Monster Train 2

Monster Train 2

by Shiny Shoe·published by Big Fan Games

Steam · Overwhelmingly Positive

The Verdict

A textbook superior sequel — 180 clan combos, hundreds of hours of synergy-hunting, and a weak story that's easy to skip.
Data current as of Apr 23, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment96

Overwhelmingly Positive

Fewer than 5% of Steam games with 1,000+ reviews achieve this.

SteamPulse Analysis1,993 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

5,326en

9,449 total (all languages)

1,993 analyzed

Current as of Apr 23, 2026

Released

May 21, 2025

Price

$24.99

Analyzed

Apr 23, 2026

Velocity

13.4/day

Slowing

Metadata current as of May 3, 2026 · Source: Steam

Market Reach

Estimated owners±60%

280K

Estimated gross revenue±60%

$7.0M

Based on 9,449 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • 10-clan dual-faction system creates 180+ starting combinations, delivering near-limitless strategic variety from run one
  • Three-floor train defense mechanic adds simultaneous positional tactics that no direct competitor replicates
  • Exponential synergy scaling — discovering a broken engine is the core dopamine loop and consistently lands
  • QoL suite (undo turn, restart battle, Turn 0 deployment phase, damage previews, visible boss locations) removes frustration without reducing challenge
  • Covenant difficulty system lets players self-select appropriate challenge from accessible to brutally punishing
  • Soundtrack is consistently praised as energetic and boss-specific — a genuine production highlight
  • All MT1 clans included as unlockables at no extra cost, extending content depth for returning players
  • Steam Deck Verified with strong controller support — functions as a premium portable roguelike

Gameplay Friction

  • Story and dialogue are broadly described as bland and tonally mismatched — the most-cited weakness across all reviews, though skippable
  • RNG dependency becomes oppressive at high Covenant levels — some players with 200+ hours report boom-or-bust outcomes where skill feels irrelevant
  • Specific boss encounters (e.g., Corrupted Seraph, post-launch overtuned bosses) function as hard-counters that can invalidate entire builds rather than posing solvable puzzles
  • Card unlock grind is steep — players report unlocking fewer than half the cards after 20+ hours and a Covenant 10 win; cosmetic unlocks behind C10 across all 120+ combinations are practically unachievable
  • UI is oversized and visually busy, limiting screen readability during combat — particularly affects new players and is suspected to reflect mobile-first design decisions
  • Tutorial is inadequate for players without MT1 experience — keyword density and multi-page card effects create a steep initial comprehension barrier
  • Late-game progression shifts to an open-ended grind across 180 clan combinations with no clear endpoint, causing disengagement for completionists

Audience Profile

Ideal Player

A deckbuilder veteran who craves combinatorial depth, can tolerate RNG swings at high difficulty, and will happily sink 200+ hours into optimizing absurd synergies.

Casual Friendliness

medium

Player Archetypes

Combo OptimizerRoguelike CompletionistGenre EnthusiastSteam Deck Portable Player

Not For

Players who want story-driven card games with meaningful narrativeCasual players who play in short irregular bursts and can't track multi-page card effectsAnyone who bounced off the original Monster Train

Sentiment Trend

stable

Sentiment steady at ~94% positive over the last 180 days (1163 reviews).

Genre Context

Roguelike deckbuilders are a saturated genre, yet MT2 distinguishes itself by layering tower-defense positioning across three simultaneous floors — a mechanic absent in virtually all competitors. Its content volume and build freedom sit at the high end of genre norms, comparable only to the very top-tier releases.

Promise Gap

Three-tiered vertical gameplay defense is confirmed as the game's defining mechanic by hundreds of reviewers
VALIDATED
New clans with distinct strengths and gameplay are confirmed — 5 new clans plus MT1 clans as unlockables
VALIDATED
Equipment Cards and Room Cards are consistently praised as meaningful new strategic layers
VALIDATED
Dimensional Challenges and Pyre Hearts are cited as core content features that extend run variety
VALIDATED
The store page foregrounds story (Titans seizing Heaven, makeshift alliance, Covenant Outpost character interactions) — reviewers near-unanimously describe the narrative as bland, laughable, or actively bad
UNDERDELIVERED
Absurd exponential synergy scaling that produces 'broken engine' moments — the game's primary dopamine loop, never mentioned in store copy
HIDDEN STRENGTH
Comprehensive QoL suite (undo turn, restart battle, Turn 0 deployment, damage previews) that meaningfully reduces frustration versus the original
HIDDEN STRENGTH
All Monster Train 1 clans included as unlockable content at no extra cost
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store description leads with narrative and story hooks (angelic-demonic alliance, Titans, character interactions) targeting players who engage with lore — but the audience that loves and retains this game is overwhelmingly there for combinatorial depth and synergy optimization, not story. New players drawn in by the narrative framing are likely to be disappointed by the writing quality.

