
Monster Train
GameBy Shiny Shoe · Released May 21, 2020
Hell has frozen over. Only you can protect the final burning pyre from the forces of heaven and restore the inferno. Monster Train brings a new strategic layer to roguelike deckbuilding, with three vertical playing fields to defend. Includes the released updates Wild Mutations and Friends & Foes!
Connections
Each row is a game or company named alongside Monster Train, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- May 21, 2020
- Developer
- Shiny Shoe
- Publishers
- Good Shepherd Entertainment, Big Fan Games
- Genres
- Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
- Platforms
- Xbox Series X|S, Android, PC (Microsoft Windows), iOS, PlayStation 5, Xbox One, Nintendo Switch
- Links
- Official site, Wikipedia
Game data from IGDB.com
Documents about Monster Train
Design Club: Shroom and Gloom!
Shroom and Gloom represents a significant evolution in the roguelike deckbuilder genre by subverting established conventions popularized by titles like Slay the Spire.
- Shroom and Gloom utilizes a dual-deck system that separates combat cards from exploration and survival cards, creating a strategic interplay between the two mechanics.
- The game replaces traditional block mechanics with a health-management system where healing is tied to specific kill conditions, such as 'if fatal' effects, forcing players to plan turns around securing specific eliminations.
- The game features 'evolving' cards that become more powerful after being lodged in an enemy and returned to the player's hand upon the enemy's death.
Exploring A New Kind of Roguelite: Moonsigil Atlas | Design Club
The roguelite deckbuilder genre has reached a point of saturation following the success of titles like Slay the Spire, leading developers to seek innovation by moving away from traditional mana-based economies and linear resource management.
- Moonsigil Atlas differentiates itself from the saturated roguelite deckbuilder market by replacing traditional mana-based economies with a spatial, grid-based combat system.
- The core gameplay requires players to physically place and rotate cards on a board, shifting the strategic focus from damage output to geometry and tactical positioning.
- Players manage board presence through unique mechanics like sigils for ongoing effects, defensive wards for damage mitigation, and Eternal cards that remain on the board.
Steam DLC Data: High Attach Rates for 2026 Roguelike DLC
The roguelike genre on Steam demonstrates exceptionally high player engagement and monetization potential, characterized by DLC attach rates that significantly outperform the industry baseline.
- Roguelike DLC on Steam is achieving significantly higher attach rates than the genre-wide baseline, with four major 2026 releases each exceeding 100,000 units sold.
- The 'Barony: Deserters & Disciples' DLC achieved a 19% attach rate, selling nearly 200,000 units and generating $1.2M in gross revenue since its January 2026 launch.
- Pricing for successful roguelike DLC remains at or below $10, with the highest-performing title by attach rate, 'Monster Train 2', priced at the top of this range and achieving a 21% attach rate.
The Evolution of Forever Games | Design Club
Lifestyle games, often categorized as forever games, function as a player’s primary hobby by providing effectively unlimited, repeatable content that transcends the finite nature of traditional narrative-driven titles.
- Long-term viability for 'forever games' requires prioritizing technical debt, such as engine modernization and server architecture upgrades, over purely cosmetic content updates.
- To prevent player burnout and accommodate aging demographics, developers must transition from rigid daily requirements to flexible weekly progression systems.
- Successful live-service titles mitigate onboarding barriers for new players by implementing level-syncing and accelerated progression paths that allow them to integrate with veteran communities.
Difficulty, Complexity, and the Single Player Experience | Design Club
The design of modern single-player role-playing games, particularly those rooted in complex tabletop systems like Dungeons & Dragons, centers on the tension between mechanical balance and player agency.
- Modern RPGs like Baldur’s Gate 3 treat complexity as a player-controlled lever rather than a rigid difficulty curve, allowing users to master systems to create overpowered builds.
- Developers prioritize player agency by accepting that allowing users to 'break' the game through deep engagement and optimization is a deliberate trade-off that enhances the sense of discovery.
- Balancing complex systems requires careful management of the action economy, resource expenditure, and recovery mechanics to maintain combat pacing without relying on artificial gating like boss armor.
Analysis: UGC Powers Sales & Retention
GameDiscoverCo's September 2025 newsletter presents updated research, produced with mod infrastructure provider Mod.io, on whether user-generated content and mod support improve game sales and retention.
- Games supporting official UGC or modding realize an 8% revenue advantage in year one, which grows to a 31% advantage by year five.
- UGC-enabled titles maintain significantly higher long-term engagement, with concurrent user counts 75% higher after two years and 115% higher after five years.
- Integrating UGC does not cannibalize paid DLC, as games with mod support generate 105% higher total revenue per DLC item.
Why Breaking Conventions Makes Better Games | Design Club Live
Intentional subversion of established design conventions serves as a critical catalyst for innovation, allowing developers to differentiate their titles and deepen player engagement.
- Breaking established game conventions is a powerful design tool to prevent repetition, particularly in roguelikes where players must engage with the same core loop over many runs.
- Effective rule-breaking often involves creating specialized mechanics for specific character classes or factions, such as Monster Train's 'Luna' clan which uniquely manipulates even and odd turn cycles.
- Designers must distinguish between 'specialization' (e.g., a specific character having unique movement abilities) and true 'rule-breaking' (e.g., fundamentally altering game-wide resource or turn-order mechanics).
What Were May 2025's Top New Steam Releases?
This analysis evaluates the performance of new Steam releases during May 2025, providing a breakdown of top-earning titles and broader industry trends.
- Counter-Strike 2 maintained its position as the top-performing title on Steam in May 2025, generating $198 million in gross monthly revenue.
- Elden Ring Nightreign led new releases with $31 million in gross Steam revenue during its first three days on the market.
- Helldivers 2 reached a cumulative lifetime gross revenue of $555 million across Steam and PlayStation platforms.
GDC 2021 Monday Wrap-up
The GDC 2021 Monday wrap-up provides a synthesis of key marketing and development insights shared during the virtual conference, focusing on community management, post-launch support, and strategic planning for independent game studios.
- Successful post-launch momentum for 'Monster Train' was maintained through a series of free updates over the first 10 months, followed by paid DLC that increased the effective price floor via bundles.
- Community engagement campaigns, such as those used by Schell Games for 'Until You Fall', should prioritize low-friction, self-reported player challenges over complex API-integrated systems to save engineering resources.
- Marketing activities should be tailored to the team's capacity; developers are advised to select a few high-impact strategies rather than attempting to execute every available marketing channel.
Do Betas & Demos Right: The Monster Train Way
Effective game development strategies prioritize using betas and demos as iterative tools for community engagement and product improvement rather than viewing them solely as marketing vehicles.
- Integrate in-game feedback tools that automatically capture screenshots, log files, and save data to address bugs and balance issues in real time.
- Adopt a multi-phase testing strategy that moves beyond marketing-focused demos to prioritize iterative product improvement and gameplay refinement.
- Use a structured testing pipeline, such as the Monster Train model, which utilized a long-term private beta, a six-week public beta, and a final short-term public demo.
Portside Game Assembly 2026: Program and Speakers
The announcement details the second edition of Portside Game Assembly, scheduled for June 25–26, 2026 aboard the MS Princess in Hamburg.
- Portside Game Assembly 2026 will take place June 25–26 in Hamburg, targeting established indie studio founders and CEOs for peer-to-peer knowledge exchange.
- The event has confirmed participation from over 60 studios across 13 countries, including notable developers such as Amanita Design, Shiny Shoe, Landfall, and Digital Sun.
- Core programming focuses on operational indie challenges, specifically balancing rapid development with long-term projects, community engagement, and sequel strategy.