcome, but one of them will show some raw string of text
In the bunker, entering and leaving will prevent the MC to enter it again
The audio bug someone else mentioned.
There might be more, but that's as far as I've gone...
Thanks for clarifying! I’m really looking forward to seeing how the new combat turns out!
May I also ask another question?
I failed to mention this earlier, but I only just got into the game, so apologies if you’ve answered this before…
Are there any plans to add at least one male love interest?
Please tell me there will be m/m — I’d love to see Eirik with a femboy twink. I need a femboy love interest!
Best of luck with development!
Hi, I’ve been playing a bit, and I wanted to share some feedback about the combat skills.
Attention: The dodge boost feels very unnoticeable. Maybe it’s just bad luck on my end, but it doesn’t seem to make a difference in practice.
Stealth: This state doesn’t seem very impactful. From experience, Eirik is rarely targeted if there’s a companion, even if they're in Stealth, which gets removed as soon as they're hit — so it almost always ends instantly.
Sting (with Stealth): The description says it should deal extra damage when used with Stealth, but I haven’t noticed any significant difference.
Rage: This feels very costly for what it does. Without Stealth it deals almost no damage, and even with Stealth it doesn’t seem worth the TP compared to just using Sting multiple times. For example, two Stings without Stealth (24 TP, 4 hits) generally outperform Rage with Stealth (27 TP, 3 hits), which is both more expensive and less reliable.
I opened the game files in RPG Maker to better understand the coding behind the skills, but since everything’s in Russian, I couldn’t get far.
That said, I did enjoy everything else a lot — the puzzles are great, the story is intriguing, and the characters are really charming.
A couple of other small notes:
I found a swamp ore in the, well, swamp, that dropped a log, which seemed odd. I planned on checking it on RPG Maker too, but again, Russian :(
Both Ulfa and Roxy share the exact same class, skills, and stats. It feels a bit strange having two party members in identical roles. I don’t know if this changes later in the story (I’m at the Swamp Cavern right now), but I was curious if this will also be addressed in the upcoming combat rework.
I can get behind the idea of PC not being Sonic, but actually being an isekai-like self-insert... but if that's the case, why make him a jerk? He thinks with his dick rather than his brains when interacting with the girls—a walking libido with zero chill! Maybe adding some options could help: one for being a nicer person, one for being a bit disinterested, one that tries to act like Sonic's original 'cool' personality, and one that reflects how the PC acts now.
Also, some menus seem to default to PT-BR for some reason and might confuse people. Não quê isso sejá problema pra mim, eu sou BR kkkk. But it does break immersion a little bit.
Still, I get it's an early build (the very first version no less), and there's definitely potential. Wishing the devs the best of luck! Looking forward to seeing where it goes.