
Collect awesome monsters to use during turn-based battles in this open-world RPG, now with online multiplayer mode. Combine any two monster forms using Cassette Beasts’ Fusion System to create unique and powerful new ones!
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Collect awesome monsters to use during turn-based battles in this open-world RPG. Combine any two monster forms using Cassette Beasts’ Fusion System to create unique and powerful new ones!
Welcome to New Wirral, a remote island inhabited by strange creatures you’ve only dreamed of, nightmares you hopefully haven’t, and a cast of brave folks who use cassette tapes to transform for battle. To find a way home you’ll need to explore every inch of the island, and record monsters to your trusty cassette tapes to gain their abilities!
Faced with the constant threat of monster attacks, the residents of Harbourtown, New Wirral choose to fight fire with fire. Record a monster to tape, then play it back to take on its form for battle!
Getting close to your companion has benefits–while transformed you can combine your strengths to gain the upper hand in battle! Any two monster forms can be fused to produce unique, fully-animated new fusion forms.
Certain monster abilities can be used in human form. You’ll need these to help you get around, solve puzzles, and locate dungeons. Glide, fly, swim, climb, dash, or turn magnetic! Take on the Gauntlet – a never-ending battle mode where you’ll face fearsome enemies for precious material and glory!

Never fight alone! Form bonds, spend time together, and help your selected partner complete personal goals to become a better team. The strength of your relationship determines how well you’re able to fuse!
Take advantage of elemental chemistry to apply extra buffs or debuffs alongside your attack, or even alter your opponent’s elemental type!
Team up with a friend in local multiplayer to explore, transform, and fight together!
Party up with Online Multiplayer to trade monster tapes, challenge your friends to 1v1 battles, and team up to take on powerful Rogue Fusion beasts for great rewards!

Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 11.1Kreviews | 94% | — | $1.2M |
| $19.99 | 2.6Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 918 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You really don't hear people talk about Cassette Beasts too often. And that's a big shame! Just looking at the game for more than a few seconds and you'll realize this game takes big inspiration from Pokemon. Now while I cant say I'm too familiar with Pokemon, I've really only played Pokemon white as a hand me down as a kid. But I still know the general gameplay flow of it. I'll try not to compare this game to Pokemon too much, Unless I feel it has something unique that differentiates it. Cassette Beasts opens up the player washing up on New Wirral a floating point in space where people from all sorts of time periods come from, though the game still tries to keep a 80's aesthetic. and the clash of art styles can be a little jarring. But what i find worse is the character designs. like some of the characters are fine, but some like sunny or some of the rangers have some of the most gaudy, oversaturated, overdesigned character designs I've ever seen. Its like a OC made it into the finished game. I'm not going to say its Concord levels of character design but its close at times. Now this Isn't really that big of a deal in the grand scheme of the game but I still though I should mention it. As for the main meat and potato's of the game, I'm happy to say the gameplay really amazed me. It has the same type chart that Pokemon has but with some tweaks and new types. But there are 2 very interesting things about it. First is the actually effects of hitting a opponent will a type advantage. When done you do some extra damage, But you also do a specific debuff for the opponent. Say for example if I hit a metal type with electricity. they will be conductive which makes them take damage every time I or they use a melee attack, And if multiple enemies are conductive each melee hit will trigger all of them. And it works the other way around as well. So if I hit an air type with fire it creates a wall that will block 3 hits for the enemy, its actually better to not attack them at all. And for almost every type, buff and debuffs are different for each weakness and strength, (except for electricity all of its weakness make it "uni-target"). Secondly is the transmutation mechanic. For certain types (plastic, ground, ice, water, and glitter) if hit by a specific type they will change type. when a fire move hits a plastic type, they turn into poison types (that's a real thing by the way don't burn plastic) and since like in pokemon you do more damage if you use a move that is your type you can have a plastic move to get the extra damage. it completely changes your weaknesses and strengths on the fly. and the glitter type is the odd ball type. If you hit a glitter type they will be turned into the type of the move you hit them with. But if they hit you with a glitter move you become glitter and the next damage you take will turn you into that type. There aren't any actual beasts that are glitter types (excluding bootlegs) but some beasts can learn glitter moves to forcefully change your type. The other big feature is the stickers. the stickers are extremely