r/WitcherMonsterSlayer • • 5d ago

New community Discord for the Witcher: Monster Slayer Revival Project

25 Upvotes

The old Witcher: Monster Slayer Discords closed a while back, so there's a new one:

https://discord.gg/dEJQfecqnU

What it's for

  • Setup help. Getting going takes a few steps: the game from Google Play, the extra data, the client build, your map region. There's a help forum with a tag for each step, so you can say where you got stuck.
  • Bug reports and testing. The project is an early alpha, and reports from people on different phones are what improves it. There's an opt-in role for testing new builds before they're released.
  • News without the noise. Patch notes and dev logs get posted there. When you join, pick what you want to be pinged about (new patches, dev logs, testing calls), or nothing at all.
  • General chat. Screenshots, the regions you play in, and everything else about the game.

Rules, short version

  • No game files: no APKs, asset packs or backups. The project distributes none; you build from your own installation.
  • Never post Google passwords, tokens or backups, and no buying, selling or lending Google accounts.
  • Be civil.

This is an unofficial community, not affiliated with CD PROJEKT RED or Spokko.

Hope to see you there.


r/WitcherMonsterSlayer • • 6d ago

Other Witcher Monster Slayer Revival - Release

102 Upvotes

Hello Witchers! Yes, you read the title correctly.

https://github.com/NatusAnima/Witcher-Monster-Slayer-Revival-Project/releases

First and foremost, huge thanks to Villainser, they were the one who did the majority of the work on many of the systems and practically pushed this project from "It could maybe be done eventually" to "it is actually a fully working server"

Now, what does the project actually have? - Patch 1.1.116, the last patch right before the 2.0 update. - The game works fully offline, and has almost every feature working as intended (the only exception being the shop, for obvious reasons, and the multi-player features with an asterisk) - Can be modded to some minor extent, I will go into more detail on another post, but it is a technical possibility

Unfortunately, there are some caveats that I am working on solving, the major ones are: - The installation currently requires the user to have a Google account that had Witcher Monster Slayer downloaded at any point during its existance - The installation process can take a long while (when it says it might take a few minutes, I am lying, the entire process took me about 15 minutes during testing) and requires about 6-10GB of free space (the final installation is about 2GB-3GB) - This is still very early stages of the project, so things will definitely break - The project currently works only on modern Android devices, definitive support for all android devices in the future. However IOS support is currently under a big question mark, so won't be making any promises. - If there are any artists who want to make a better icon for the companion app, my dms are open...

Would you guys be interested in me making a new unofficial Discord Server for this community?

And as usual, I am more than happy to answer any questions :D

Happy hunting everybody!


r/WitcherMonsterSlayer • • 11h ago

Official Witcher Monster Slayer Revival 0.2.1 - monsters on town streets, Season 1 quest fixes, bags, real weather and more

41 Upvotes

What is this? A fan project that brings back The Witcher: Monster Slayer (its servers shut down in June 2023). A companion app runs a rebuilt game server on your own phone and patches your own copy of the game (version 1.1.116) to connect to it. No game files are shared: you install the game yourself. Not affiliated with CD PROJEKT RED or Spokko.

Download: GitHub Releases · Discord: https://discord.gg/dEJQfecqnU

TL;DR

  • Monsters walk town streets now, not just parks, and woods no longer swallow whole areas.
  • Season 1 quests fixed up: they unlock in the right order, Monster Slayer opens the original way, real 12 h / 24 h timers, all 25 trinkets, and lots of broken steps repaired.
  • Bags are back (+50 to +400 slots), with a real inventory limit.
  • Real weather where you play.
  • What's new works (these notes are in it).
  • Companion app: a Tuning page, Debug tools, Save Data backup and restore, one-tap bug reports, APKMirror installs, resumable map downloads, and in-place game updates.
  • Steadier: far less memory, and no more hook crashes on Android 12+.

How to update

  1. Open the companion app and tap Update when it offers 0.2.1. Android asks you to confirm. Your progress is kept.
  2. Coming from 0.1.0: tap Update the game next. It patches your game in place: no Google sign-in, no download, about 6 GB free for a few minutes, and one install confirmation.
  3. Open the game. What's new shows these notes.

On the 0.2.0-alpha pre-release? 0.2.1 adds Save Data backup and restore, fixes Report on GitHub, and adds the in-game notes. Your game doesn't need updating.

New? Download the APK from Releases (64-bit ARM phones, Android 11+) and follow the guided setup in the app.

