Main game
3.87 average rating based on 284 ratings
This year has been a pretty disappointing experience in terms of games in my opinion; I've only really played two or three of them. But this game in particular has peaked my interest.

I really like this game. It's like Slay the Spire, except you summon monsters (a bit like MTG or Hearthstone) and with some slight tower defence elements. It works really well; you can tell that this has been really well balanced, play tested and refined.
The game is simple to learn and difficult to master. Very satisfying and addictive to play. Animations, music, sound design and progression are on point. You can choose from five different decks/clans to play with, using various combinations to build your deck. There are assorted difficulty levels and each run feels very unique with the assorted bosses, enemies and modifiers. Definitely many hours of content right here, worth checking out.
I have been beyond fatigued of roguelikes for a long time, but this one has all the right ingredients to make the genre work for me.
This is first and foremost a deck-builder with turn-based card-playing combat, and I think it is a really approachable and fun one. Within a run there are a lot of decisions to make, but never in a way that's overwhelming. The game gave you a lot of information to plan ahead basically the entire run. The rules of combat are extremely clear at any given time and you always get a lot of information to make your choices. My first successes came pretty quickly which was great to help learn the game and give me confidence to increase the challenge level and try new things.
It's the first time I felt one of these games was fun enough to actually keep playing more than a couple hours after "beating" it for the first time, and I expect to keep playing long after this review. The relatively short time for a run and the big variety of deck / perk combinations available that play very differently are big contributors to this. The game does a …
I have been beyond fatigued of roguelikes for a long time, but this one has all the right ingredients to make the genre work for me.
This is first and foremost a deck-builder with turn-based card-playing combat, and I think it is a really approachable and fun one. Within a run there are a lot of decisions to make, but never in a way that's overwhelming. The game gave you a lot of information to plan ahead basically the entire run. The rules of combat are extremely clear at any given time and you always get a lot of information to make your choices. My first successes came pretty quickly which was great to help learn the game and give me confidence to increase the challenge level and try new things.
It's the first time I felt one of these games was fun enough to actually keep playing more than a couple hours after "beating" it for the first time, and I expect to keep playing long after this review. The relatively short time for a run and the big variety of deck / perk combinations available that play very differently are big contributors to this. The game does a fantastic job at making you want to try one more time to see what powerful combo of things you can put together.
Deck-building and related aspects aside, the actual combat is the most fun thing here. As sort of a hybrid of card games and tower defense, it has really dynamic fights where you're managing multiple sets of units at once. The tools that the game gives you to fight back can be really exciting, and over the course of several runs you can find yourself needing to cultivate very different conditions to win.
I'm not a huge fan of the game's overall visual style, but it definitely gets the job done in terms of clear visual communication. The different decks you can start with feel appropriately different in their theme and look, and some of the moves you can pull off look appropriately flashy. Presentation-wise they've also done well to make a ton of info accessible quickly, and allow fights to be sped up as needed.
This is for sure one of the best games on Game Pass, and I would recommend it even to people who are not thrilled about playing another roguelike. Even as someone who bounced off the similar Slay the Spire quickly, I thought this was much more fun and engaging. It has what I feel are the fun parts of roguelikes without being quite as punishing, but still with the depth and challenge being there once you're ready for them. Big surprise for me that I liked it this much.
Intro
In MT there are three floors with the "pyre" room above it. Enemies start at the bottom and try to make their way to the room to attack the "pyre". You place units and cast spells to stop them. These are drawn from a deck that starts with basic cards then gets expanded or reduced in size by picking various options.
The Good
I was discussing this game and STS on Reddit and suddenly it hit me. STS is a roguelike version of Northmark: Hour Of The Wolf and MT is a roguelike version of The Trouble With Robots.
Like TTWR it's a deckbuilding game in which you summon units and cast spells drawn randomly. This means it combines deckbuilding and tower defense - two of my favourite genres. The combination works so well because normally one of the weaker parts of the TD genre is the predictability of the towers, while deckbuilding tends to suffer from allies only being cards. MT gives you the variation of a card game and the engagement of building characters in a role-playing game.
Another strength of Monster Train, especially compared to Slay the Spire (which i thought was mediocre) is the …
Intro
In MT there are three floors with the "pyre" room above it. Enemies start at the bottom and try to make their way to the room to attack the "pyre". You place units and cast spells to stop them. These are drawn from a deck that starts with basic cards then gets expanded or reduced in size by picking various options.
The Good
I was discussing this game and STS on Reddit and suddenly it hit me. STS is a roguelike version of Northmark: Hour Of The Wolf and MT is a roguelike version of The Trouble With Robots.
Like TTWR it's a deckbuilding game in which you summon units and cast spells drawn randomly. This means it combines deckbuilding and tower defense - two of my favourite genres. The combination works so well because normally one of the weaker parts of the TD genre is the predictability of the towers, while deckbuilding tends to suffer from allies only being cards. MT gives you the variation of a card game and the engagement of building characters in a role-playing game.
Another strength of Monster Train, especially compared to Slay the Spire (which i thought was mediocre) is the amount of starting options. There are 6 factions (1 DLC) each with 2 paths each with a hero. You pick a faction and one of its heroes plus one of two path of a support faction. This gives you a ton of options to try out how things combine. And after that there are 26 difficulty levels (Covenant level 0-25) plus modifiers for non-official games (both boni and mali).
Some other points:
The Bad
Conclusion
Monster Train combines two genres i love with roguelikes, which i hate. Somehow it still manages to be one of my all-time favourite games. It offers nice, quick card/TD games with a lot of variety and progress to be made. After 60 hours i actually reset my progress to start from scratch, just because it was so much fun. I never do that.
I mean, in this game you can kill the endboss with a buffed oven while both have googly eyes, what more do you want?

