Fusiomon has always been more than just a project to me. It’s something I’ve been building alone for years, piece by piece, late at night, and usually fueled by equal parts passion and caffeine. After everything that’s happened since the Beta, I owe you all an honest update on where things stand and where we’re headed next.
The original Beta launch was a milestone. After years of development, Fusiomon had finally come to life: card packs could be opened, battles could be fought, monsters could be fused through AI, and a leaderboard system was running. For a short moment, it felt like the dream was finally real.
But even after the initial technical issues were fixed, a more fundamental problem remained. Fusiomon worked, but it didn’t flow. Players could collect, battle, and fuse, but there wasn’t a clear sense of "why". No guiding purpose, no natural progression, and no real tutorial. People were curious, but they often got lost after a few minutes.
That’s when I realized something painful but important: even with solid mechanics, a game without a strong sense of direction will eventually lose its players.
There’s another part of this story that I haven’t really talked about until now: the financial side. The AI image generator that fuses two monsters into a new, unique creature is what makes Fusiomon truly special. But it’s also what makes it expensive.
Each fusion costs real compute time, and over the months, those costs added up fast. I was financing everything out of my own pocket: the servers, databases, Unity backend, and AI image generation. Sadly, while the game did get attention, the in-game purchases (Fusion Orbs) and optional donations were barely used. Without any revenue, it became impossible to sustain the project long-term.
As much as it hurts to say this, I had to take the Beta offline. Keeping it running without income simply wasn’t possible anymore. This was never about giving up; it was about preserving the future of Fusiomon instead of letting it quietly burn out under financial pressure.
The Beta wasn’t a failure. It was an education — a brutally honest one. I learned that cool features mean nothing if they don’t connect to a clear purpose. I also learned that transparency matters. Many of you reached out with constructive feedback, bug reports, and suggestions. And one message kept repeating: "I love the idea, but I don’t really know what to do next".
That feedback shaped the next chapter of Fusiomon. Instead of adding more content on top of what already exists, I decided to rebuild the entire experience from the ground up, with two new core pillars at its center.
The first big change is a completely new world structure. Instead of starting in a crowded menu with every feature available at once, players will begin on a single, empty hex tile — their first piece of an island. From there, they’ll uncover new tiles step by step, placing structures like the Market or the Arena as they progress.
This creates a natural sense of discovery. You don’t just unlock features; you build them. The tutorial becomes part of the gameplay itself. Each new hex tells you, "Here’s your next step", guiding players without overwhelming them.
The second new core feature is the Mine. Every player will have their own procedurally generated ore network hidden beneath their Hex-Grid island, filled with elemental resources like Fire, Water, Ice, Light, and more. But mining them isn’t as simple as clicking a button.
When a new Hex-Tile appears at the edge of your territory, it comes with its own randomized elemental signature and a guardian monster that protects it. To claim that tile, you’ll first have to defeat its defender in battle. Once the guardian is defeated, you can enter the mine itself and work your way down to the elemental core buried beneath it. Completing the mine marks it as conquered, adding the tile to your domain and expanding your Hex-Grid territory step by step.
This is where the fusion mechanic gains new depth. You’ll fuse not just to experiment, but to craft monsters suited to the elemental challenges of each mine and the battles that guard them.
Later on, a marketplace will allow players to lend or trade their monsters, opening up new strategies for those who specialize in rare or unusual elemental power combinations. Not every team will need to fuse every possible type on their own — some players might instead focus entirely on creating and sharing unique elemental monsters with others.
The Mine connects everything: exploration, collection, fusion, and progression. It turns the Hex-Grid into a living, evolving world that expands with every victory and every fusion you create.
The old Beta site has now become a Relaunch Page. Development updates and progress insights will continue to appear on Fusiomon’s social channels. I’ll keep sharing new Dev Insights and behind-the-scenes posts as the project evolves.
What’s coming next will be a huge evolutionary step for Fusiomon and it will naturally take a lot of time and effort to build. I can’t really predict how fast progress will move forward, but I’m doing my best to push myself every day to keep things going and to bring you fresh updates whenever possible.
If you’ve been part of the journey so far, thank you. Your feedback, patience, and encouragement mean more than you know. And if you’re new here, welcome — you’re joining right as Fusiomon begins its next evolution.
Fusiomon isn’t dead.
It’s evolving.
And I can’t wait to show you what comes next.
Thank you for reading, and thank you for believing in this crazy idea of mine.
Matthias, Fusiomon Solo Developer