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Monster Train - The Good, The Bad, The Questionable

ArcadotIreland113 · 27 Aug 2026 at 13:35 · permalink

Monster Train is a deck building rogue like developed by Shiny Shoe. Released in 2020, Monster Train reminds us that the best part of public transport is the guy on meth who swears he's an angel here to destroy you.

We play as the director of a Hellbound train on a quest to get everyone home safely.

Gameplay involves dying to the boss after an hour of carefully curating your deck because you didn't pay attention to what their special attack is. It even tells you before the run begins. "Don't do a thin deck, it won't work!" Good thing I never learned to read, thin deck here we gooooo.

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The Good

I really enjoyed the "dual-class" approach to deck building, giving you effectively dozens of possible starting points. Finding broken combos or trying desperately to figure out how to make the shitty ones viable was a lot of fun. Each combination also having a 'hero unit' that comes in a variety of flavors adds even more layers of complexity that I had a ton of fun figuring out.

I was also a big fan of the card enchant system. With spells the correct choice is almost always 'reduce the card energy cost', but with troops it wasn't always so cut and dry. Gave me a little more control over the RNG so that I only had myself to blame when I inevitably made a poor choice and lost. Of course I still blamed bullshit RNG though, that's half the fun of the genre.

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Favorite Screenshot

https://i.imgur.com/QnBqK5I.png

"Where we're going, we don't need any energy."

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The Bad

The boss fights feel anti-climatic. After a few rounds you get into a drunken boxing match where you just smash into each other until only one of you has HP left. You just sit there for a minute while the game maths out if you won or not. It also narrows down what kind of strategies are viable because you don't get to play cards while this goes on.

As such you can't build around damage spells since you don't meaningfully get to use them. Almost every deck build I did the chief strategy was get rid of damage spells and get the really good buff spells. "Stack the shit out damage immunity" became my mantra as I got to higher difficulty levels and it pretty much always worked.

To the games credit sometimes you stack armor buffing spells instead. There's even a spell damage card that does your 5x your armor in damage to the enemy and it's one of the only damage spells that do anything useful. Calling that a spell damage build though is a little like when I used to tell my 5 year old 'we' made cookies because he pushed the bake button on the oven.

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The Questionable

As neat as the deck building itself can be at times, the enemy variety is sorely lacking. The art for enemies is all very samey which is one issue. Very few units stand out as having their own identity. If you showed me a lineup of every enemy unit I'd be hard pressed to tell you exactly what they do or what any of them are even called.

This leads to the game feeling stale far sooner than it should have. It's like they spent all their budget on making cool decks for the players but forgot that I also want cool monsters to slay.

You know the old saying. It's not the size of the hammer, it's the nail you're stacking HP leech against so that when the final fight happens you can one floor it thanks to being pragmatically invulnerable.

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Final Thoughts

It was a fun distraction for a few days but as much fun as I had trying out different decks, fighting the same monsters in the same order every time got dull. I managed to beat the hardest difficulty and then lost all will to keep playing. Though less than 5% of players have the Steam achievement for beating the highest difficulty so it would seem I'm a masochist.

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Bonus Thought

There's a PvP mode that's been dead for quite some time. I wonder if the folks who played it for the last time knew they were the last ones to ever play that mode. I wonder if there are any games where I was the last one to ever play it.

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Thank you for reading! I'd love to hear your thoughts. What did you think of the game? Did you have a similar experience or am I off my rocker?

My other reviews on patient gaming

Fen0ninh0 · 27 Aug 2026 at 13:41 · permalink

I mostly agree. It had me hooked quickly but the fun petered out relatively soon after. I still got my money's worth on both titles but the comps in quality to STS and other big time roguelike deck builders has always baffled me.

Bio-Vizier · 27 Aug 2026 at 13:45 · permalink

The thing I really like about Monster Train is that draw mechanics are not truly random, so the game punishes you significantly less than similar deck builders do for not constantly chasing a lean deck.

I don't like constant pressure to trim down card count even though I recognize it's kinda inherent to deck builders as a genre, and mechanics that let me get away with not doing that make me happy.

maru08 · 27 Aug 2026 at 13:46 · permalink

I've recently been interested in stepping outside my comfort zone and testing the waters with game genres I'm less familiar with. Card Battlers are one such genre.

Perhaps slightly off topic —as I have never played Monster Train— but is anyone here familiar with the genre enough to recommend some good ones to dip my toes in?

Siu_meow0610 · 27 Aug 2026 at 13:47 · permalink

Good review! Can't say I agree with your take about damage spells--I got a lot of utility out of them, personally. That said, Monster Train 1 is almost completely obviated by 2--probably something to do with why the PVP mode in 1 is dead.

PrimeroAraba · 27 Aug 2026 at 13:48 · permalink

By beating the hardest difficulty, are you talking about the covenant ranks? Aren’t there like 25 levels of those? If you beat rank 25 in just a few days of playing, that’s pretty impressive!

D3i-Mos · 27 Aug 2026 at 13:48 · permalink

Personally my favorite deck builder.

With the upgrades, ability to copy cards and ease of getting rid of cards the game is really about finding game breaking combos and loopholes.

Then once you've you found an 'unstoppable' synergy the game does a great job of throwing wrenches in to test just now full proof your deck is. Where stumbling into the simples debuffs or enemy buffs end your run a way you didn't think of.

When compared to slay the spire, I found monsters trains different clan combos to give it a lot more replayability. Particularly making the early game different every time. It's also a much easier and more casual game.

wuyanlong · 27 Aug 2026 at 13:50 · permalink

Slay the Spire is the poster child of this genre for good reason. Try that first

ArcadotIreland113 · 27 Aug 2026 at 13:50 · permalink

I'm trying to do myself a favor and not compare everything to Slay the Spire. Try to enjoy them on their own merit.

foxratao · 27 Aug 2026 at 13:50 · permalink

Monster Train 1/2

Slay the Spire 1/2 (This is considered the roguelike deckbuilder)

ArcadotIreland113 · 27 Aug 2026 at 13:52 · permalink

They have some utility early on, especially in dealing with back liners that have like 5 health. If you could have like...'locked in' a spell to use during the brawl part I think I would have gotten more use out of them.

If I had the gold to spare I'd usually tack on the 'deals extra damage but exhausts' enchant.

It was fun enough that I'm looking forward to trying Monster Train 2 though.

maru08 · 27 Aug 2026 at 13:52 · permalink

I'd assume roguelike-deckbuilders have more RNG than regular deckbuilders? Or is RNG just a staple of the genre? Are there some that are less RNG heavy or is this part of the genres core?

Fen0ninh0 · 27 Aug 2026 at 13:55 · permalink

I think RNG is inherent to any deckbuilder.