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.
Independent project in development
An online, hyper-realistic and interactive animal life simulator where every player can build relationships, explore the world and live their own story.
The project
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.
Shared life
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.
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.
The companion system may be used by animals of the same species or by different species.
Physical interaction
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.
A functional world
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:
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.
Control and identity
Each animal will have movement adapted to its size, body and behavior.
The goal is to make players truly feel that they are controlling that species instead of using one generic movement system for every character.
Social life and conflict
Characters will be able to interact physically in many different ways. Some actions will be friendly, while others may be used during conflicts.
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.
Survival
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.
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.
One life at a time
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.
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.
Immersion
The world will feature a natural and immersive atmosphere. Each region may have its own environmental sounds:
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.
Technology
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:
Your own story
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.
Important notice
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 the project
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.