Haha, thank you! Good news, it's (finally) very close to completion, probably around a month or two from finish...
Joel J Games
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Thanks so much for your patience and for continuing to ask about a digital version, I really do appreciate it. To be upfront: when Tales of Monsterland DX launched, I’d been told digital was on the cards and would follow, which is why I reassured you it was coming.
I’ve only very recently been told by the publisher that their plans have changed, and they no longer intend to release digital versions. I know that’s disappointing, it’s not the news I wanted to share after a year of saying ‘soon!’, I was simply passing on what I’d been told at the time.
I’m really glad the game got a physical release, but I absolutely hear how much players wanted a digital option. If that changes with the publisher or once my contract ends and I’m able to offer it myself, I’ll post an update here, or if you’d like, feel free to drop me an email and I’ll make a note to let you know directly when that time comes.
Thanks again for sticking with it and caring about the game. It really does mean a lot.
– Joel
The save game option actually has to be within the modal, as it needs to be within the same scene you want to save/resume in, rather than in a separate menu, otherwise it causes complications/doesn't work properly with some other game systems like the ship's teleport and bringing things back in the correct place on a load. So I won't be able to change that (at least not at this stage anyway).
Loading however has its own new full menu/screen now showing what the slots have in their contents, what planet you're on, your progress etc (which will make it into the next version).
As there's a single slot free on the pop up menu, I just tried out what feels like a good improvement, splitting the not quite fitting menu link 'Status' into, 'Your Status' and 'Your Items'. So you can now go directly to the Items from there.
Not at all, any feedback is useful in one way or another and always welcome so thanks! And if it’s feasible, I’ll certainly try and address.
I get what you mean here. While Select is in use (it toggles between the throwable teleport device and attack), I know it can be slow switching between the menu screens, in addition, you’re more likely to need to go back to the item screen often than the other screens.
I’ve created an issue to see if I can record the last menu screen you were on, and you go back to that one when you press start, which should mean you end up on the item screen more often than say the Character screen which updates less often.
‘Sort of’, I did spend a lot of time working on DMG/Pocket compatibility at the start as these are the systems I’m the fondest of.
Earlier versions ran better on DMG, although quite a lot of effects had to be stripped out for performance or other reasons (reflections, weather etc), some palette lighting effects and a reduction in actors and AI.
Since v4 of GB Studio there’s been a further hit to the performance on DMG, so I’m currently completing development as Color devices and upwards, with plans to go back and optimise, cut if necessary and decide if the experience can be made good enough to include DMG support, hopefully so but afraid it’s not a definite.
Hey Russ. Thank you for following and supporting ever since Tales of Monsterland! It means a lot.
I've pretty much been working on this ever since finishing that game at the end of 2021, so I hope the final thing lives up to expectations! (I just finished implementing several endings, so it's definitely getting closer!).
I do want to get a physical release of this and confident that'll happen!
Hello and thanks for sticking around and caring! Yes I've been told digital versions are happening, but there's still planning around it and I guess building out how the digital versions will be made available and maintained since it's still a new publisher, but it's definitely going to happen and digital is not forgotten about (it's just taking a while, I'd expect this year though!).
Okay, a bit more detailed: you'll need to head south and find the general store (it's just west of the path and one of the first locations you'll find. Once you enter the store, you can find a key to a locked store room in the store, and some oil from the store room. After this the robot will enable you to progress to the South East and then ultimately, to the North.
I can confirm that The Vault and Irradiated zone require knowledge and off world technology to access (so would fall outside of the demo and be a full game thing).
Congratulations on not being a monster and doing the right thing! Yes your interaction in the Warrens changes won't go quite the same way if you're a Radt murderer!
Thank you! and thanks a lot for this feedback, those definitely need fixing. I've spotted the issues with the broken ship and blocked the walls off properly (it'll be in the next build) and made a note now on the other isometric scenes to review the collisions.
In terms of the platforming clipping issues, I don't suppose you remember the parts it was on, was it the areas you need to roll through or somewhere else?
Ah right, didn't realise which project I was in! I'm pretty sure that BitmapSoft have the old version (digital) on their site still – https://www.bitmapsoft.co.uk/product/tales-of-monsterland/
I was wondering if anyone would get that reference! What a film, I loved it as a kid and rewatched it recently, so dark in places, electric shock treatment on kids, a sort of post apocalyptic Oz? Wheelers scared me big time. The film really holds up!
Glad you enjoyed it and thanks for the feedback, I'm back on it working on the full version and also general improvements to responsiveness and mechanics I'm hoping to roll out soon(ish).
Not a problem, good look with the development when you do! A great resource if you don't already know it is – http://gbstudiocentral.com
My post should have come with a trigger warning!
Funnily enough I was thinking of your project and wondering how you got on, since it's open world, huge and you can go back to the areas, that seems to be the big problem. Even now I'm thinking about all the triggers that I have that need to trigger just once and I'll have to convert to flags at some point, it must have been a nightmare for such a big project, I'm glad you got through it!
Some in game labels to flags would be a nice addition to make things easier.
I'll be interested to watch the video and hopefully that and this post can stop a few people who might do the same thing as we did otherwise!