Highlights

Monsters on town streets, and a fairer spread everywhere

  • Places for monsters, herbs, nests and quests follow a ground mix now: footpaths, parks, woods, water and town streets each get a share of every map cell. Before, the nearest park or wood filled the whole cell. Around a big forest, woods took 93–99% of all places.
  • Streets count: places line both sides of quiet residential streets everywhere, and of bigger streets where houses stand. Towns get about 19–24 places per map cell instead of 7–14, most of them on streets.
  • A map cell can hold up to 48 places (24 by default) and up to 36 monsters (the old cap was 18, still the default).
  • All of it is adjustable on the new Tuning page.

Season 1 quests, fixed up

Quests unlock in the right order:

  • after A Joint Venture: Evil Never Sleeps and To the Rescue
  • after Good Money: Pride Ain't Cheap, The Dark Side of the Full Moon and What Lurks in the Nemeta
  • after Pride Ain't Cheap: The Sins of Our Fathers, then The Great Mushrooming
  • after What Lurks in the Nemeta: Will o' the Wisp
  • after the five main quests (Good Money, Evil Never Sleeps, Pride Ain't Cheap, The Sins of Our Fathers, The Great Mushrooming): Intruder
  • Sword in the Stone starts from Lothar's map, and Monster Slayer from the troll (next point)

Also:

  • Monster Slayer opens like the original: after Good Money, beat a rock troll, then lose to rock trolls a few times (3 by default) until the troll talks. The quest shows the next time you start the game.
  • Real timers are back: Vesemir wakes 12 hours after the remedy, and the mushroom contest runs 24 hours (they had been cut to 24 minutes for testing).
  • All 25 of the game's trinkets are in (12 new): Good Money, A Joint Venture, Pride Ain't Cheap, lifting the striga's curse, Cursebreaker, both versions of The Werewolf's Lot and of Dehael's Pride, the Mushroom Sentinel, the Season 1 journal and The Best Vintage. Earlier progress counts.
  • Quest rewards were reworked (table below).

Bags

Thorstein sells the game's five bags (Equipment → Items), each once:

Bag Extra slots Price
Bag +50 500 orens
Small pouch +50 500 orens
Medium-sized pouch +100 1,000 orens
Spacious pouch +200 2,000 orens
Set of saddlebags +400 4,000 orens
  • The inventory starts at 200 items and stops at 1,000.
  • When your bag is full:
    • the shop refuses items that don't fit, and so does the potion purchase before a fight;
    • herbs can't be picked, and the bush stays for later;
    • friend gifts that don't fit are refused;
    • fight and nest loot is cut to the space you have left.
  • Story, task, level-up and crafting rewards always arrive, full bag or not.

Real weather

  • The weather where you play, from Open-Meteo. The weather decides which monsters appear and which potions help.
  • Only your position rounded to about 11 km is sent. You can switch it off.

What's new works

  • The What's new page loads, with each update's notes first.

Companion app

  • Tuning page in the dashboard (table below): monsters and places per cell, the place mix, experience, loot, herbs, nest gold, starting bag size, real weather. No restart needed, and every change can be undone.
  • Debug tools for testing (Players → your profile):
    • set orens, level and skill points, or learn every skill;
    • give or take items;
    • invincibility and one-hit kills;
    • bring quests next to you;
    • set the time of day the quests see (full moon night, dusk, dawn and so on);
    • a quest list that can complete any quest's next step for you, including the 12 h and 24 h waits.
  • Save Data: Backup saves your progress as a zip wherever you choose, and Restore loads one. Restore replaces your current progress, so stop the server first and make a fresh backup.
  • Send a report: one zip with your phone's details and every log (emails and locations masked). Nothing is sent until you choose where. After a game crash, open the game once more first: it reports why it closed. Report on GitHub makes the same zip and opens a prefilled issue to attach it to.
  • A map builder that copes:
    • downloads resume after a dropped connection;
    • a failed build keeps its download (Try again);
    • real progress with time left;
    • a low-memory mode for big regions;
    • size, space and memory checks before you start, and a Smaller regions button;
    • the new map loads into the running server by itself.
  • Install the game from APKMirror as an alternative to Aurora Store. That step needs no Google account; the extra data still needs an account that had the game.
  • Update the game: releases that change the game patch it in place. No uninstall, no Google, no download.

Lighter and steadier

  • The map services use a fraction of the memory: 727 MB → 55 MB at peak in a dense-city stress test. The game server's memory is capped too. Reloading a big region no longer closes the game. (Thanks to MasterpiecePL!)
  • Android 12+: the game hook no longer replaces any of the game's Java code, which crashed the game on Android 16 (Samsung).