flexible in what they can do. There are 3 main types, passives, status, and attacks. attacking stickers are pretty self explanatory. some are only able to be used for certain types. But there are also stickers that are typeless meaning that any beast that uses them, the sticker will change to become the type of the beast. which means if you have a basic typeless sticker and are changed into another type it will change as well, which can be good or bad. The status stickers just inflict a status on your or the enemy pretty simple. though you can intentionally hit your team with a type to give them a buff or status. and there are coating stickers which can change your type for a party member in exchange for a turn. now the passives are where things can get crazy. each gives you a benefit either for free or under certain circumstances. but the things they can do are insane like starting the fight with more AP (each move costs a different amount of AP) or resistance to a types debuffs and transmutations, or gaining more damage when your party member dies. And on top of that each sticker in the game has a random chance to have a bonus effect, like 10 percent more damage, shares sticker with team, or guaranteed crit on type advantage. And this all sounds busted, and it is but I don't think that's a bad thing. You are limited by rng if you can get some of the effects and you can gamble for them. And you really only get access to them in the late game. Think of the stickers as a mix of the Paper Mario badges with the HM's of Pokemon, and the transmutations of this game. But I know some people might be thinking back to the famous quote "given the opportunity, players will optimize the fun out of the game". But I don't think that's applicable, here's why: I would say there are two major exceptions in my experience and others I've asked about when game is more fun when you can break it than otherwise. roguelikes and for games with build variety. My guess for why this is, is that you have to first realize the limits of the system. And second you have to experiment to see what combinations are possible to find a solution that is uniquely your own. and then you start trying to find all the ways you can break the game wide open. The game rewards you for thinking outside the box and experimenting, which I would say is the opposite of optimizing the fun out of a game, even if it can make the game easy. It makes two ways in which the player can get better at the game, strategy (with the build possibilities) and just the normal way with skill. And in general having more build variety in a game like this or a roguelike is a big part of the games fun. so its better to have a few broken strategies instead of stifling the creativity aspect. All things considered this game was a surprise I wish this game was mentioned more, I remember hearing about it when it came out but this game is largely quiet these days. This is a really good creature collector and just a good game on its own merits. it can feel a slight bit basic at times or the world being mostly non linear might be a little complaint for some. But it has a really good gameplay flow: From exploring, fighting bosses, and using stickers. My final verdict is 8.9/10 thank you for reading.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Jul 22 → 2.75/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
| $19.99 |
| — |
| 93% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun creature-catcher game, a little millenial-coded but otherwise very enjoyable
Cassette Beasts is an excellent indie monster collector, probably head and shoulders above anything else in the genre aside from Monster Sanctuary. It smooths out many of the rough edges of similar games by not tying monster progression to levels/strength and eliminating variable stat gains. It gives you a lot of variety to mix and match abilities by elemental type, though in doing so, it removes most of the mechanical uniqueness between monsters that would normally drive you to switch between them. Either way, it has just enough story, platforming, and puzzles to keep things interesting and has a great aesthetic all around with a unique mechanic in fusing monsters together during a fight. Highly recommend.
Os cara colocaram pronome neutro no bgl...
I wanted to give this game a try because I really enjoy Pokémon games, but this one is not at all what I expected. While I can understand and appreciate games that take a different approach than Pokémon, this one really missed the mark for me. To start off, you create a character and choose your pronouns: he/him, she/her, or they/them for those who do not identify with a specific gender. The use of pronouns is a bit different, but I can keep going. There is a move in the game called "Spit," and it’s exactly what you think it is—it's quite out there, but I can be open-minded. Additionally, the game features relationships that don't depend on gender; I mean, on your pronouns. It definitely feels like a "LGBTQ++" game, which is not what I was looking for, as I was hoping for something more akin to Pokémon. So, if you're interested in a game where you can choose pronouns instead of specific genders, and it has themes involving archangels in a negative light, this might be the game for you. However, it wasn't for me, and I just wanted to share this in case anyone else was unaware, like I was. Have a good one!
