
Developed by Nerdook (Reverse Crawl, Vertical Drop Heroes), Monster Slayers is a complete reimagining of the free web-based hit of the same name, which has been played over 4 million times on gaming portal, Kongregate. A rogue-like deck-building RPG adventure, Monster Slayers uses an innovative card-based battle system and lets you customize a deck to suit your play style. Create a new hero to join the Monster Slayers Guild and choose your path through the perilous Northern Valley as you follow your quest to defeat the legendary Harbinger and become a true Monster Slayer.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Italiano | |||
| Simplified Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Update 1: Just later in the day, I've beaten the game with two other classes. One was Ranger, with which I was familiar with. The other was Knight, first time playing it... so I suppose there is also a significant element of learning the game, it's not just "learn the class". Took me 20 hours, but it seems like I can consistently win on Normal mode, now. Might be worth giving Legendary a try. Update 2: Add Barbarian to the list. So yeah, once you play enough, you'll be able to win consistently, even with unfamiliar classes. I guess the trick is learning to have a small enough deck with good draw so you can stack a lot of small effects without losing actions points. Since "Normal" mode can be beaten very consistently, I'll give Legendary a shot and see how it changes. Update 3: I've beaten the game with every basic class. Now I'm going through the 6 "Advanced" classes, beaten it with 2.
At its heart Monster Slayers is a rogue-like adventure, but the addition of deck-building and RPG features makes it even more compelling. The game opens with you creating a custom character who can be either a rogue, ranger, knight, barbarian, cleric, wizard or a more advanced class. Combat is very simple and you begin each battle with three randomly selected cards from your deck. The amount you can use depend on your available action points and, in the case of magical spells, your mana. Bring your opponents health down to zero before they do the same to you and you reap the rewards in the form of experience points and loot. Monster Slayers simplicity can also be its undoing. Whilst fights are breezy and keep the pace brisk and to the point, they also risk devolving each run into a rote, by-the-numbers strategy. Cards that draw a card are king here, and having a deck that’s built to c
It's a fun game and I've certainly enjoyed my 20+ hours with it on the whole but the deck strategy does not satisfy. You would expect different optimal setups for each of the 12 different classes but no, it always boils down to reduce your deck size to a minimum of cards that draw another and maximise damage. You don't get to build interesting decks that are based around a theme or anything like that. It is just cycle cards, cycle cards, cycle cards constantly and it gets dry fast. If you enjoy something that's not terribly well balanced and running small tight hands over varied strategies then sure go for it, but if you are into tabletop games like Legendary then I would skip this.
enjoyed immensely, but only issue I had is that there are no hot keys. Being a paraplegic, I use voice activated software to play games, and it would be light-years easier if I could just say a key instead of relying on moving the mouse.
25 hours in hmmm, the first week? It's a roguelike...ish, on the basis that when you die, you start over. It's got the modern roguelike trends of investing upgrades from your runs to make your next runs more succesful. Does it do roguelike well? For me yeah, every run is different, even playing the same class is normally different to the last run due to RNG throwing you different card upgrade and purchase choices, and all classes play very, very differently to each other, despite retaining a decent balance all over. The upgrades are meaningful, necessary for the endgame, yet not brutally overpowered to the point where eventually the game is easy. The cards ... such an interesting deckbuilding experience. You start with a bad deck in all cases, your good cards low level and plenty of cards you just really don't want and look for the opportunity to dump. Post-run upgrades let you steadily
Fine RPG deckbuilder with a roguelike progression mechanic that's fun for a while before it gets far too tedious for its own good especially if you entertain the notion of going for all the chievos. My main beef with the game is enemies have tiny decks (12 or so cards) that in the third dungeon they can easily go through each turn and when they got a card like "Enough' that disrupts your own combos... well it's not much fun to play vs a card designed to stop you from exploiting the efficiency of the deck you built. I got enough fun out of the game to recommend but if you're obsessed with 100% games I'd avoid this one unless you want to put a lot of time into the game.

Complete Legendary mode with 12 different classes.

Complete Legendary mode with 6 different classes.

Defeat the Harbinger with a Dragon.

Complete a game in Legendary Mode.

Defeat the Harbinger with a Merchant.

Defeat the Harbinger with a Brute.
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