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Tamo&Tamer

A cozy monster-collecting RPG with ranch-building and roguelite expedition elements. Take in the monsters that wander in through the rift, raise them, grow crops, lay paths and raise buildings, then dive back to battle side by side. So many to collect, craft, and discover!

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About the Game

It started with a crack in the hills north of your ranch, on an ordinary morning. Strange

monsters started slipping through, one by one. They weren't from our world. Lost, hungry,

with nowhere to go back to. So you took them in, figuring you'd get them home someday.

💎 Collect over 100 monsters

  • Take a monster down out beyond the rift and it leaves a dimensional stone. Carry it home alive and that same monster fights for you next run.

  • Drop a stone into the summoning circle and wait to see what wakes up.

  • Build a roster of 100+ monsters, each with its own element and kit, and fill out the compendium.

🌿 Raise them on a living ranch

  • Every monster has its own personality, moods, and taste in food. They wander, nap, sulk, and get in the way all on their own. These aren't livestock you put to work. They're family.

  • Feed them what they actually like and get on their good side, one at a time.

  • The chopping and gathering are on you. Clear trees, lay paths, put up buildings, and make the ranch your own.

🌀 Head back through the rift

  • Every trip through the rift reshuffles the map and what's waiting on it. No two runs play out the same.

  • Press your luck. Push deeper for a bigger haul, or bail while you're ahead. Nothing's yours until you make it back.

  • Honestly, a run is half-won before you set out, based on who you bring and what you pack.

⚔️ The fight runs itself; you win it in the setup — an auto-battler roguelite

  • When the fight starts, your monsters read the field and battle on their own. Instead of controlling them directly, you set the board before they clash.

  • Which comp you run, who you place where, how you set each one's movement range, and every bit of terrain, cover, and trap 

  • So you don't need fast hands. The same enemies can be a blowout or a total wipe over a single placement. Finding the best line on a board that's freshly laid out every fight is what makes this game tick.

Beat them, summon them, raise them. Then dive back through the rift.

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