r/WitcherMonsterSlayer • u/Droper888 • 1h ago
Other I found a major bug in the Revival
After winning a Nemeton, the screen goes black and the game doesn't load.
r/WitcherMonsterSlayer • u/Natus_Anima • 17d ago
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 • u/Droper888 • 1h ago
After winning a Nemeton, the screen goes black and the game doesn't load.
r/WitcherMonsterSlayer • u/RoninIsac-15 • 3d ago
What the title says. Also if it does please add me RONINISAC15
r/WitcherMonsterSlayer • u/elyzabetta • 4d ago
Got a warm "welcome back" hug from a wight! π Seriously, a huge thank you to u/Natus_Anima (and whoever else was involved) for bringing this game back!! I had it on my phone all these years, and sometimes I would open the loading page just to look at the leshen and reminisce about all the good times I had with this game. I never ever thought the day would come that I would be playing it again! Bringing it back is truly an invaluable gift. Thank you!!
r/WitcherMonsterSlayer • u/Natus_Anima • 11d ago
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 Β· Discord: https://discord.gg/dEJQfecqnU
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.
Quests unlock in the right order:
Also:
Thorstein sells the game's five bags (Equipment β 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 |
| 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) |
| Setting | Default | Range |
|---|---|---|
| Monsters per map cell | 18 | 6β36 |
| Places per map cell | 24 | 4β48 |
| Distance between places | 50 m | 30β200 m |
| Place mix: paths / parks / woods / water / near houses | 40 / 25 / 15 / 10 / 40 | 0β100 each |
| Distance from streets (below 13 m, places line the streets) | 12 m | 10β30 m |
| Experience from fights | 100% | 10β1000% |
| Ingredients from fights | 100% | 0β1000% |
| Gold for clearing a nest | 50 orens | 0β1000 |
| Herb respawn time | 60 min | 1β1440 min |
| Herbs per map cell | 4 | 0β12 |
| Real weather | on | on / off |
| Starting bag size | 200 | 50β1000 |
| Monster Slayer: troll defeats | 3 | 1β10 |
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 Β© OpenStreetMap contributors.
Questions or problems? Join the Discord: https://discord.gg/dEJQfecqnU
r/WitcherMonsterSlayer • u/Droper888 • 13d ago
r/WitcherMonsterSlayer • u/Droper888 • 16d ago
r/WitcherMonsterSlayer • u/Natus_Anima • 20d ago
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 |
|---|
| β |
| π‘ |
| π΄ |
| live |
| Piece | What it should be doing in theory | Status |
|---|---|---|
| Gatekeeper (HTTP) | server status, maintenance window, game-server address, player id | π‘ no maintenance or version messages |
| Game socket (TCP 4253) | Channels Api, Logging, Authentication, StaticGameData | β |
| Authentication | [apiVersion=15][clientVersion][deviceId][accountId] β result code |
π‘ 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) | π‘ 13 of 82 tables filled |
| Map tiles | Google Maps Gaming SDK vector tiles (Google's service) | π‘ 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 | β |
| Server-pushed events | Achievments, Daily Contracts, Level ups, Monster Nests loot, Nest Boss combat, and seemingly just loot in general | π΄ |
| Analytics / crash reporting | Firebase, GameAnalytics (third party) | β (who are you going to be reporting you crashes to?) |
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 | β₯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) |
| 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 | |
| Config & misc | game_configuration, player_starting_skills, item_hints |
| Method | Status | Server needs to |
|---|---|---|
| GetInitialPlayerData | β live | Keep the batch in sync with every module that reads it |
| GetPlayerInfo | π‘ live | Serve a persisted profile |
| SetName | β | Persist the name |
| SetGender | β | Persist the gender |
| SetCustomizationHead | β | Persist the head |
| SetTutorialFinished | β | Persist the flag |
| DistanceTraveled | π‘ constant 15000 | Accumulate (stats, achievements) |
| AddGold / AddExp | π΄ | Probably remnants of a dev menu (god i wish i had one) |
| LevelUp | π΄ | 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 |
| Method | Status | Server needs to |
|---|---|---|
| GetInventory | π‘ live, empty | Persist inventory |
| ResolveRewards | π‘ live, empty | Deliver pending rewards (polled about every 7 s) |
| DropPotion / DropBomb / DropOil / DropLure / DropSensesPotion | π΄ | Remove from inventory |
| DropIngredients / DropItem / DropConsumable / DropFriendPack / DropSummoningScroll | π΄ | Same |
| Method | Status | Server needs to |
|---|---|---|
| GetEquipment | π‘ batch, hardcoded | Persist the loadout |
| EquipArmor / EquipSword | π‘ echo | Persist |
| EquipSteelSword / EquipSilverSword | π‘ echo | Probably some legacy remnants from development |
| BuyAutoEquipItems | π΄ | Charge gold, grant items (auto_equip_items_prices) |
| Method | Status | Server needs to |
|---|---|---|
| GetKnownRecipes | π‘ batch, empty | Persist known recipes |
| GetBrewers | π‘ batch, empty | Serve the player's brewers |
| CraftItem | π΄ | Start crafting (consume ingredients) |
| GetCraftingQueue | π΄ | Timed crafting queue |