跑图解密无聊得钥匙,地图设计很差,只能在篝火回血,经常在经过很多场战斗后走在去篝火的路上被冒出来的npc强行拖入战斗,还不允许逃跑,意思是我残血必须原地传送到早期的篝火去补是吗?那很烦人了。 按说我也不是不吃类宝可梦的玩家,但这游戏对我来说就是莫名无聊。买这个游戏之前,因为主页没有“线上玩家合作”,所以我有查过可否联机,网上很多人(b站的各种小up)只是保证这款游戏可以联机,但丝毫不提联机是各玩各的,连并肩战斗都不可能,主线进度对于联机的玩家之间来说更是互相毫不相关。再无聊的游戏联机都能好玩一点,但这个联机=单机。
新作消息发布高兴昏了,补个好评先 暴论:在近年来的类宝生物收集游戏里磁带妖怪的怪物设计就是断档第一。点子有趣,造型简洁独特又表意精准,复古未来主义和融合各类都市传说的怪诞风格太赞了 从怪物风格到整体世界观设计、再到剧情展开也非常注重主题的统一,怀旧感和迷乱感并存,非常值得细品 战斗方面先不论,缺点主要是跑图手感有点怪异以及解谜单一/部分缺少引导,希望新作能补全
Eu esperei bastante para escrever esta resenha, porque não sabia bem o que escrever sobre este jogo. Cassette Beasts começou como uma experiência estranha para mim: O jogo te joga em um mundo desconhecido em que você não conhece as regras ou as pessoas. O jogo também te dá alguns objetivos, mas que só podem ser concluídos na reta final. Então, completamente confusa e perdida, eu comecei a explorar aquelas terras e aprender tudo na marra. E, gente, é assim que você se apaixona pelo jogo. Quando você começa a entender o mundo, a jogabilidade, os companheiros que te seguem, aí que seu mundo se abre. O jogo te enche de objetivos, segredinhos, personagens carismáticos, músicas INCRÍVEIS. Você só quer explorar mais e mais, gravar seus monstrinhos, ficar parado no café ouvindo as músicas. Nada ali te apressa. Você pode só ficar ali passando de nível e procurando monstrinhos de tipos diferentes! Tudo bem, jogue no seu ritmo. Também quero parabenizar a tradução em português perfeita do jogo e a representatividade. Vou sempre enaltecer isso. Obrigada, jogo. Enfim, vale MUITO a pena. É divertido. É maravilhoso. É um dos melhores desse gênero. Joguem!
An okay monster collector with some disappointing downfalls. Cassette Beasts, in the context of the Big-Name Monster Collectors, is something of a fusion (aha) between Pokemon and Shin Megami Tensei. The game takes place on a previously-uninhabited island that people from across space and time are getting stranded on, but they've managed to establish a small and cozy little town on the shore and are making progress in taming the land to make it safer for humans to live here. Your monsters have elemental types that interact with each other in consistent ways, and "remastering" them serves as a close equivalent to Pokemon evolution. The SMT comparison comes into play with the worldbuilding around the monsters (they are of a more metaphysical nature rather than being organically-occurring inhabitants of the world) and, more directly, the customization of their abilities. Each monster has a given number of slots you can insert compatible abilities into, with no differentiation between active and passive abilities. This is both a fun and flexible system as well as one of Cassette Beasts' biggest gameplay issues. I won't really get into fusion with this review because it's just kind of a neutral mechanic to me, but it is worth mentioning since it's fairly prominent: a short way into the game, you gain the ability to temporarily fuse your active monster with a buddy's. These fusions combine the designs of both monsters, and there's a lot of combinations! It provides a huge power boost and a safety net of letting you survive a lethal attack, at the cost of only letting you take one action per turn instead of two (since you normally have two characters in battle). [h3] Good Stuff [/h3] Before I address my gripes with the game specifically, I'll give Cassette Beasts a few compliments. Elemental interactions are far more interesting than in most RPGs that feature them, even outside of monster collectors: there's a notable (but smaller than typical for the genre) increase or decrease to damage based on hitting a weakness or resistance, but each of those also comes with some kind of secondary effect. Typically this is applying some kind of status effect, good or bad (or situationally either), and it also occurs in some "neutral" interactions that have no damage altering effect. This is fun! Making elemental interactions more complex than "I should use the element that does more damage" opens up some good strategic thinking opportunities. On the topic of elements, some monsters encountered will rarely be a "bootleg," with a different color than normal and - more interestingly - a different element. There's even an element that can only be accessed through this (aside from receiving status effects that change a monster to it)! It's a neat twist on shiny Pokemon and similar concepts that has a gameplay effect rather than being purely aesthetic. The difficulty settings are pretty granular, which is nice, but I didn't end up messing with them much, so I can't speak to the effectiveness of tuning them up and down. Presumably good for people who get really into the game and want to do challenge runs, or people who don't want to deal much with the RPG side of things and just power through everything. There are also plenty of accessibility settings for adjusting visual noise/effects. Also I like the music quite a bit. I'm a fan of dynamic music adding and removing vocals contextually, and that happens with... I think every battle theme (it's at least most of them), where it turns on vocals while fused. But... I have a few issues spread over