It's been a while.

Back in 2017, we released We Slay Monsters, a turn-based dungeon crawler featuring poker-inspired card combat, questionable monsters, and an endless supply of heroes with an unfortunate tendency to die.

We were pretty proud of it.

Then, as occasionally happens around Furiously Inactive Games, we got distracted.

Well, we're back. And so is We Slay Monsters.

Same Game. New Tricks.

We've been hard at work rebuilding We Slay Monsters in Godot, revisiting a game we still love and improving it along the way.

This isn't a sequel, and we're not trying to reinvent the game. The fundamentals are staying:

  • The unusual six-suit, poker-inspired card combat.
  • Warriors, Rogues, and Wizards with their own decks and abilities.
  • Dungeon crawling, permadeath, and the occasional spectacular tactical failure.
  • The Academy for Dungeoneering, where your hard-earned gold makes future heroes slightly less likely to perish.
  • All those delightfully strange monsters.

What's changing is how the game looks, feels, and plays.

We're refreshing the interface, reworking character and equipment screens, and generally trying to make the experience more intuitive without losing the original game's personality.

We're also exploring some additional content. More on that when we're ready.

A Fresh Coat of Paint (and Quite a Bit More)

One of our biggest goals is making the game easier to understand and more enjoyable to play.

The original had plenty of interesting tactical decisions, but we didn't always do the best job communicating them.

For combat, we're exploring things like clearer targeting, better visibility into monster abilities, more readable cards, and a cleaner way to understand what your heroes can actually do.

The aim is to spend less time deciphering the interface and more time making questionable decisions about which monster to attack.

The combat interface is still taking shape, but we can share an early look at the refreshed briefing screen and dungeon HUD. These are work-in-progress shots, so expect a few things to move around.

Work-in-progress mission briefing for The Wasted Wizard, with Corhaven artwork, the objective to rescue Egbert the Wise from the Corhaven Quarry, and Back to Map and Choose Hero buttons.

Work in progress: the refreshed mission briefing.

Work-in-progress dungeon view with a test hero in a small room, health and experience meters, the rescue objective, a five-card hand, deck and discard counts, and turn controls.

Work in progress: the dungeon HUD. The combat interface is still being worked out.

What Happens Next?

We're actively developing the new version, but we're not announcing a release date just yet.

We'll be sharing development updates, screenshots, design changes, and occasional glimpses behind the scenes as we go.

And we'd love to hear from those of you who played the original.

What did you love about We Slay Monsters? What drove you crazy? What would you most like to see improved?

Seriously, we'd love to know. We're revisiting a lot of decisions we made years ago, and hearing from the people who actually played the game would be tremendously helpful.

Join the conversation in the We Slay Monsters Steam discussions.

The Original Is Still Here

In the meantime, the original We Slay Monsters remains available for free on Steam.

Play the original on Steam.

If you've never played it, give it a try. If you played it years ago, perhaps it's time to revisit the Academy and see how your heroes are getting along.

(Spoiler: probably not well.)

Thanks to everyone who's played, reviewed, or supported We Slay Monsters over the years. We're excited to bring it back.

We make things. Sometimes.

— Furiously Inactive Games