
Monster Train returns with all new clans, new enemy factions, new challenges, new modes and more! Defend your Pyre in the classic three-tiered, vertical gameplay that made the original roguelike deckbuilder a hit.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
About




Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 10.2Kreviews | 95% | — | $5.7M |
| $24.99 | 953ratings | 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 926 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
车2神中神,塔2是什么勾八玩意
Невероятно душно, мне зашло upd: перестало быть душно
火车就是比塔爽
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Japanese, Korean, Traditional Chinese*languages with full audio support
| $24.99 |
| 708ratings |
| 95% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 931 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常爽快的卡牌游戏,有着及其繁多的搭配。不过玩的大后期略微有点趋同,虽然每个氏族都这自己的特色,但究其核心还是养大哥
The game itself is fine... but... that's it? There is so little content it's actually baffling. You can unlock new things, but there is no goal to work towards by beating any run, it's just the same run again, and again, and again. As I understand it you have to unlock EVERYTHING bevore you can even get to the real titan end-bosses, which means grinding a billion of the same runs (and it doesn't even matter if you complete them) and purposfully do what is required to unlock everything "play x consumed card" or "keep x frozen cards in hand" or "spend 20000 gold"... it's just so bad, because it's not transforming the gameplay experience at all, like "beat the game with every specizies" or "x different heroes" or "at challenge rating x" or something. It's just the same gameplay, and the same runs, but you are "forced" into a certain choices to unlock things faster. Why design it like this? It's so incredible boring. I've basically seen everything the game has to offer after 8h. There are some optional "pre-seeded" challenges I have no interest in (and you are forced to complete one off to unlock something) and that's it. There is 0 meta progression too. Get this on the deepest sale, to get in a few runs, but it'll get stale incredible fast.
This. THIS! This is how you do a sequel. Pay attention, AAA developers. Take everything from the original that was good and improve on it, while preserving the core mechanics that made the first one great. It even runs super smoothly on my fanless, low resource PC. 10/10. My favorite deck builder.
比隔壁某2代游戏制作人懂得怎么让我爽
I love card battlers, and I love Monster Train 2 more than any other. This game is fantastic. Okay, I need to revise this review. This game is terribly, almost debilitatively, addictive. I can't stop. I have ♥♥♥♥ to do people! I can't just play this damn game all the damn time! But I. Can't. Stop. The devs owe me 300 hours of my life back.
I highly appreciate many of the gameplay improvements in the sequel. You can now position your units during the deployment phase before the battle starts, while the addition of equipment and rooms offers a wider variety of ways to build your power. The Covenant Rank system has been successfully reworked into 10 tiers with more reasonable difficulty scaling. Numerous balance adjustments to events, shops, and other elements force you to think much harder about your choices every round. Overall, Part 2 does a great job of addressing the lingering issues from the first game However, from my perspective, the sequel still has some rather poor aspects. The power balance between allies and enemies feels off, and the game leans heavily toward economy management and early snowballing rather than in-battle tactics. Notably, the 'break the game' meta is carried over into this installment. Builds are far more demanding than in Part 1 if you want to win, and luck remains a crucial factor-without it, the enemy will easily crush your lineup
This game is so wildly unbalanced in every direction. I either win and am an invincible god, or I run into an unavoidable combo that causes me to instantly die no matter what I do. Here's an example, the third race you unlock can be built around spawning troops that stack up and the attack/health add together. Kuriboh vs Kaiba style. If you build right you can have 1000s of armor. I obviously beat the run, I am one shototing everything, and get put into endless. The very first endless enemy I fight harvests, and the other enemies have multiple lives. Harvesting means that for every troop I have or unit they have die he gains 4 attack. He has multi attack 3. So for every unit that dies he basically gains 12 attack. Immediately I have a unit that does hundreds of damage with trample. So basically I hit all the units causing his damage to spike, to the 80sx3 before he attacks. Troops for this race equate to health so as he does damage to me he basically goes super saiyan. Each hit is shedding off 80 something of my units troops, multiplying it by 4 adding it to his attack and then recurring 3 times. 80x4=320 320x4=1280 1280+whatever remaining health I had. I watch as he climbs the 3 floors and one shots my pyre. This is a normal enemy, not a boss. This guy has 800 health. Mind you the normal damage on a unit is like 5 at most. Another one spawned every turn. There was no way for me to avoid this, or out strategize the situation the whole race is designed around this one build. Unless there's a relic that just gives me power word kill at some point I don't know what I was supposed to do.
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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