Pretty much every major review I saw of this game on Steam said "If you like Slay the Spire, try this." So I did. And the two are comparable in many ways. Both are roguelike card builders where you go through waves of enemies with events in-between to upgrade cards, get new artifacts, and otherwise make yourself tougher. Not to mention the fan-made community challenges. But the differences are where Monster Train really shines.
First off, you don't control just one character. You have a "main monster" and summon hordes of minions to fight waves of enemies that spawn each round of combat. And the stage is broken up into three areas, with enemies advancing and trying to smash their way through to your Health Points at the end of each turn. This almost makes it like playing 3 games of Slay the Spire simultaneously and adds another layer to the strategy.
Then there's the customizability. After you've beaten the base game, you can turn on a challenge modifier. These can add buffs, debuffs, random cards, and a slew of other effects to make the game more challenging. Because the base game is actually fairly easy; once you get the …
Pretty much every major review I saw of this game on Steam said "If you like Slay the Spire, try this." So I did. And the two are comparable in many ways. Both are roguelike card builders where you go through waves of enemies with events in-between to upgrade cards, get new artifacts, and otherwise make yourself tougher. Not to mention the fan-made community challenges. But the differences are where Monster Train really shines.
First off, you don't control just one character. You have a "main monster" and summon hordes of minions to fight waves of enemies that spawn each round of combat. And the stage is broken up into three areas, with enemies advancing and trying to smash their way through to your Health Points at the end of each turn. This almost makes it like playing 3 games of Slay the Spire simultaneously and adds another layer to the strategy.
Then there's the customizability. After you've beaten the base game, you can turn on a challenge modifier. These can add buffs, debuffs, random cards, and a slew of other effects to make the game more challenging. Because the base game is actually fairly easy; once you get the hang of it, you'll rarely lose. But this customizable difficultly level, which scales from 1 to 25, means you can keep the game casual and watch Netflix while you play it or go super-hardcore if you like a challenge.
I am more of a casual gamer myself so this is where Monster Train really appeals to me over Slay the Spire. As much as I love Slay the Spire, you need knowledge of meta decks and a decent amount of luck to have a shot of beating the Tower Heart. In Monster Train, damn near any strategy can be viable at the lower levels of play. Some are certainly better than others, but RNG has a much harder time creeping up behind you with a garotte.
So, bottom line, great game. More versatile than Slay the Spire with a lower (and adjustable) difficulty ceiling for all kinds of players. And they do free updates, just like Slay the Spire. Plus Daily Challenges, a "Rush" mode where you race other players towards victory and more so you won't get bored after just unlocking all the cards. I see myself clocking as many hours on here as I did on Slay the Spire in the long run.
It's fun, but nowhere near the best in the genre, just made me want to play Slay the Spire. Enemy variety is very limited.
6/10 Jeu assez facile (sans augmenter la difficulté comme un porc, mais genre victoire dès la première run, après je connais bien ce genre de jeu). Thématique sympa avec le système de brasier et d'étages. Mais sans plus et pas très fun ni très difficile. Plus c'est pas très beau.
Un roguelite con mecánicas de tower defense y deckbuilding sobre monstruos que luchan con otros monstruos en un tren VERTICAL. No me preguntes como, pero somehow, funciona. Aparte tiene unos señores que son hombres vela, y eso puntúa claro.

A good game similar to Slay the Spire that also incorporates creatures and some elements of tower defense, as you fill each room with defenders to face the gauntlet of invading monsters. There's a decent amount of choice in decks as you can pair various factions, each with their own theme. It's fun, but there isn't much variety in enemies or bosses. After a few runs, I felt like I had seen most of what the game had to offer.
Really enjoyed this one. And there's a lot of replayability - I could really come back to this. Fun trying out all the different combos of leaders decks and cards. Recommended.
Solid game, just not one for me. I think the graphics are very bland and forgettable, especially for coming out in 2020, but I don't really hold that against the game. The actual card game and "tower defense" mechanics are decently cool, but just didn't hold me, especially because I don't think the cards were that intersting (although, I literally only played one run, my opinion has like no weight here). Strong 6/10, and definitely better than that for people who would like this style of game
Started yesterday years after playing it once and not gelling with it. I got my first win today. I finally get it now.

