PC Games BuzzVerdict

Monster Train

4.5 / 5

2020 · Roguelike Deckbuilder · PC / Steam


Monster Train casts you as the defender of Hell’s last burning pyre, fending off an angelic invasion floor by floor on a moving train. It’s an unusual premise, and the game carries it with enough personality to make it memorable. More importantly, it uses that three-floor vertical battlefield as the structural foundation for one of the most mechanically interesting deckbuilders the genre has seen.

The community reception has been loud and consistent. Players who come in as deck-building fans tend to call it one of the genre’s best entries. Players who arrive as skeptics or newcomers often leave converted. The overlap between those groups, and the sheer volume of people who report hundreds of hours played, reflects a game that figured out how to make its systems feel distinct without sacrificing accessibility.

What separates Monster Train from the deckbuilders before it isn’t any single idea, it’s the combination. The clan mixing system, the floor management decisions, and the champion upgrade paths all interact in ways that make each run feel distinct from the last. That variety is what the community talks about most, and it’s the reason the game’s reputation has held up years after release.

Monster Train’s Greatest Strength: Core Mechanics

The core mechanic that players praise most consistently is the clan system. Before each run, you choose a primary clan and an allied clan, giving you a deck drawn from two different card pools. This combination determines your champion, your starting units, and the range of synergies available across the run. With five clans combining into twenty possible pairings, each with their own strategies and card interactions, the drafting decisions feel fresh across dozens of runs in ways that games with single-faction systems can’t match.

The three-floor layout adds a strategic dimension that distinguishes Monster Train from its genre peers in a concrete way. Enemies climb toward the pyre at the top, and you decide which units and spells to place on which floors. Monsters with area effects want different positions than single-target tanks. A floor full of fragile but powerful damage dealers needs a frontline unit to absorb attacks. Managing the spatial logic of each floor while drafting cards that support your strategy across all three creates decisions that feel meaningfully tactical rather than just reactive.

Balance is frequently praised, particularly relative to similar games. Tactics can overcome poor luck in a way that makes losses feel instructive rather than arbitrary. Strong draft decisions consistently lead to strong runs. Players who take the time to understand clan synergies find that the skill ceiling is high enough to reward that investment across many hours.

Mod support, added post-launch, extended the game’s longevity for players who had exhausted the base content. The community created enough additional cards, clans, and modifiers to give veterans a new layer of content to explore.

The Covenant system, which raises difficulty across numbered ranks, gives completionist players a long ladder of challenge to climb after they’re comfortable with the core game. It keeps the experience from plateauing after a player masters the basics.

Where Monster Train Falters

The high Covenant ranks, particularly the upper end of the difficulty scale, generate more criticism than anything else in the game. At those levels, enemy scaling becomes severe enough that many otherwise viable card combinations stop working. Players who enjoy the creative freedom of experimenting with unusual synergies find that freedom gets progressively narrowed at the game’s hardest settings. The difficulty stops feeling like a test of skill and starts feeling like a test of whether you brought the right specific cards.

The visual presentation is a point of mild but repeated criticism. The monster and champion art is strong, but the UI and general interface design feel flat relative to the game’s mechanical ambitions. It doesn’t hurt the experience in any functional way, but players coming from more visually polished deckbuilders sometimes note the gap.

The narrative context is thin. The hellish setting and train premise are atmospheric enough, but the story connecting runs is minimal. Players who want a deckbuilder with a compelling narrative arc alongside the mechanical systems will find Monster Train doesn’t prioritize that element.

Once you’ve unlocked all clans and exhausted the Covenant ladder, the game has a natural stopping point. This is a feature of the genre more than a specific flaw, but players who need a sense of ongoing progression beyond mechanical mastery will eventually find the well dry.

What Makes It Stick for Monster Train

Monster Train is fundamentally a game about finding combinations that shouldn’t work and making them work anyway. A card that seems useless in isolation becomes the cornerstone of a run when paired with the right clan ability. A unit that looks underpowered gets transformed by the right sequence of upgrades. The game’s best runs come from recognizing possibilities mid-draft that you didn’t plan for, and building around them.

That’s what keeps players coming back after they’ve “beaten” the game by any conventional measure. The systems are deep enough that the space of viable and interesting strategies stays larger than any single player is likely to fully exhaust. The community’s sustained enthusiasm across years reflects a game that rewards investment in understanding it.

Should You Play Monster Train?

Monster Train is for players who want a deckbuilder that takes the tactical side of the genre seriously. The combination of clan synergies, floor management, and champion upgrades creates a strategic depth that rewards players willing to think carefully about how their deck works as a system rather than as a collection of individually powerful cards.

If you’ve bounced off deckbuilders before because they felt too random or too shallow, this is a strong candidate for changing your mind. If you want a narrative experience alongside your mechanics, or if extreme-difficulty endgame content is important to you, your mileage will vary, but the core game is hard to argue against.

The Verdict on Monster Train

Monster Train does what the best deckbuilders do: it makes every run feel like a puzzle you could have solved differently. The clan system, the three-floor train layout, and the sheer number of card synergies available give it a replayability that keeps players coming back well past the point where they’ve seen everything once. This is one of the best entries the genre has produced, and it holds up against anything that’s come since.