Monster Train artwork$24.9995%

Monster Train Defend hell's last pyre, floor by floor

Draft a deck of demon cards and hold three floors of a speeding train against heaven's assault, one run at a time.

Is Monster Train worth it?

Monster Train is worth it if…

  • you want a deckbuilder where positioning units on a battlefield matters as much as the cards you pick
  • you like games that ease you in gently and keep raising the difficulty as you get better
  • you enjoy short runs you can finish in under an hour, or lose in a few minutes
  • you want to build absurd clan combinations and see whether they actually hold together
  • you like competing on daily leaderboards or racing friends through shared challenges

Screenshots

A battle on three floors at once

Most card battlers give you one lane to worry about. Here the train has three vertical battlegrounds, and enemies climb through them floor by floor toward the pyre you are defending. You place your units on different levels, decide which floor can afford to lose ground, and pick which spells to fire where. A wave slipping past your top floor is not over yet: it just means the fight moves down a level, and your lower defenses had better be ready. It turns every battle into a small puzzle of where things stand, literally.

Five clans, two at a time

You pick a primary clan and a supporting clan, and get access to the cards of both. Each of the five clans plays in its own distinct way, so the combinations change how a run feels from the very first battle. Your champion, the clan's leader unit, can be upgraded multiple times during a run, and each clan has ten levels of unlocks that bring new cards into the pool. Mixing and matching upgrades on your cards opens up different roads to victory, and at special map nodes you can even duplicate your favourite card before the final boss.

Choose your route through hell

Between battles you travel a map of locations, and the route you pick matters. Different stops give different benefits: upgrade cards, recruit powerful units, gain passive bonuses, or duplicate a card in your deck. There are more than 21 random events along the way, so even the trip itself is a decision after decision. Nothing on offer is shown in advance, so you plan around what you have and take the stop that fits the deck you are building, not the one you wish you had.

A deckbuilder that keeps dealing

If growing a deck is what you are after, this one has depth to spare. Over 220 cards, ten different starter decks, and any card can be upgraded twice, so two runs with the same clans rarely play the same. After every battle you draft and shape your deck, and the synergies you build decide the next fight. Losing is not the end either: unlocks keep coming as you play, and 25 covenant difficulty levels mean there is always a harder run waiting once the current one feels comfortable. Sessions run short, which makes "one more run" a genuine risk.

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