
Hell has frozen over. Only you can protect the final burning pyre from the forces of heaven and restore the inferno. Monster Train brings a new strategic layer to roguelike deckbuilding, with three vertical playing fields to defend. Includes the released updates Wild Mutations and Friends & Foes! No playthrough is ever the same, it’s a fresh challenge every time. You’ll never play the same deck twice!




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
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| Russisch | |||
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| Portuguese (Brazil) | |||
| Simplified Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Oh, yeah, baby, that's the good stuff. Slay the Spire turned me into a roguelike deckbuilding junkie. After logging 400+ hours in it, I've been on a two-year journey through a bunch of other games in the genre. I've played a lot of good ones, but this one deserves special mention. The Slay the Spire inspiration is definitely there, but it clearly served as more of a jumping off-point into its own game, and deserves to be talked about on the strength of its fresh new ideas alone, because it has a ton, and a lot of them are just fantastic. First, the deckbuilding itself. Monster Train very clearly understands what makes a deckbuilder fun, and is built off of the idea of finding crazy unexpected synergies between its cards, artifacts, and champions. It chooses to focus on multiplicative scaling as opposed to additive, and it gives you a lot of control over which cards and units you choose
From a pure gameplay design perspective, I think Monster Train is weaker than Slay the Spire. It's loud and flashy, but the game is mostly won at the strategy layer, where it's a game of matching units and spells to the upgrades they need to be effective. Individual battles generally don't involve a lot of skill. The switch from drawing being abundant and energy being very rare to drawing being very rare and energy being abundant means it's common for the player to dump their entire hand every turn. But despite both being deckbuilders with clear, focused, well-communicated design, Monster Train is aiming for a different experience. Slay the Spire is about assembling a toolbox, where you will never be more than a few suboptimal choices away from defeat. That's incredible game design, but it can also be stressful. Monster Train is a game about figuring out how to make yourself invincible
Most of the top reviews already cover what makes this game great, but I wanted to make sure potential buyers knew that they have options to turn off the moving backgrounds and camera shake.
If you like roguelites, buy this game. If you like Slay the Spire, buy this game. If you like [insert any strategy game], buy this game. I was primarily a Magic the Gathering content creator, and this game hooked me so deep that I became a content creator for it. This gets my highest recommendation.
With one of the trends these days being every developer and their cat wanting to make their game into a deckbuilder, the market is pretty flooded after the success of Slay the Spire. When there are many cheaply-made Slay the Spire clones, you have to ask, "Ok but why should I even consider this one? For sake of space, I'll make the assumption you know the basics of deckbuilders. What makes Monster Train different? 5 demon clans to choose from, and each run you pick TWO! This allows for SO much variation in the game. Mix and match the various strengths of each clan to make different strategies. Each clan has its own thematic and mechanical flavor. For example, the first two clans, Hellhorned (Red) and Awoken (Green): Red brings heavy hitters, direct damage spells, rage buffs and mischievous imps which have fun effects on summon, while Green brings sturdy blockers, swift attackers, sta
Got this game because of Northernlion, Loved watching it, and loving playing it. Can't wait to see everything it has to offer, and then see what else comes after.

Win a run with 0 cards at the end of the run.

Win a run without collecting any artifacts.

Score at least 50,000 points in a Daily Challenge.


Win a run with all covenants enabled on The Stygian Guard.

Win a run without a Champion.
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Structured threads, verified dev answers and player expertise without chat noise


We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!


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