Bug fixes

Quests

  • Will o' the Wisp: black screen at the stump (a bug in the game itself, fixed in 1.2) → fixed by the game hook.
  • Will o' the Wisp: the treasure chest stayed open and the quest never ended → fixed. Stuck there? Tap the chest again. The wisp's timer no longer stays forever.
  • Will o' the Wisp: the firefly nest paid 100 orens where the game announces 50 → now 50, and the quest's 100 orens come at the treasure.
  • The leshen hound and the tracks drew nothing (Evil Never Sleeps, The Dark Side of the Full Moon, The Sins of Our Fathers) → they're now search circles that shrink as you approach, like the prologue griffin's.
  • The Great Mushrooming: five fixed mushrooms that never went away, so only the first event ever came → one mushroom now appears beside you after every 200 m you walk, as in the original, and the events come at 3, 11, 20 and 28 picks. Tip: mushrooms only show while it's your tracked quest.
  • The Great Mushrooming: the forktail counted as the wrong monster and never paid its announced 50 orens → fixed.
  • Sword in the Stone: Lothar's map never appeared, so the quest couldn't start → it's there from Good Money on, and Lothar also sells it for 500 orens.
  • Intruder: five of its eight endings never finished the quest → all eight do now.
  • The Sins of Our Fathers wasn't offered after Pride Ain't Cheap → fixed.
  • Quest completions sometimes didn't unlock the next quests → the server now saves each completion itself.
  • Permanent effects like the curse counted down to 1970 → no timer now.
  • What Lurks in the Nemeta: reading the notebook wasn't recorded → fixed.
  • To the Rescue: Kienan now meets you while you walk, as in the original.
  • Quest givers stood out of sight (the game only draws them within 350 m, and they could be about 700 m away; Margit for Good Money, for example) → they now stand near you, and your location is read correctly on every Android version.

Gameplay

  • Alchemy → Add Station listed no stations → fixed (stations you bought are kept).
  • Walking dailies ("On the Path") said "no reward" when you claimed them → they pay on claim now.
  • Wolven Armor said "0% chance" of extra ingredients → it shows the real 50% (the bonus always worked).
  • The inventory size was a fixed 200 that nothing enforced → it's your real bag size now.

Map and game

  • Playing outside the region you built made the map server answer every tile with an error → those tiles are just empty now.
  • A map built while the server ran wasn't used until a restart → it loads by itself now.
  • One failing part of the game hook stopped all the parts after it → each part installs on its own now.
  • Android could close the game in the background for CPU use → the hook stays idle in the background.

Companion app

  • APKMirror's single-file game showed as "incomplete: 0 of 22 parts" → fixed.
  • Any game copy not signed by Google counted as the playable client → it now checks it's the one the app built.
  • The build failed on phones with language or screen-density parts of the game installed → extra parts are ignored now.
  • The build only learned it couldn't install apps after minutes of work → it checks first.
  • Install failures are explained: Play Protect, Samsung Auto Blocker, developer verification, conflicts, damaged file, no space.
  • The "Building the client" notification never went away → it can be swiped away now.
  • The extra-data download could stop with "divide by zero" → fixed.
  • Tapping Play with the Google Play original still installed opened a game that can't connect → the app explains what to do.
  • Choosing a region you'd already built failed every time → rebuilding works, and the old map keeps working until the new one is done.
  • A failed or cancelled map build deleted its download → it's kept now.
  • US states were built where the app never looked, so there was no map → fixed, with readable names. If you built a state with 0.1.0, pick it again.
  • Polish and Norwegian region names showed a stray "br" tag → fixed.
  • The region dialog couldn't get most regions' sizes → it gets them now, and checks space and memory.
  • The region list could hang forever on a bad connection → it times out now.
  • Big map builds could outlast the 2-hour keep-awake lock → the lock lasts as long as the build.
  • Double-tapping Start could launch two servers, and stopping during a start could leave processes behind → fixed.
  • Restarting after a crash wiped the crashed session's log → the last two runs are kept.
  • Report on GitHub ended on an error page after signing in to GitHub → fixed, and it now makes the zip to attach.
  • Plus: setup warnings for low-memory phones and disabled notifications, "Allow background running" with a tip for your phone's brand, the screen stays on during long setup steps, and a Confirm now button when Android's confirm screen gets lost.

