$9.99Always Sometimes Monsters Love, poverty and bad decisions
Cross the country with empty pockets to reach the wedding of the one who got away, one hard choice at a time.
Is Always Sometimes Monsters worth it?
Always Sometimes Monsters is worth it if…
- you want a story-first game where choices and conversations matter more than combat
- you like stories about ordinary people, money trouble and moral grey areas
- you enjoy games you can replay to see how a different character's road unfolds
- you can handle heavy themes, strong language and dark subject matter
Screenshots
A breakup, a wedding invitation and 30 days
You start at rock bottom: the landlord took the key, the manuscript is unfinished, and the love of your life is marrying someone else. Then the invitation arrives, for a ceremony on the other side of the country, and you have one month to get there. What you do when you arrive is up to you. The story opens on a man with a gun in a dark alley, then hands you the tale of how the person holding it got there, and that tale is yours to write.
Who you are changes how the world treats you
Before the journey starts, you pick who lives it: your gender, race and sexual preference are yours to choose, and the world reacts accordingly. The same stranger might help one character and shut the door on another, and some paths open only for certain lives. It is not a stat you equip; it shapes conversations, hardships and small moments of kindness or cruelty along the road. Few games let you live the journey through someone else's skin this way, and it gives every playthrough a different texture, because the country you cross is not the same for everyone in it.
What does playing it actually feel like?
How long is the game and can you replay it?
A run takes roughly 10 to 20 hours, and the game is built to be replayed. You choose your character's gender, race and sexuality, and the world treats each differently, opening and closing paths along the way. Small choices in conversation add up, so a second journey through the same country rarely feels like the same story.
Is there combat or traditional RPG gameplay?
No. This is a story-driven game about relationships rather than fighting. Your time goes into conversations, choices, odd jobs and getting by, and the tension comes from decisions rather than battles. If you want an RPG for its combat systems, this is not that kind of RPG.
What is the gameplay like between story scenes?
You travel from town to town, work odd jobs to pay for food and transport, and talk your way through situations. There are small minigames along the way, and the jobs themselves are part of the point: the grind of low-paid work is the story's subject, not a detour from it. It can feel repetitive at times, which some players find fitting and others find tedious.
How dark does it get?
Dark. Depending on your choices, the story deals with poverty, addiction, violence and cruelty, and includes strong language along with racist, homophobic and transphobic speech from characters, plus nudity and extreme subject matter. It balances this with humour and warmth, but it is a heavy game, not a light one.





















