Monster Fantasy turns Monster Hunter-style hunts into Animal Crossing-style village life
Hands-on with the early build shows on-the-fly class switching, monster mounts, crafting, and optional chill quests.

IGN went hands-on with a very early build of Monster Fantasy, a hybrid action-RPG from Chinese developer Jotoyo shown at a BiliBili Game First Look event in Shanghai. For decision-makers, it signals a clear product bet: a single game that serves both combat-driven and cozy players, with choice built into systems.
Monster Fantasy is trying to solve a problem most action games never even acknowledge: what if you want to hunt monsters, then go home and live in the village, too. In an early build shown at the BiliBili Game First Look event in Shanghai, the game presents itself as a flexible hybrid adventure where you can lean into beast-hunting for thrills or coast into a laid-back loop of catching bugs and hanging out with villagers.
That choice is not just marketing fluff. The same world supports big boss fights and also calmer village routines, including a soundtrack shift from up-tempo metal to flute and acoustic guitar once you beam back to the settlement hub. In the build IGN played, the exploration access is routed through large teleportation crystals around the main village hub, though a lot of the larger areas were locked off for the demo. What was available focused on a woodland area with caves and small streams, while the game’s broader look still promises contrasting biomes, from rolling hills and desert plains to intimidatingly vertical volcanic areas in the kingdom of Eldoras.
The combat pitch comes in a package that feels engineered for variety. Monster Fantasy is an action-RPG with an art style that pairs adorable chibi-style character designs with realistic, detail-rich environments. The game has four character classes in the build, with Chinese developer Jotoyo hinting that a fifth might be added before eventual release. The classes are straightforward to name, but their differences can matter in play: a warrior, swordsman, archer, and mage. The key convenience is that you can switch on the fly by swapping your currently equipped weapon. Unequip your sword and shield and replace them with a staff, and you instantly shift movesets from warrior to mage, for example.
That sounds easy. It isn’t always safe. IGN noted the inventory menu doesn’t pause the action, so switching classes requires you to be out of harm’s way before you do it. In practice, that makes class swapping a tactical decision, not a casual UI habit. Warrior offers beginner-friendly defense, including blocking with a shield and, if timed correctly, perfect guards that temporarily make you invulnerable so you can deliver follow-up uppercut slashes and shield bashes without eating damage. Swordsman, by contrast, leans into dodge play, equipping katanas for rapid slices both horizontally and vertically, and rewarding perfect dodges with a doppelganger that eventually attacks in a simultaneous assault from multiple angles. If you want ranged pressure, archer fires homing arrows in barrages. And IGN’s favorite ranged option in the hands-on was the mage: holding the right trigger lets the mage hover for mobility, while spells are built through element combinations mapped to controller face buttons.
The mage kit is where Monster Fantasy tries hardest to blend spectacle with control. IGN described chanting combinations of four elements, letting you volley shards of ice or launch tornado attacks. You can also use defensive magic like conjuring a crystal-like wall to absorb a single enemy attack. Then there’s the charged beam: build up fire, water, earth, and wind to unleash a sustained energy beam that steadily strips health, shown as a stream of hit point numbers. In other words, the combat is designed to reward both timing and expressive spell rotations, not just button-mashing.
Boss fights in the demo leaned into that promise, with a limited roster but clear variety. IGN played through three major bosses: a grizzly bear-sized squirrel, a large rhino beetle covered in stony armor plates, and an enormous griffin that can attack both from the ground and in the air. Against the squirrel, combat was described as relatively manageable because its rolling attacks were clearly telegraphed and easier to counter. The beetle and griffin were more drawn out, and importantly, more satisfying to finish.
The standout example was the beetle. IGN enjoyed blasting armor plates off the beetle to expose flesh underneath, then aggressively unloading attacks before the creature could burrow into the earth and emerge again with its shell repaired. Besting that beetle took a full 20 minutes. The reward in the demo was the sense of triumph, but the full game adds a more progression-forward angle: capturing monsters and converting them into mounts, plus cultivating rare crafting ingredients from their dead bodies. That crafting is described as coming through a quicktime event-based forge system, and it’s framed as the path to stronger weapons and armor.
Outside combat, Monster Fantasy aims to keep the cozy loop intact through the settlement and role-play systems. In the demo village, IGN saw countless homes, mills, vendor stalls, a bulletin board for quests, fields dotted with scarecrows and haystacks, and even a tavern. The build had limited interactivity in terms of what you could directly do, but IGN was told that in the finished game you’ll be able to customize the township layout and gather resources to expand the village. There’s also an assurance that every villager will have their own personality and hobbies, though IGN acknowledged the demo was entirely in Chinese, limiting what could be verified. Still, that’s part of the same design bet: make the village feel alive enough that players who avoid combat are not stuck waiting for hunts to happen.
Player choice is the core of that bet, and it cuts deeper than just “combat vs chill.” IGN was told you can slay every behemoth if you want, or choose a more peace-loving path that includes fishing, mining, cutting down trees, and catching exotic butterflies to grow the township, similar to Animal Crossing. Even crafting can be rerouted: if you need an exotic ingredient only obtainable by killing a specific monster, like the teeth that can only be claimed by killing one of the super squirrels, you do not have to do it yourself. You can task a more battleready villager to go hunting on your behalf, with the caveat that someone you send might not come back in one piece if the beast is too powerful. Alternatively, you can recruit NPCs to hunt alongside you or group with up to three other friends using the game’s four-player co-op.
There’s more in the pipeline too, including romance. IGN reports the team is currently exploring the inclusion of romance with your fellow villagers, framed as another optional break from taming dragons in the wild, to “tame your neighbor’s heart instead.” That matters because it expands what “cozy” means in this hybrid model. Romance and village customization turn the settlement into more than a menu. It becomes a reason to return, even if you are not in a mood to fight a griffin.
For executives and investors watching the cozy-plus-combat subgenre evolve, Monster Fantasy is a clean example of a product doing two things at once: sustaining engagement across different player temperaments and turning monster ecosystems into both combat progression and lifestyle content. Monster Fantasy doesn’t have a confirmed release date, and given the early state of the build IGN played, it’s not expected any earlier than what comes after that unfinished work. But the strategic signal is already there: the systems are being built so that the same player can hunt, craft, recruit villagers, and expand a living town, instead of forcing them into a single playstyle lane. The second-order question for boards is simple: can this choice architecture scale into a full game without turning into busywork? If it does, it could define how hybrid action-cozy games compete for mindshare.
This story's Key Insights and Take-aways are locked.
Create a free account to unlock Executive Actions for one credit.
Register to UnlockAlways free for Executives Club members. Join the Club
More in Entertainment

Deltarune Chapter 5 smashes 300,000 Steam peak just minutes after launch
Within minutes, Toby Fox's episodic RPG blows past its own record, changing what “momentum” looks like on Steam.

Bob Iger defends pulling Jimmy Kimmel off Disney air, even as FCC reviews ABC licenses
Disney shareholders called it political; nine months later, Iger says it was “bad taste,” and the fallout isn’t done.

Conan switches from movies to Prime Video series, pushing the franchise into animation’s legacy lane
Prime Video is turning Conan into a new format, betting on the character’s deeper TV history and audience pull.