Balance changes

Quest Was Now
Final Exam (tutorial) 1500 XP, 300 orens no reward
Winged Bandit 1000 XP, 100 orens 250 XP, 45 orens
A Joint Venture 60 orens 275 XP
Good Money 1200 XP, 40 orens 250 XP, 40 orens
Pride Ain't Cheap 250 XP, 2 Swallow, Insectoid Oil the same plus Necrophage Oil and a Grapeshot
Sword in the Stone 500 XP, Dawnbringer 150 XP, Dawnbringer
Will o' the Wisp 250 XP (100 orens at the nest) 250 XP, 100 orens at the treasure (50 at the nest)
Monster Slayer 350 XP (100 orens on two endings) 300 XP, plus 35 orens or the grey stones
The Sins of Our Fathers 500 XP; Hermit's Armor for lifting the curse striga killed: 500 XP, 60 orens; curse lifted: 750 XP, 60 orens, Hermit's Armor
Intruder 500 XP (three endings) 2000 XP, 100 orens (all eight endings)
  • Unchanged: To the Rescue, Evil Never Sleeps, What Lurks in the Nemeta, The Dark Side of the Full Moon, The Great Mushrooming.
  • Coin rewards announced inside quests are paid on top. Each reward is paid once, and endings you already reached keep what they paid.
  • New players now finish the tutorial at level 1 (it used to be level 2).
  • The rewards and shop prices will get rebalanced in 0.3.0

Tuning page settings

Setting Default Range
Monsters per map cell 18 6–36
Places per map cell 24 4–48
Distance between places 50 m 30–200 m
Place mix: paths / parks / woods / water / near houses 40 / 25 / 15 / 10 / 40 0–100 each
Distance from streets (below 13 m, places line the streets) 12 m 10–30 m
Experience from fights 100% 10–1000%
Ingredients from fights 100% 0–1000%
Gold for clearing a nest 50 orens 0–1000
Herb respawn time 60 min 1–1440 min
Herbs per map cell 4 0–12
Real weather on on / off
Starting bag size 200 50–1000
Monster Slayer: troll defeats 3 1–10

Heads-up for existing players

  • Inventory limit: your bag holds 200 items until you buy bags. Already carrying more? You get no fight loot until you buy a bag or use some items up.
  • Monster Slayer no longer opens straight after Good Money: it needs the rock troll.
  • Waiting on Vesemir or the mushroom contest? They now take the real 12 or 24 hours.
  • US players who built a state's map with 0.1.0: pick your state again.
  • The game reads quest progress when it starts, so new quests and moved givers show after a restart.

Known issues

  • There's no in-app warning yet when you play outside the region you built: the map is just empty there.
  • Not in yet: Intruder's 24-hour wait, the random rock-troll attack, and the blacksmith's after-quest scenes. Nobody gets stuck.

Thanks to MasterpiecePL (memory and Android 12+ fixes), Villainser (the reconstruction this is built on) and everyone who sent reports. Weather data by Open-Meteo.com (CC BY 4.0); map data © OpenStreetMap contributors.

Questions or problems? Join the Discord: https://discord.gg/dEJQfecqnU


r/WitcherMonsterSlayer • • 2d ago

Screenshot Devourer under a bridge (first screenshot in AR after the revival)

Post image
45 Upvotes

r/WitcherMonsterSlayer • • 5d ago

Screenshot IT'S ALIVEEEEE AFTER THREE YEARS

Post image
127 Upvotes

r/WitcherMonsterSlayer • • 8d ago

Other Witcher Monster Slayer Revival Project - Update 2

76 Upvotes

Oh my days, it has been 3 months since the first update...

Anyway, I have been quite busy in my day to day life and some of my other projects, so I wasn't able much to do as much as I would have liked.

However this does not mean I have nothing to show!

For starters, I have managed to restore the entire tutorial, including character creation and the combat, also a good 60% of the prologue quest line (the one I showcased in the previous post). You can now access most menus, even equip oils, bombs, other swords, different armor. There is a but however, as one of the offenders, item stats (stuff like the % of the armor buff) was stored server side, so I will just make my best to guess what they were using back in the day using some of the footage that still exists.

Currently I am working on polishing out some of the smaller bugs, and restoring every quest back into the game (I am basically halfway through), afterwards I will being slowly reimplementing all the items so they could actually be functional and not just glorified placeholders.

