Today (September 25), Monster Hunter: Traveler debuted at the Tokyo Game Show (TGS) and opened for offline demo play.
Developed by Tencent’s TiMi Studio in collaboration with Capcom, Monster Hunter: Traveler is a brand-new entry in the long-running IP. The partnership was first revealed in 2022, but only recently has the game been presented to players in a more complete form. After a long wait, fans can finally see what innovations this new Monster Hunter title will bring.
Recently, Game New Knowledge was invited to a closed demo session of Monster Hunter: Traveler, where they experienced the same version shown on the TGS show floor. From Monster Hunter: World’s successful breakthrough into the mainstream, to Monster Hunter: Wilds further lowering the barrier of entry, the mainline games have steadily introduced the series’ core charm to more players. By moving onto mobile, Monster Hunter: Traveler takes another significant step in that direction. Its ability to let newcomers who have never played a Monster Hunter game still enjoy the thrill of the hunt may be its most distinctive highlight.
Familiar Yet Fresh “Monster Hunter”
Monster Hunter: Traveler introduces optimizations to gameplay mechanics and tutorials, making the game more accessible. At the demo session, even media staff with no MH experience grasped the core gameplay within a short time under guidance.
The challenge lies in lowering the entry barrier while retaining the series’s essence. The producer shared that they had experimented with more casual designs during development, but realized that oversimplifying would strip away the identity of Monster Hunter, leaving it indistinguishable from generic mainstream products.
Weapons remain at the heart of the experience. The game introduces a new Adventurer System, divided into the “main character adventurer” and “other adventurers.” Other adventurers can each wield only one weapon type, with unique skill systems tied to them, while the protagonist adventurer can freely switch between different weapons.
Instead of traditional light/heavy/special attacks, combat is translated into a mobile-friendly skill system. Concerns about complex “glass-scraping” combo inputs proved unnecessary; the system is intuitive in practice. The UI has also been redesigned for mobile. For instance, the Long Sword’s Spirit Gauge sits at the bottom center, while stamina is displayed next to the character model for clearer visibility.
Each character has regular attacks, three skill slots, and one ultimate skill. Though the specific moves differ, the button layout maintains consistent logic — Skill 1 often provides mobility, Skill 2 chains combos, and Skill 3 delivers high damage. During combos, icons turn yellow or red to guide the optimal input sequence. The team is also considering adding on-screen combo prompts, similar to Monster Hunter: World, to help players further learn.
Playstyles differ between the protagonist and original adventurers, even within the same weapon category. For example, with the Long Sword, the main character retains classic series moves like Foresight Slash and Iai Slash. In contrast, original characters use alternate techniques that simplify building Spirit Gauge levels.
Simplified Systems for Accessibility
Core systems have also been streamlined. The game now includes auto-facing in combat, automatically turning attacks toward the monster. A lock-on system lets players target the monster’s body center with a tap, or specific parts (head, tail, wings, limbs) with a hold. This lowers the difficulty of targeting weak points or farming materials.
Battle information is displayed more clearly: part break status, monster damage, knockdown duration, etc. Knowledge that veteran hunters once relied on experience to judge is now surfaced directly, allowing new players to pick up combat tactics faster.
Every adventurer also has a Perfect Dodge mechanic. For instance, with the Long Sword, a perfect dodge triggers an automatic dash slash leading into Musou Slash; with the Bow, it leads to a piercing shot. Knockback recovery has also been improved, letting players quickly roll to re-enter combat instead of being overly punished for mistakes.
The iconic sharpness system has been reworked into weapon progression, removing the need for mid-battle sharpening — easing frustration for newcomers. Five weapon types are currently playable: Long Sword, Dual Blades, Light Bowgun, Bow, and Lance, with more in development. Combined with the Adventurer System, this structure sets up long-term content expansion.
Outside combat, Traveler features a construction system for smoother traversal. Players can build launchpads and ziplines on maps, pairing with gliders to shorten hunts' often tedious pursuit phases.
Closer Multiplayer & Social Experience
Traditionally, Monster Hunter hunts are individual-centric, even when multiplayer, with teammates often fighting separately. Traveler introduces new features to foster tighter cooperation.
Co-Op Skill System: Up to four players can form a squad. Attacks build a shared meter for Co-Op Skills. Once charged, any member can trigger it to damage specific monster parts. Teammates can then chain their Co-Op Skills within a time window, toppling the monster and amplifying damage. Timing and coordination introduce tactical depth.
Clear Role Divisions: Original adventurers fall into three categories — “Assault,” “Breaker,” and “Support.” The protagonist can switch roles (though only Assault was available in the demo). This provides defined team compositions. For example, Bow’s ultimate can throw a vial that damages the monster while spreading buffs to allies, enhancing both offense and support.
New companions expand gameplay variety. In addition to the classic Felynes, two new Pal types debut: Rutaqo the monkey (construction specialist) and Medoli the owl (healer/rescuer). These companions also reflect the three role archetypes. When players fain, they enter a downed state instead of instantly being carted, allowing allies or Medoli to revive them.
The developers also plan to expand in-game social systems — including real-time voice chat and quick communication wheels — to support diverse player preferences worldwide. Social depth is expected to become a core differentiator, primarily as Tencent TiMi is known for expertise in this domain.
Conclusion
By moving onto mobile, Monster Hunter: Traveler opens the door to a new audience. With gameplay habits shifting, design has evolved toward stronger positive feedback loops and enhanced social play. The current build shows a thoughtful balance: lowering complexity while retaining the thrill of weapon mastery and tactical combat.
After over 20 years of evolution, Monster Hunter has become a globally renowned franchise, increasingly attracting non-core gamers. In November, Traveler will begin its first global test — potentially welcoming a new wave of hunters.