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Reception devlog · Feature

Monsters by the numbers

· BellHop Studios

Reception has three monster species today: the rat, the bat, and the ghoul a bat becomes. Here is how they are built, how they grow on the map, and how simulated fights, not feel, set their numbers.

3species: rat, bat, ghoul
4tiers: Common, Elite, Champion, Boss
5monster abilities, every one priced in Gear Score
10 → 83HP from an Elite bat to the Champion ghoul it becomes
146,300fights in one training sweep
95 / 50 / 20 / 5target win rates per tier, percent

A species and a tier

Monsters have no class. They use the same six stats as heroes (HP, ATK, DEF, MAG, RES, LUK), and a tier multiplies the species' stats: a stat at tier t is the base stat times (1 + 0.25 t), rounded, where Common is 0, Elite 1, Champion 2 and Boss 3.

A species can promote. A bat that reaches Champion changes form into a ghoul, and uses the ghoul's base stats under the same multiplier. Only the spawning species ever spawns, so a ghoul exists only because bats won. Name, art and tier word follow the form: a bat at absolute tier 2 is shown as a Common Ghoul, while its stats, abilities, tokens and drops keep keying off the absolute tier.

Species, tierFights asHP / ATK / DEF / MAG / RES / LUKAbilities from this tier
Rat, CommonRat8 / 3 / 2 / 0 / 1 / 2none
Rat, EliteRat10 / 4 / 3 / 0 / 1 / 3none
Rat, ChampionRat12 / 5 / 3 / 0 / 2 / 3Poison Bite
Rat, BossRat14 / 5 / 4 / 0 / 2 / 4Poison Bite, Over Bite
Bat, CommonBat8 / 6 / 2 / 0 / 2 / 6none
Bat, EliteBat10 / 8 / 3 / 0 / 3 / 8Bleeding Bite
Bat, ChampionGhoul83 / 27 / 24 / 9 / 6 / 2Bleeding Bite, Red Drinker
Bat, BossGhoul96 / 32 / 28 / 11 / 7 / 2Bleeding Bite, Red Drinker, Blood Rage

The jump from an Elite bat at 10 HP to a Champion ghoul at 83 is deliberate. It is the Bat Fields' signature spike, and the sign that it is time to leave.

Five abilities, each with a price

Monster abilities are given per form, each from a minimum tier, so a unit grows new actions as it is promoted.

AbilityEffect, as the card saysCooldownWorth in GS
Poison BiteBurns a tenth of the victim's health every turn for three turns2 turns10
Over BiteNormal damage ignoring defence, always on whoever stands in front3 turns8
Bleeding BiteOpens a wound that bleeds a tenth of the victim's health a turn; every bite adds a stack2 turns14
Red DrinkerHeals for the blood its side's bleeds have drawn since its last turnpassive10
Blood RageBelow a third of its health, double damage to anything already bleedingpassive8

A monster unit's Gear Score is its stats on the monster table, plus the GS of every ability it knows (decided 2 October). Stats alone read a ghoul badly wrong, because its danger is a bleed that will not close and a thirst that undoes the party's healing.

How the numbers were tuned

Monsters on the map

On a field, monsters live as groups of one to four units. Groups move on their own clock, grow by meeting each other, and start a fight when they reach a party. A group's tier is earned on the map. That is how a field full of Common bats ends up with ghouls in it.

Merging and promotion. When two groups meet, one of three things happens:

  1. Absorb. If either is a lone unit and neither is full, the lone one joins the other, up to four units.
  2. Power-up. Otherwise the stronger group wins, scored as tier times 100 plus size. One random eligible unit in it goes up a tier, and a bat reaching tier 2 becomes a ghoul.
  3. Stat-absorb. If every unit is already at its cap, the group's Boss permanently absorbs a share of the loser's stats instead. The share shrinks as it nears the field's Boss cap: 250 GS on the Rat Fields, 625 on the Bat Fields, counting its abilities.

Movement. Every group goes through the same steps: cadence, treasure pickup, merges, fight triggers. Only the choice of direction differs, by the field's movement model:

ModelUsed onHow it picks a direction
BaselineRat FieldsKnows where treasure is, sees in a plus shape that grows with group size, and stands still when nothing is reachable
MysteryBat FieldsOne objective at a time; a species sight radius plus one per extra member; remembers a chased party for four activations; roams with a heading, turning 12% of the time at forks
TrailNot assigned yetA 25% notice roll inside a notice range and a 3% chance to lose track, borrowed from Brogue; follows the party's last 50 footprints; wanders between waypoints so an idle group covers the floor

The two newer models came out of two research memos in September, one on Mystery Dungeon and one on how peer games run their monster AI. Species settings move them: bats step every 2 ticks and ghouls every 5, and a group moves at its slowest form, so a ghoul can never run a party down. Rats see 2 tiles, bats 3, ghouls 4. Rats wander 15% of the time, bats 35%, ghouls never. A lone unit moves every 4 ticks, a group of three every 2, and a full group every tick.

Tokens and jobs. A killed monster can leave a token behind: a Rat Tooth, a Bat Wing, or a Ghoul's Skull from tier 2 up. A party carries tokens home, and a rival party can steal them in PvP. A field's jobs ask for tokens: an Errand for 3, a Contract for 8, and a Trophy for 1 skull. Making tokens the jobs, on 4 October, replaced the whole earlier assignment ladder. Ghoul Bosses on the Bat Fields also drop the four tier-5 special gear pieces.

Numbers set by simulation

Numbers in Reception are set by simulation, not by feel. On-demand harnesses play thousands of real fights through the same engine the game uses. Unit tests then pin the results and the rules, so a later edit cannot drift without a red build.

HarnessWhat it measuresWhat it decided
LethalityWipe rate per field, party and movement model, 30 runs a cell5 October: on the Bat Fields a half-cap party (251 GS) wiped in 27% of runs on Baseline, 10% on Mystery and 3% on Trail. At 91% of the cap, 0%. Every Rat Fields wipe came from rival parties.
Creature ladderWin rate per tier against a party fresh off the previous rung's capThe rung targets: Common 95%, Elite 50%, Champion 20%, Boss 5%
Ghoul resistanceGhoul RES against starting castersGhoul RES 10 to 4 (2 October)
Ability worthWhat a monster ability is worth, priced by the health it costs a partyThe GS values in the abilities table above
Training sweepTraining Hall rooms, fight by fight146,300 fights in room 6: 39.2% of party beats used a skill, 8.6% crit. 843 splash hits of 1 spilled 0, which led to the splash floor.

What the measurements taught

Rules for tuning a monster, set on 2 October:

Gear Score itself was checked against outcomes too. An HP weight between 0.05 and 0.15 predicted fight results best, so raising the hero and monster HP weight was rejected on 11 October. Only the gear table moved, to 0.2, when the Quilted HP line was measured against the standard Common set.

Questions still open

How the monsters evolved

The heroes' half of this machine, the stats, the classes and the order of authority on every beat, is in How a fight works. For the story of how all of this got built, start with How Reception was built. If you'd like to advise on it or help build it, write to support@bellhopstudios.com.

More from the devlog

How a fight works

Six stats, one hit pipeline, four classes, how a hero is written down, and the order of authority that decides every beat.

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.