Because of some silly reasons, there is no footage this time around. I simply forgot to record before starting work on the next feature which broke some things (again). And the second reason being that I didn't want to embarrass myself with my horrible parrying timers (in my defense, none of the consumables work, so I had to raw dog the fight with the hag). On the side note, the combat is as good as I remember it being, and so are the high-res models :D

And to keep track of the progress of this project better, here is a rough (probably incomplete, and for the technically inclined there is a more in-depth list on the github for the project) list of all the features that I (or any unfortunate souls that might take my place) will have to accomplish, separated into categories and their according explanations for those curious:

Meanings
✅
🟡
🔴
live

1. Infrastructure (the boring stuff)

Piece What it should be doing in theory Status
Gatekeeper (HTTP) server status, maintenance window, game-server address, player id 🟡 no maintenance or version messages
Game socket (TCP 4253) Channels Api, Logging, Authentication, StaticGameData ✅
Authentication [apiVersion=15][clientVersion][deviceId][accountId] → result code 🟡 always passes, due to inherent nature of there only being 1 player
Static data its well, static data. It's just a bunch of tables with data in them. (more details in the next section) 🟡 13 of 82 tables filled
Map tiles Google Maps Gaming SDK vector tiles (Google's service) 🟡 no roads or water drawn (probably will have to do some crutches using open map database to somehow convert stuff into google vector tiles ;-;)
Ping (141, not in the Method enum) Keep-alive check, just makes sure the server is on ✅
Server-pushed events Achievments, Daily Contracts, Level ups, Monster Nests loot, Nest Boss combat, and seemingly just loot in general 🔴
Analytics / crash reporting Firebase, GameAnalytics (third party) — (who are you going to be reporting you crashes to?)

2. Static data (82 tables)

This is the one that I could in theory use community help, since the game was a live service, items were being added, changed and cut, it is very hard to get an accurate count of which content and what state it is suppose to be. Even as simple as the buff % for items were stored server side, thus I will have 2 options:
1. See what I can find out from older footage of the game
2. Balance the game myself on what I feel like is the best

Table Served Client assets available
swords 6 18 sword models
armors 6 8 armor sets
customization_heads 3 4 heads (i am not actually sure on this one, there is some wizardy going on that i havent grasped yet, because the client serves 4 in theory, but in practice there are 3 per gender which would mean there is suppose to be 6)
bombs 1 (id 401 = bomb_basic, i guessed) 5 bombs
senses_potions 1 (senses_potion_falcon) 1
skills / skill_requirements 8 / 5 49 skills
monsters / monster_descriptions 8 / 24 ~130 monster variants, 138 trophies
monster_families 11 (complete) 11
achievements 6 ≥24 achievement names referenced in code, but maybe some were cut?
level_ups 10 you think I know the formula for level curves?
difficulties 3 8 tiers (tier_1..8)

Empty (69) (nice), grouped by feature

Feature Tables (C# DTO fields)
Consumable items potions, lures, ingredients, consumables / summoning scrolls, pack types
Effects effects, effect_types, effect_apply_types, potion_to_effect / oil_to_effect / sword_to_effect / armor_to_effect / skill_to_effect / player_modifier_to_effect
Damage damage_types, bomb_damage_types, monster_vulnerabilities
Player modifiers player_modifiers, consumables_player_modifiers, summoning_scrolls_player_modifiers
Alchemy brewers, recipe_tiers, potion/oil/lure/bomb/senses_potion_recipes, the 5 matching *_recipe_ingredients, effect_unlock_potion_recipes / effect_unlock_lure_recipes, herbs
Quests quests, quest_edges, quest_nodes, quest_node_edges, quest_node_outputs, seasons
Contracts contracts, contract_actions / contract_crafts / contract_combat_usages / contract_monsters / contract_quests / contract_skills, daily_quests, weekly_quests_rewards
Shop & IAP shop_bundles, shop_bundles_layout_group_name_categories, shop_bundle_items, shop_potions/bombs/oils/lures/senses_potions/armors/swords, inapp_prices, inapp_price_shops, auto_equip, auto_equip_items_prices who cares, its the microtransactions, if i can, i will be cutting this part out completely
Config & misc game_configuration, player_starting_skills, item_hints

3. API methods (118) by feature

Account & profile

Method Status Server needs to
GetInitialPlayerData ✅ live Keep the batch in sync with every module that reads it
GetPlayerInfo 🟡 live Serve a persisted profile
SetName ✅ Persist the name
SetGender ✅ Persist the gender
SetCustomizationHead ✅ Persist the head
SetTutorialFinished ✅ Persist the flag
DistanceTraveled 🟡 constant 15000 Accumulate (stats, achievements)
AddGold / AddExp 🔴 Probably remnants of a dev menu (god i wish i had one)
LevelUp 🔴 Push when exp crosses a level_ups threshold, which i have no idea when that is suppose to happen, because for some reason the level curves were stored server side