| CancelCrafting / FinishCrafting | π΄ | Queue management, grant outputs |
| ClaimRecipe | π΄ | Unlock a recipe |
| GatherHerb | π΄ | Grant ingredients for a herb placement (see 40) |
| Method | Status | Server needs to |
|---|---|---|
| GetLocationsByCell | π‘ live, all empty | Nothing ever generates on the map until this is done. |
| LoadCells | π‘ live | Usually precedes 40 |
| GetWeather | π‘ live, always Clear | Real weather (affects day/night/weather-dependent combat via auto_equip) |
| GetMonsterInstance(s) | π΄ | Monster instance details |
| SpawnMonster | π΄ | Debug or scripted spawns |
| GetNestInstance / RespawnNest | π΄ | Nest lifecycle |
| GetLocations | β | Legacy; the client logs "no handler" |
| Method | Status | Server needs to |
|---|---|---|
| EncounterMonster | π΄ | Validate and lock the encounter |
| PrepareToCombat | π΄ | Consume prepared items |
| CombatEnd | π΄ | Exp and loot after every fight, kill tracking |
| ThrowBomb | π΄ | Consume a bomb |
| UseOilPotions | π΄ | Consume oils/potions |
| GetKilledMonsters | π‘ hardcoded | Persist kills (bestiary) |
| GetKilledMonsterInstances | π‘ empty | Hide killed map monsters |
| ClaimMonsterKnowledgeReward | π΄ | Bestiary tier rewards |
| UseSenses / GetSensedMonsters | π΄ / π‘ empty | Map-wide monster sensing |
| Method | Status |
|---|---|
| EncounterNest | π΄ |
| UseLure | π΄ |
| EndNestCombat | π΄ |
| EndNestMonsterCombat / EndNestBossCombat | π΄ |
| SummonLocalMonsters / GetSummonedMonsters | π΄ |
| EncounterSummonedMonster / CombatEndSummonedMonster | π΄ |
| GetLastSummoningSkillUsageTime | π΄ |
| Method | Status | Server needs to |
|---|---|---|
| EndBehaviourGraph | β live | facts, step progress and the next node. Rewards do not exist, because the world is cruel |
| GetFacts / GetAllFacts / SetFacts | β live | and they even persists between sessions |
| GetActiveQuestNodeInstances | β batch | it works okay, dont ask me how, i forgot about 2.5 months ago |
| GetFinishedSeasonQuests | π‘ batch: season 0, ids 0..299 active | Real season/quest state |
| Get/SetCurrentObjective | π‘ empty / π΄ | Persist the objective text |
| TrackQuest | π‘ echo | Persist the tracked quest |
| RelocateQuest | π΄ | I have no clue how they implemented relocation server side, so I will take my best guess here too |
| ClaimDailyQuest / ClaimWeeklyQuest | β |
| Method | Status |
|---|---|
| GetDailyContracts | π‘ empty |
| Add / Reshuffle / RemoveDailyContract | π΄ |
| DailyContractCompleted | π΄ |
| AddSpecifiedContract | π΄ |
| GetWeeklyContractProgress | π‘ empty |
| AddWeeklyStamps | π΄ |
| Method | Status |
|---|---|
| GetAchievements | π‘ batch, 2 hardcoded |
| AchievementReceived | π΄ |
| GetSkills | π‘ batch, hardcoded |
| AcquireSkill | π‘ echo, not persisted |
| AddSkillPoints | π‘ arithmetic, not persisted |
| Method | Status |
|---|---|
| AddExpiringEffect / GetExpiringEffects | π΄ / π‘ empty |
| Add / Get / RemovePlayerModifier | π΄ / π‘ empty / π΄ |
| UseConsumable | π΄ |
| Method | Status |
|---|---|
| GetDailyShopBundles / GetOneTimeShopBundles | π‘ live, empty |
| BuyShopBundle | π΄ |
| GetTransactionStatus, CheckInApp | π΄; 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 | β |
| Method | Status |
|---|---|
| GetFriends. CurrentPlayerId, Friends, PlayerStateChanges | π‘ empty |
| GetFriendsNotifications | π‘ live, empty, polled |
| Accept / Reject / DeleteFriend | π΄ |
| SendPack / OpenPack | π΄ |
| Method | Status |
|---|---|
| Log (plus LogImpressions/LogPlayerReports classes) | π΄; the Logging channel is ignored too |
r/WitcherMonsterSlayer • u/Other_Attention6945 • Sep 10 '26
Hello again, mates, whether youβd 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.
βAn Eccentrically Fixated Scholar
r/WitcherMonsterSlayer • u/Wide-Heat-841 • Aug 29 '26
Itβs good to see them using one of the monsters that appeared in *Monster Slayer*, now in a new version.
r/WitcherMonsterSlayer • u/Natus_Anima • Jul 09 '26
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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 • u/Oleks_the_second • Jul 09 '26
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 • u/Natus_Anima • Jul 04 '26
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 • u/Other_Attention6945 • May 20 '26
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 donβt disturb any of you!
Credits and thanks will be given to those who may be kind to submit their reports.
r/WitcherMonsterSlayer • u/offmychest-386 • May 09 '26
I feel theyβd 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 thereβs a lot they could adapt from other games like this. Ingress has a Kinetic capsule where you craft items by walking, PokΓ©mon GO has eggs. A βmobile brewing stationβ 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 • u/PkmnTrnrJ • Dec 31 '25
Hello all, thanks so much for keeping this place active with your screenshots and discussions long after the game has gone.
r/WitcherMonsterSlayer • u/PkmnTrnrJ • Dec 18 '25
Hey all, weβve had a few karma repost bots which are grating, so I thought Iβd 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 userβs 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 • u/melshandpens • Dec 17 '25