What a great game. One of the more fun card-based combat systems out there, and an extremely digestible and approachable take on roguelikes. I’d typically grind out a good victory run on a roguelike then be so tired of it I want to stop. In this game, that only took about 3 challenging but non-frustrating hours, and the game still has a bunch of stuff I want to try to actually motivate me to keep increasing the difficulty and trying again.
Apparently killing the secret boss before the final wave is so unlikely there isn't even an achievement for it (there is for every other boss). 8-)

I'm never going to top this utterly ridiculous run.

Yes, that's Multistrike 2 on a Bounty Stalker with 154 attack... of which i had three copies...
I actually struggled to not kill bosses so i could keep pumping them.

Started playing this on the Switch since I did enjoy Slay the Spire. I'm not sure how I feel about it yet. I'm having a harder time figuring out when enemies are going to die/how much HP they are going to take. The train mechanic is an interesting one. I also seem to die sooner in this game than I did in Slay the Spire. it might just be user error.
I really like this roguelike? Huh? It's like Slay the Spire, but actually good?
I'm so confused.
The game has its flaws (mainly narrative) but apart from those minor issues, it's truly excellent in delivering the core experience, which in this case is creating absurdly efficient card engines. Tons and tons of fun for roguelike-tactic fans :)
I have to say, Monster Train's map system is a huge improvement over Slay the Spire's for me.
Playing Slay the Spire, starting a new act and staring at the sea of icons and picking a path (which isn't really a very interesting choice as much as it is processing all the data and optimizing the number of campfire/elite with at least 1 shop) can be sort of mentally exhausting and not very fun, whereas Monster Train just forces you to confront extremely meaningful choices, but always makes you feel good about your choice because you're pathing directly into the things that are best for you.
I almost love this game, but I've come to hate it a bit. The art is good for the genre and the music is great. The game balance is mostly very good, though I have some issues with the balance for individual champions and a couple of enemies. The Hellhorned in particular feel a bit weak and overly reliant on synergies that may or may not show up. I like the themes for all of the factions (a group of candle thugs was a great idea) and the gameplay for 4/5, which I'd say is pretty darn good. Some of the synergies and combos you can run across in a run feel awesome to pull off. You can pull off strategies that have your spells dealing 20x damage, units attacking 10+ times in a turn, or retaliation damage so high the final boss just defeats himself.
All of that said, I'm not a fan of the "flood the deck with shit cards" method of balancing increased difficulty, so the game has become much less fun for me now that I'm close to maxing the difficulty out. Some of the random bosses (particularly bosses with sweep and/or lifesteal) are hard counters …
I almost love this game, but I've come to hate it a bit. The art is good for the genre and the music is great. The game balance is mostly very good, though I have some issues with the balance for individual champions and a couple of enemies. The Hellhorned in particular feel a bit weak and overly reliant on synergies that may or may not show up. I like the themes for all of the factions (a group of candle thugs was a great idea) and the gameplay for 4/5, which I'd say is pretty darn good. Some of the synergies and combos you can run across in a run feel awesome to pull off. You can pull off strategies that have your spells dealing 20x damage, units attacking 10+ times in a turn, or retaliation damage so high the final boss just defeats himself.
All of that said, I'm not a fan of the "flood the deck with shit cards" method of balancing increased difficulty, so the game has become much less fun for me now that I'm close to maxing the difficulty out. Some of the random bosses (particularly bosses with sweep and/or lifesteal) are hard counters to entire strategies, with no way of knowing you'll face them in advance. The final boss has a few forms, each of which soft counter particular strategies, but you know what to expect from the beginning of the run, so this is quite a bit less frustrating. The biggest issue I have is that a runs are generally 1 to 1.5 hours. I'd have much more fun if those numbers were cut in half, as it would make late game losses less frustrating and I'm frankly usually ready to move on to something else by the 45 minute mark. For me, it's just not a sit-down-and-play-for-hours type of game. The frustration is also compounded by the high variance you get in later difficulties with larger deck sizes, random floors having lower capacity and so on. Sometimes it just feels like there was no way to make your deck reliable enough to win, though I'm sure many of those cases are just needing to know the metagame aspects better.
Still, I got about 40-50 hours out of it before wanting to be done with it for good. I'd say it's a 4/5 if you don't tend to get frustrated with video games, and a 3/5 for people like me haha.