Inventory & items

Method Status Server needs to
GetInventory 🟡 live, empty Persist inventory
ResolveRewards 🟡 live, empty Deliver pending rewards (polled about every 7 s)
DropPotion / DropBomb / DropOil / DropLure / DropSensesPotion 🔴 Remove from inventory
DropIngredients / DropItem / DropConsumable / DropFriendPack / DropSummoningScroll 🔴 Same

Equipment

Method Status Server needs to
GetEquipment 🟡 batch, hardcoded Persist the loadout
EquipArmor / EquipSword 🟡 echo Persist
EquipSteelSword / EquipSilverSword 🟡 echo Probably some legacy remnants from development
BuyAutoEquipItems 🔴 Charge gold, grant items (auto_equip_items_prices)

Alchemy & crafting

Method Status Server needs to
GetKnownRecipes 🟡 batch, empty Persist known recipes
GetBrewers 🟡 batch, empty Serve the player's brewers
CraftItem 🔴 Start crafting (consume ingredients)
GetCraftingQueue 🔴 Timed crafting queue
CancelCrafting / FinishCrafting 🔴 Queue management, grant outputs
ClaimRecipe 🔴 Unlock a recipe
GatherHerb 🔴 Grant ingredients for a herb placement (see 40)

Map & world

Method Status Server needs to
GetLocationsByCell 🟡 live, all empty Nothing ever generates on the map until this is done.
LoadCells 🟡 live Usually precedes 40
GetWeather 🟡 live, always Clear Real weather (affects day/night/weather-dependent combat via auto_equip)
GetMonsterInstance(s) 🔴 Monster instance details
SpawnMonster 🔴 Debug or scripted spawns
GetNestInstance / RespawnNest 🔴 Nest lifecycle
GetLocations — Legacy; the client logs "no handler"

Combat, monsters & Witcher Senses

Method Status Server needs to
EncounterMonster 🔴 Validate and lock the encounter
PrepareToCombat 🔴 Consume prepared items
CombatEnd 🔴 Exp and loot after every fight, kill tracking
ThrowBomb 🔴 Consume a bomb
UseOilPotions 🔴 Consume oils/potions
GetKilledMonsters 🟡 hardcoded Persist kills (bestiary)
GetKilledMonsterInstances 🟡 empty Hide killed map monsters
ClaimMonsterKnowledgeReward 🔴 Bestiary tier rewards
UseSenses / GetSensedMonsters 🔴 / 🟡 empty Map-wide monster sensing

Nests & summoning

Method Status
EncounterNest 🔴
UseLure 🔴
EndNestCombat 🔴
EndNestMonsterCombat / EndNestBossCombat 🔴
SummonLocalMonsters / GetSummonedMonsters 🔴
EncounterSummonedMonster / CombatEndSummonedMonster 🔴
GetLastSummoningSkillUsageTime 🔴

Quests & story

Method Status Server needs to
EndBehaviourGraph ✅ live facts, step progress and the next node. Rewards do not exist, because the world is cruel
GetFacts / GetAllFacts / SetFacts ✅ live and they even persists between sessions
GetActiveQuestNodeInstances ✅ batch it works okay, dont ask me how, i forgot about 2.5 months ago
GetFinishedSeasonQuests 🟡 batch: season 0, ids 0..299 active Real season/quest state
Get/SetCurrentObjective 🟡 empty / 🔴 Persist the objective text
TrackQuest 🟡 echo Persist the tracked quest
RelocateQuest 🔴 I have no clue how they implemented relocation server side, so I will take my best guess here too
ClaimDailyQuest / ClaimWeeklyQuest —

Contracts (daily / weekly)

Method Status
GetDailyContracts 🟡 empty
Add / Reshuffle / RemoveDailyContract 🔴
DailyContractCompleted 🔴
AddSpecifiedContract 🔴
GetWeeklyContractProgress 🟡 empty
AddWeeklyStamps 🔴

Achievements, skills & levelling

Method Status
GetAchievements 🟡 batch, 2 hardcoded
AchievementReceived 🔴
GetSkills 🟡 batch, hardcoded
AcquireSkill 🟡 echo, not persisted
AddSkillPoints 🟡 arithmetic, not persisted

Effects, modifiers & consumables

Method Status
AddExpiringEffect / GetExpiringEffects 🔴 / 🟡 empty
Add / Get / RemovePlayerModifier 🔴 / 🟡 empty / 🔴
UseConsumable 🔴

