$24.99Monster Train 2 Defend the Pyre, floor by floor
Draft cards, place your units across three floors of a moving train, and hold off Heaven's Titans one turn at a time.
Is Monster Train 2 worth it?
Monster Train 2 is worth it if…
- you like roguelike deckbuilders with big, flexible builds
- you enjoy defending several floors and juggling unit placement
- you want lots of clan combinations and run modifiers to try
- you like daily challenges and comparing scores with friends
Screenshots
Hold three floors and keep the Pyre lit
Every fight happens inside a moving train stacked three high, with your Pyre waiting at the top. You drop units onto different floors, cast spells, and try to stop each wave before it climbs past you. If something survives one floor, it moves up to the next, so you are always deciding where to spend strength now and where to leave room to catch leaks later. You watch the preview of who lives and who falls, then adjust the order, the floor, or the target.
Five new clans that fight in different ways
You command an alliance of former angels and demons against the Titans who seized Heaven. Before each run you choose from five new clans, each with its own units, cards, and tricks, then pair them into a main and an ally. One run might lean on heavy front-line attackers, another on weakening enemies or building gold and pressure over time. Your champion levels up between stops, shops offer upgrades and removals, and random events, rests, and upgrades along the route bend the same two clans into a different deck.
Rooms and gear that reshape a run
Alongside units and spells, you now get room cards and equipment cards. A room card sits on one floor and boosts everything fighting there, while an equipment card sticks to a single unit for extra stats or abilities. You can only fit one of each, so you choose which floor deserves the bonus and which unit is worth dressing up. Add different Pyre Hearts with their own passive effects, unit upgrades, card duplication, and activatable unit abilities, and small deck choices turn into large changes in how a fight plays out.
A hub and modes for one more run
Between runs you return to the Covenant Outpost, where you change Pyre Hearts, look through the logbook, customize your train, and follow the story forward. Dimensional Challenges offer handcrafted runs with mutators and cosmetic rewards, daily challenges bring a fresh modified run to score against others, and an endless-style mode keeps raising difficulty to see how long your build survives. Celestial Alcoves add random events along the rail, some with surprises from outside this universe.
What else should you know?
Do I need to have played the first Monster Train?
No. This is a separate journey through Hell, Heaven, and the Abyss with five new clans, new enemies in the Titans, and its own story about angels and demons teaming up. Familiar systems return, like three-floor defense and two-clan decks, plus a deployment phase, an undo option, and battle restarts that make learning the timing kinder.
How do room and equipment cards work?
They are new card types that never hit the enemy directly. You play a room card on one train floor for an ongoing benefit to that floor, and you attach an equipment card to one unit for bonuses or abilities. One per floor and one per unit keeps the choice tight.
What can I do outside a run?
The Covenant Outpost is your base between runs. You pick Pyre Hearts that change your passive options, browse the logbook for enemies and completion goals, unlock and swap train parts, and catch story scenes with the cast. It keeps progress and collection in one place without slowing down the next departure.
Is there anything for competitive or daily play?
Yes. Daily challenges offer a new modified run each day with mutators and skill-focused scoring, with global and friend leaderboards. Dimensional Challenges add handcrafted setups with mutators and cosmetic rewards, and the endless-style mode tests how far your build holds as difficulty keeps rising.






















