
PixelJunk™ Monsters is back with the simple, yet highly strategic real-time tower defense gameplay gameplay of the original title, now with updated graphics and brand new multiplayer modes!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 5 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Stats
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.49−90% | 289reviews | 66% | — | $8.2K |
| $14.99 | 1.4Kratings | 89% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My wife and I have 80 hours playing the original PixelJunk Monsters and we loved it. Something went very wrong with this sequel. The other reviews capture the issues well. The screen is way too zoomed in so you can't see what is happening in other parts of the map; this is especially annoying in co-op since it constrains the two players to not be able to act in different parts of the map. The transition from 2D to 3D doesn't gain anything and makes it harder to see the details of what's going on.
Doesn't hold a candle to the original. I wish they hadn't, y'know, completely changed the style of the game. I completed the first PixelJunk Monsters game in co-op with 4 different people, that's how good it was. Didn't make it anywhere with this.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Locking progress behind needing a perfect score is really annoying. I don't want to restart over and over again because I lost 1/20 lives I have but you have to to unlock the next levels/areas. Some of us just want to beat the level and move on, not see the same levels over and over again because oh no I lost 1 life! I have some other smaller problems with this game but honestly this is the only one that makes me not recommend the game.
[h1] Самая убогая защита башни из всех виденных при всей своей стильности [/h1] И это просто что-то с чем-то. Были ли у игры тестеры и было ли им удобно? Хотя есть догадки, что подобная игра затачивалась именно под несколько игроков хоть по сети, хоть на одном компе. Но всё-таки о балансе для одного игрока тоже не надо забывать. Но и это не самое отталкивающее. Как все привыкли видеть защиту башни на ПК? Есть некая длань игрока, которая расставляет защиту и потом смотрим на результат убойности данных башен. Если что-то не так, то выставляем по другому и другие орудия. Обычно выставление может сопровождаться активной паузой, когда враги не пойдут без готовности игрока. Здесь же всё извращено. Тут есть персонаж - некий пучеглазый чушпан, который в мыле с одним местом будет бегать по всей карте и расставлять орудия. Также нужно возле орудий стоять и приплясывать для повышения их уровня либо прокачивать их за зелёные камни. Также нужно самому бегать по карте и собирать монетки на новые орудия из убитых врагов. Сложно сказать зачем все эти пауки таскают с собой монетки, но вознаграждают именно они. Поселение просто долбится в потолок, потому что это какие-то маленькие кракозябры и спиногрызы. Также можно ещё по карте носиться и трясти деревья в надежде, что с них тоже что-то выпадет. Это всё безобразие сдобрено какими-то водоёмами и пропастями в зависимости от уровня, где наш взмыленный чушпан также будет терять монетки и время. То есть попав в этот капкан он какое-то время так кайфует и уже потом выбирается. В итоге всё это похоже на аврал у исполнительного директора перед дедлайном - нужно к каждому подбежать, каждого прокачать, монетки и камни пособирать, ну ещё при этом не завалиться куда-нибудь в овраг. Поэтому только в компании чего-то и можно здесь добиться, когда один будет монетки собирать, другой орудия строить, третий шерстить деревья и 4-ый прокачивать эти самые башни. Тут ещё есть зачем-то вид от третьего лица, при котором обзора минимум. Также минимальные настройки графики лучше не ставить, т.к. это будет мыло. Есть ещё радуги, которые нужны для открытия следующих уровней. Но дают их только за идеальное прохождение при сохранении всех спиногрызов. Ну вот и думайте при всём описанном, нужно ли вам такое щастье. Ну ещё тут можно маски и панцири менять, разумеется за монетки. При этом непонятно, на что эти панцири и маски влияют кроме так себешных скинов. И достижения здесь тоже такие уже паскудные - собери сто тыщ монеток, убей триллион мобов, прокачай сикстиллион башен и в таком духе. То есть достижения нужно тупо рутинно так же накручивать тонной пройденных одних и тех же уровней. Повторение одних и тех же действий тут в абсолюте. [h1] Рехуться конечно игра - 4 часа наигранных и ни одного достижения. [/h1] Ах да, здесь ещё нет русского перевода. А многие механики здесь объясняются в текстовом виде, а не в постепенном режиме обучения по типу нормальных игр про защиту башни.
Not as good as the first one, but the first one was a tall order to beat anyway.
NEED MORE TIKI MAN! PJM3 NOW!
Falls short of its brilliant predecessor, but keeps its addictive core.
This one is rough. The original is one of my all time favorite Tower Defense games but this one is a step backwards in just about every way besides visuals. There are hardly any stages, the ones they do have all recycle the same layout but just have different paths [i](that's why there will be unused paths on levels)[/i] and overall it's noticeably slower than the original. [b]Check out the original first if you haven't, only then would I consider checking this one out.[/b]
If you've not played the original Monsters, play it first. If you have, continue. I'm not sure why this game has so many negative reviews. After 2 hours I can say that if you liked Monsters 1 this is mostly more of the same. The game still has a ton of charm, and trying to get a perfect on every level is just as enjoyable as before. There are a few issues I'll cover below, but they are pretty minor. The main thing people seem to complain about is the new perspective. I prefer the old one, but applaud them for trying something different. You can zoom out A LOT with the bumpers, and even get a full map view with left trigger, so it's not a big deal. Readability in general is the biggest issue. Given how similar this sequel is I think it's useful to focus on what's different. Here are the changes I encountered in the first 2 hours: 🚫 It's harder to see coins and gems on the ground now, but you can eventually get used to it. 🚫The tower radial also suffers from reduced readability, and is less responsive. 🚫 Towers no longer tell you what their next upgrade is. Instead you get a generic upgrade icon 🚫 The 3D terrain gets in your way. The new jump button helps with this, but 3D is still a net negative imo. A look at some YT videos suggests 3D might get more interesting in later levels, but I'm not sure. 🚫Tower ranges are poorly represented across elevation changes (they can be longer than it seems). 🚫 It's harder to tell at a glance what level towers are. ⭐ You don't visit the base anymore to unlock tower upgrades. Towers are unlocked during the campaign and then are available immediately via the radial. However, special towers require gems each time they are built. ⭐ New towers are available. I didn't use any of them yet, but that's still probably a good thing. ⭐ Cosmetics are available for your character. Unfortunately player 2 can't use them. Instead they get assigned a random appearance. Overall, I doubt this will be as good as the original, but it deserves WAY MORE attention than it got. It's still a solid TD with a lot of charm There is a good chance my wife and I will 100% this like we did with the first Monsters. I might update the review once I've played more.
Bought this hoping it was like the first one. Only playing a few hours im glad i only paid $2cad for it. Its nowhere near as enjoyable, the map focus areas are annoying, the game itself is nicely polished but i feel to call this a sequel it missed all the marks.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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