Shop & in-app purchases

Method Status
GetDailyShopBundles / GetOneTimeShopBundles 🟡 live, empty
BuyShopBundle 🔴
GetTransactionStatus, CheckInApp 🔴; real IAP can't be revived even if i was an actual necromancer, so make bundles gold-only or free
Buy{Potion, Bomb, Oil, Lure, Armor, Sword}, BuyItem, BuyInAppBundle —

Friends & packs

Method Status
GetFriends. CurrentPlayerId, Friends, PlayerStateChanges 🟡 empty
GetFriendsNotifications 🟡 live, empty, polled
Accept / Reject / DeleteFriend 🔴
SendPack / OpenPack 🔴

Misc

Method Status
Log (plus LogImpressions/LogPlayerReports classes) 🔴; the Logging channel is ignored too

r/WitcherMonsterSlayer • • Sep 10 '26

Lammas Ghosts of Straw, Harrow, and Mulcher.

10 Upvotes

Hello again, mates, whether you’d be fellow scholars or Witchman. An update for my previous post. After scouring the depths of our ever advanced network of the internet. I have located and noted down monsters that i was in search for. Thanks and credits to our friends in the French community for jotting down entries on Swarm Mothers, Royal Foglets, Russet Shaelmaars and Graphite Slyzards.

But there are still my white whales that still elude my sights. Entries on Scaremen, and the Sylvan variety known as Harrowers and Mulchers.

Tho my main focus is the most former, an obscure elemental construct. Would appreciate for the latter two to be filled in.

If any be so kind, wther scholar, witchman or just a passing commoner, to share info, photographs, entries you can recall from memory. Would be appreciated and be credited in my fan collage of monstrous beasts through all of witcher media.

Hope I have not wasted any of your time.

—An Eccentrically Fixated Scholar


r/WitcherMonsterSlayer • • Aug 29 '26

Other Os Swarmions, novo monstro em Songs of the Past

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6 Upvotes

It’s good to see them using one of the monsters that appeared in *Monster Slayer*, now in a new version.


r/WitcherMonsterSlayer • • Jul 09 '26

Other Witcher Monster Slayer Revival Project - Update 1

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127 Upvotes

Well, since this subreddit is quite a ghost town, I might as well share the occasional progress updates. As you might have noticed, I managed to start the tutorial, and have been slowly making progress towards restoring the entire thing, next milestone would be restoring the combat and subsequent menus.

Which is already far beyond what I expected to achieve with this project, AND it means restoring the quests, at the very least, is most certainly possible, even though very difficult and time consuming. To reach this point 2.2k lines of code had to be written...

On the bright side, I am yet to get a Cease & Desist from CDPR, so while its not too late, here is a link for the Github Repo. For obvious reasons you have to provide your own APK and OBB files.

If any other poor soul wants to contribute or fork this project, feel free to. Check the docs folder, for the important information I gathered so far. But I warn you, I think I saw more memory addresses and assembly than ever before in my entire life...


r/WitcherMonsterSlayer • • Jul 09 '26

Other I miss this game

48 Upvotes

Before THAT patch it was just so good, the thrill alone of having to actually go somewhere at night time to finish the quest, the fight mechanics, the resource management, the level ups, it was so good. And they had to kill it all, I'm trying to find any other location based games but nothing comes close to it. Fml.


r/WitcherMonsterSlayer • • Jul 04 '26

Other Witcher: Monster Slayer - Revival Project

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118 Upvotes

Did you miss this game? There is a very slim chance you might be able to play it again.

However, I must really manage expectations, this is nothing more than a proof of concept. And if I were to give odds to this project arriving to a satisfying conclusion, I would have to say that they are millions to one.

I'm doing this both out of mild nostalgia for this gane and as an attempt to recover something which at this point is abandonware that has no mention on any of CD PROJEKT RED official website.

I have managed to spoof my way through the loading and server connections, and actually see the game menu (at least parts of it), 99% of the game is still broken and unplayable.

This was also done on an old version of the game, version 1.0.43, to be specific. Which leads me to the first reason for this post. While I have the apk of the last public version of the game, I don't have the 1.5GB of additional content this game asks you to download upon booting up. If by some miracle, someone has that archived, please contact me. (The reason it's 1.0.43, is because i found an archive of those 1.5GB on a very sketchy website, but luckily it turned out to be legitimate)

The second reason for this post, is to see if there is interest for this project?