Player Wishlist

  • Co-op or multiplayer mode — removed from MT2 relative to MT1, explicitly requested by returning players
  • Official mod support — cited by multiple players as the single feature that would make this their favorite deckbuilder
  • Greater enemy type and environment variety across runs
  • Expanded run history log size
  • Earlier unlock access to MT1 clans for returning players

Churn Triggers

  • New players without MT1 experience hit a wall in the first 1–3 hours when the tutorial fails to explain keyword density and multi-page card interactions — some leave before the game 'clicks'
  • Players at the 8–15 hour mark drop when repetitive enemy patterns surface before the full clan roster is unlocked and run variety peaks
  • High-difficulty players disengage after a run at Covenant 10+ where RNG hard-counters their build with no readable feedback on what went wrong
  • Completionists around 100–140 hours lose motivation when late-game progression shifts from meaningful challenge to grinding all 180 clan combinations with no structured endpoint

Developer Priorities

#1

Overhaul the new-player tutorial to teach keyword mechanics and multi-page card interactions through guided runs rather than text dumps

86 reviews flag tutorial inadequacy as a direct barrier; it is the primary churn trigger for players without MT1 experience and inflates early negative reviews disproportionately

Freq: 86 mentions, concentrated in sub-5-hour reviewsEffort: medium
#2

Audit high-Covenant boss encounters for hard-counter patterns — redesign bosses like Corrupted Seraph to present solvable puzzles rather than build-invalidating spike events

198 mixed/negative mentions make difficulty balance the most-polarizing topic; fixing the ceiling keeps high-playtime players (the game's most vocal advocates) engaged

Freq: 198 mentions across all playtime bracketsEffort: high
#3

Reduce card unlock grind rate or introduce a catch-up mechanic — players should have access to at least 70% of a clan's cards within 10 hours of focused play

48 reviews explicitly criticize unlock gating; it compounds tutorial friction and delays the synergy discovery loop that is the game's core value proposition

Freq: 48 mentions, skewed toward 20–50 hour playersEffort: medium
#4

Resolve the regional Daily Challenge bug that has blocked the mode (and a tied achievement) for 6+ months

A small but vocal group of affected players leave negative reviews specifically over an unresolved platform-level bug — fixing it converts negative reviews at low cost

Freq: Multiple reports spanning 6+ monthsEffort: low
#5

Introduce a UI density option — specifically a 'compact mode' that reduces element scale and visual noise during combat

62 reviews cite UI clutter as a barrier, predominantly from low-playtime players; a settings toggle addresses mobile-port criticism without redesigning core layout

Freq: 62 mentions, heavily weighted toward sub-5-hour playersEffort: medium

Competitive Context

Slay the Spirepositive

The most-cited competitor by far. Most reviewers rank MT2 as equal or superior, praising its tower-defense identity and aggressive scaling over STS's mathematical restraint. A minority still prefer STS for precision. MT2 is described as 'Slay the Spire on steroids.'

Slay the Spire 2mixed

Reviewers expressing anticipation for STS2 generally conclude MT2 is competitive or superior; at least one reviewer explicitly states MT2 has better balance than STS2's developer-micromanaged approach.

Balatropositive

Frequently grouped with MT2 as a genre peak; multiple players report MT2 has replaced Balatro as their primary roguelike deckbuilder.

Monster Train 1positive

MT2 is consistently judged a direct and substantial improvement by players with 100–1200 hours in MT1. A small minority prefer MT1's specific mechanics (unit fusion, boss variety) or consider MT2 a large DLC rather than a true sequel.

Inscryptionpositive

Cited as a comparable indie deckbuilder; MT2 is praised for delivering greater depth and replayability.

Vault of the Voidmixed

One reviewer preferred Vault of the Void for tighter deckbuilding mechanics while praising both games.

Hades IIpositive

One reviewer used the MT2/MT1 relationship as a favorable parallel to Hades II as the superior sequel in the same franchise dynamic.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 5,304 post-launch reviews
?
0h
74%96 rev
<2h
87%143 rev
2-10h
95%1,217 rev
10-50h
96%2,357 rev
50-200h
97%1,201 rev
200h+
97%290 rev

Sentiment is consistent across all playtime ranges — players feel the same way whether they've played 2 hours or 200.

Competitive Benchmark

Compared to 384 similar games in the Strategy genre released in 2025.

Sentiment vs. similar gamesTop 14%
Popularity vs. similar gamesTop 5%

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Analysis based on 1,993 reviews (Jul 2025 – Apr 2026)