Independent project in development

Become A Monarch

An online, hyper-realistic and interactive animal life simulator where every player can build relationships, explore the world and live their own story.

Online experience Animal life Interactive environment Hyper-realistic graphics Unreal Engine 5.7.4

Overview

Become A Monarch will be an online life simulator where players can live as different animals, explore an interactive world, form groups, build relationships and develop their characters over several weeks.

One of the game’s main highlights will be its high level of visual realism, featuring detailed animals, dense fur, immersive natural environments, advanced lighting and contextual interactions with nearly every part of the world.

Although the map will not be enormous, it will be designed to be functional, detailed and meaningful. Instead of large empty areas, each region will offer activities, interactive elements and its own exploration possibilities.

Online world, groups and companions

The game will work as an online experience, allowing different players to share the same world, interact with one another and build their own relationships.

Players will be able to explore the map together, form groups, play, cooperate, enter conflicts or simply live freely as their characters. Interactions will not be limited to the same species: cats, wolves, foxes and other animals will be able to coexist and take part in different situations within the same world.

Follow Me

Players will be able to form packs or partnerships using the “Follow Me” option. Once accepted, it will be easier to travel together and keep track of the other character.

Different species

The companion system may be used by animals of the same species or by different species.

Carrying other players

Some characters will be able to carry other players on their backs. This interaction will not necessarily depend on species: an animal may carry a smaller friend even if they belong to another species.

Cats, for example, will be able to climb onto the back of any animal without asking permission. The other animal may roll on the ground to remove them, and the cat will have to wait a few minutes before climbing onto the same character again.

This mechanic may be used for play, transportation, protection, rescue or unexpected situations between players.

Interactive environment

A large part of the environment will be usable by players. Everything visible will be designed to offer opportunities for exploration and interaction.

When approaching certain objects, the player will be able to click them and choose a contextual action through a system similar to The Sims, but simpler. A tree, for example, may offer the following options:

  • Rub against the trunk
  • Sharpen claws
  • Climb
  • Rest near the roots
  • Sleep

O animal reproduzirá automaticamente uma animação apropriada para sua espécie e seu tamanho. Sharpen claws poderá fortalecê-las temporariamente, oferecendo vantagens em determinadas interações ou confrontos.

Objects placed around the map will not exist only as decoration. A cat may, for example, kick a can or a stone and play with objects found throughout the environment.

Movement

Each animal will have movement adapted to its size, body and behavior.

  • Walk
  • Run
  • Jump
  • Crouch
  • Climb
  • Balance on narrow surfaces
  • Climb structures
  • Descend from high places
  • Explore natural obstacles

The goal is to make players truly feel that they are controlling that species instead of using one generic movement system for every character.

Player interactions

Characters will be able to interact physically in many different ways. Some actions will be friendly, while others may be used during conflicts.

  • Bite
  • Scratch
  • Lick
  • Push
  • Play
  • Roll on the ground
  • Chase
  • Show affection
  • Take part in small disputes
  • Take part in rougher play

Context and player choices will determine whether an interaction is affectionate, playful or a real attack.

In the future, certain fights and playful interactions may also open quick minigames, such as click-speed challenges or letter and number accuracy challenges.

Health, injuries and recovery

When a character loses all of their health, they will not be automatically deleted or forced to start over. The animal will become incapacitated or seriously injured, allowing other players to help or giving the animal time to recover by sleeping and licking itself.

  • Treatment
  • Rest
  • Protection and presence of other players
  • Licking by other animals or by itself
  • Gradual recovery over time

The presence of other players will help health recover more quickly. They will be able to stay nearby, protect the injured character and help until their condition is restored.

Death and growth systems

Death system

Permanent death will not be mandatory. When a character is defeated, the player may wait for help and attempt to recover.

Permanent death will only happen when the player decides to end that character’s life, because it will not be possible to keep two different animals at the same time: there will be only one active life at a time.

This system will prevent weeks of progress from being lost because of a single fight, accident or unexpected attack. At the same time, players may voluntarily end a character’s story and begin a new life with a different appearance or species.

Growth

Animal growth will happen gradually. It may take up to one real-life week for a player to reach the fully adult stage.

Players will experience different stages of the animal’s life, creating a stronger bond with the character and giving more value to survival, relationships and personal history. Growth will not be only a waiting period: players will be able to explore, form groups, interact and take part in activities throughout the map.

Atmosphere and sound

The world will feature a natural and immersive atmosphere. Each region may have its own environmental sounds:

  • Wind
  • Leaves
  • Water
  • Insects
  • Birds
  • Distant animal sounds
  • Footsteps on different surfaces

Animals will also have specific vocalizations and sounds for movement, interactions, injuries, threats and displays of affection. In this way, an animal will be able to communicate whether it is friendly or hostile through sound.

The use of music during gameplay is still being evaluated. The experience may prioritize the natural and environmental sounds of the world.

Graphics and performance

Become A Monarch will focus on hyper-realistic visuals. Animal models, fur, lighting, vegetation and environments will be developed to provide a detailed and immersive visual experience.

Because of this level of quality, the game will require a computer capable of running advanced graphics. Its audience may be more limited, but the goal is to provide a striking, high-quality visual experience.

The game is being developed in Epic quality mode using Unreal Engine 5.7.4 with the following system configuration:

Processor
12th Gen Intel® Core™ i9-12900F, 2.40 GHz
Memory
64 GB
Graphics card
NVIDIA GeForce RTX 3060, 12 GB
System
System operacional de 64 bits e processador baseado em x64

Freedom of play

The game will not force every player to follow the same path. Each person will be able to decide how they want to live within the world.

The main goal of Become A Monarch will be to allow every player to live a unique experience, creating relationships and stories inside a realistic, social and fully interactive animal world.

Project in development

Become A Monarch will be developed continuously, and the information presented on this page represents the current vision for the project. The game may change, its first playable versions will be simpler and updates will be ongoing.

During production, some systems, animals, mechanics, map elements, visual features and ideas may be changed, replaced, expanded or removed. These changes may happen for technical, creative, performance or balancing reasons, or to improve the overall player experience.

For this reason, no mechanic described here should be considered final until its finished version is officially presented. The goal is to preserve the core concept of Become A Monarch while adapting details whenever that helps create a more complete, enjoyable and functional game.

Support Become A Monarch

Become A Monarch is an independent project and may receive support from the community during development. Donations are voluntary and may help with everything needed to keep the project moving forward.

Financial support will not be required to follow development or be part of the community. Every contribution will help support the continued development and evolution of Become A Monarch.

Everyone who donates will receive the game for free and also receive a fully exclusive animal, currently planned to be a white tiger.

The ideas, benefits and rewards described on this page may also be adjusted during development. The channels above are the official ways to support the project.