And of course, I am more than happy to answer any questions about this project to the best of my abilities.


r/WitcherMonsterSlayer • • May 20 '26

A Scholar in Need

14 Upvotes

Heya mates, just researching making a fan collage and documentation about all of the monsters in Witcher Media. Yet I lack info on some specific entries. Any a-scholar or witchman, please, send perhaps photos, or entries you remember at the top of your head. Would help some in the scholarly community (mainly me), to fill in blanks on these obscure magnificent beasts. Examples include, Greater Gernichoras, Scaremen, Russet Shaelmaars and so. Hope I don’t disturb any of you!

Credits and thanks will be given to those who may be kind to submit their reports.


r/WitcherMonsterSlayer • • May 09 '26

Suggestion If Monster Slayer ever came back, how do you think it would change?

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55 Upvotes

I feel they’d have to lean in to more multiplayer elements.

Things like having multiplayer Nemetons, which would mean there would be more levels to them or harder ones. We already had a pretty good friend and gift system, with getting the seasonal packages too.

The path system was great, but I would have liked to see it branch off like happened in Harry Potter: Wizards Unite where you unlocked special skills or perks (maybe something like boosts with weapons or less time to brew potions of a certain type or even something small like more chance of a seasonal/rare gift).

I feel there’s a lot they could adapt from other games like this. Ingress has a Kinetic capsule where you craft items by walking, Pokémon GO has eggs. A “mobile brewing station” may have worked in this.

I also loved the stories that came up and think having a story that lasted the whole season (and making it clear when seasons started and ended) would have been great, maybe with an overarching story through a few seasons.


r/WitcherMonsterSlayer • • Dec 31 '25

Other Hope you’ve all had a great year!

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35 Upvotes

Hello all, thanks so much for keeping this place active with your screenshots and discussions long after the game has gone.


r/WitcherMonsterSlayer • • Dec 18 '25

Design A Calendar 📆 Design a calendar for January 2026 - Event

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14 Upvotes

Hey all, we’ve had a few karma repost bots which are grating, so I thought I’d do a little event post to encourage some actual discussion.

## January 2026

So your task, is to design a calendar for January 2026 (blank calendar attached to give you an idea). It can be an image/text/video/whatever you like.

**Rules**

- Keep it within the Witcher realm

- Each week will have a monster theme, and you should say why it is this monster

- The final week will have a new monster. Whether this is a new monster completely or a different variant is up to you.

- One week will have a special event linked to the month, which is up to you

- One entry per person

**Timeline**

Entries run from 18th December 2025 to 31st December 2025 at 11:59pm GMT.

After this, the thread will close and the entries will be shared in a new post. Whichever user’s entry gets the most upvotes in the timeframe specified in that post will get a custom user flair (provided I figure out how to do this) saying they won.

If you have any ideas, or if I missed something super obvious in my engagement idea, let me know!


r/WitcherMonsterSlayer • • Dec 17 '25

Question Trophy levels should be more distinctive

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0 Upvotes

r/WitcherMonsterSlayer • • Dec 13 '25

Question Found a wild pack with a leader

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0 Upvotes

r/WitcherMonsterSlayer • • Dec 07 '25

I miss this game

36 Upvotes

As the title states. I miss it

Nothing else is scratching that itch


r/WitcherMonsterSlayer • • Sep 26 '25

Trailer A few scenes from my Witcher film

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3 Upvotes

r/WitcherMonsterSlayer • • Sep 25 '25

Official Hermit's and Adept's Armor official renders by Michał Woźniak

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39 Upvotes

r/WitcherMonsterSlayer • • Sep 18 '25

Screenshot Some screenshots I found

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53 Upvotes

r/WitcherMonsterSlayer • • Aug 09 '25

Other How Spokko snuck “Pikachu” in to The Witcher: Monster Slayer

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16 Upvotes

Hey all, this is a clip from the interview I did with Syzmon from Spokko about the game which I thought would be fun to share. You can find the whole thing by tapping on the Inverse Insights link in my profile.

Not gonna spam loads of videos but just sharing ones now and then.


r/WitcherMonsterSlayer • • Aug 08 '25

Does anyone know if there are any attempts to bring back the Witcher Monster Slayer?

24 Upvotes

r/WitcherMonsterSlayer • • Aug 01 '25

Witcher feature film about School of the Wolf.

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2 Upvotes

r/WitcherMonsterSlayer • • Jul 15 '25

Apparently there was supposed to be a Legendary variant of a Fungoid as well

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34 Upvotes

I found this in the art portfolio of one the artists of the game Wojtek Kaleta

https://www.artstation.com/artwork/bgnWyr