several facets of the game which manage to overpower the things that I like. [h3] Bad(?) Stuff [/h3] The first is that I don't think many of the (player-usable) monster designs are very memorable (the unique bosses are all cool though!). I acknowledge this is fully a matter of taste, though, and it's my issue of least concern. I imagine there are plenty of people who played the game and had the designs stick with them! I am not one of those people. Right now, a few years after playing the game, I could verbally describe maybe 4 of them, and accurately draw none of them. The second, which I alluded to earlier, is that the customization of your monsters' skills is... oddly balanced. There's one rare, hard-to-collect-a-lot-of ability in particular that trivializes most things in the game if you get enough copies of it, because it gives a 50% chance (for each copy equipped to a monster) that you will automatically use one random active ability that monster has when it enters play. Instantly, for free. It can (and probably will) activate multiple times. If you have only one attack available it will only ever do that attack. You can set it to be a very expensive attack that normally takes many turns to build the resources for, and instantly win most fights without the opponent having a turn. If you don't win, swap to another monster that has the same setup and it'll happen again at the start of your first turn, still before your opponent can act. Normally, I wouldn't really have an issue with this. It's okay to let the player get stupidly overpowered if they want to, and they put in enough effort to get the pieces of the puzzle together. But the DLC added something weird: a passive ability (obtainable by the player but equipped on every DLC boss) that reflects all damage and effects caused by automatically-activated abilities. A very targeted counter to this instant-win strategy (though there are other auto-activate abilities it affects, they're just less overpowered) that instantly kills you for attempting it. It feels like an incredibly clumsy band-aid fix that should have just been a nerf to the problem passive. It's not like the DLC bosses are meant to be challenging superbosses: they're roughly the same difficulty as the later base-game boss fights. They just get the special privilege of forcing you to fight them somewhat normally. [h3] Thematic Stuff Most Gamers Won't Care About [/h3] The most disappointing thing about the game to me, though, is that it feels like the writers didn't fully understand what they were dealing with. I won't elaborate too much, because it gets into more direct spoiler territory, but one of the themes the game tries to work with is the history of human civilizations' desire for conquest and expansion. Remember the setting? Uninhabited land that humans arrive to (through no choice of their own), which they begin to reshape in order to serve their survival? These two things are never brought up near each other. It does not feel like the game wants you to question, "is there some amount of human conquest over nature that is justifiable in the pursuit of our safety as a society?" It feels like a complete accident that the setting connects very directly with this prominent point of conflict in the story. And that's disappointing to me! It makes the writing feel half-considered, that it wants you to nod and go "of course I agree, conquest bad" without thinking through what that means. It makes it feel like the game is pretending to take a stand on a moral and ethical issue without actually examining any nuance that the setting is almost [i]perfectly[/i] designed to expose. It's not even that you need a character in the game to directly say something about it, you just need to figure out a way to put these things side-by-side in a way that feels intentional rather than accidental. Because if this was an intentional part of the writing, it certainly didn't feel like it to me. It upsets me because it's inches away from making an interesting connection, and then turns away at the last second, leaving a horrible tension in the narrative completely unacknowledged. And that, to me, feels much worse than not being anywhere close to having something interesting to say at all.
Cassette Beasts is a game, while inspired by Pokemon, has many unique and creative aspects that set it apart from other monster catching games. The gameplay mechanics and combat are the star of the show. Each element type has a strength and weakness against other types by either using moves or applying different status effects unique to the opposing element type. The fusion mechanic is intriguing as it allows for the combination of 2 monsters that result in endless possibilities. Difficultly varies from time to time but not to the point of extreme difficulty. Its art is nicely done and vibrant. The Soundtrack is really great. Different overworld abilities make exploration engaging. The characters are nicely written. The story is interesting and keeps you engaged, but does leave a bit more to be desired.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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