Compare Dawn of the Monsters prices across 50+ stores and find the best deal. Developed by 13AM Games. Published by WayForward. Released on 3/15/2022. Available on PC. Genres: Action, Adventure.

A kaiju belt-scroller with more mechanical depth than its Saturday-morning premise suggests - the DNA augment system actually asks you to build, not just mash.

I came into this one skeptical. Shooters are my zone, and a side-scrolling kaiju brawler felt like exactly the kind of gimmick I usually bench after two hours. But Dawn of the Monsters held my attention long enough to earn a real look, and the reason is that 13AM Games built actual systems under the spectacle. You pick from four distinct combatants - Megadon (the Godzilla stand-in), Ganira (a sea terror who can summon a crab companion to split enemy aggro), Aegis Prime (an Ultraman-flavored transformer with fast combo strings), and Tempest Galahad (a cannon-armed mech that plays more defensively). Each one genuinely feels different. The combat is slower and more deliberate than Streets of Rage 4 - these things lumber, which is thematically correct but takes some adjustment if you came expecting tight footsies. You get light and heavy attacks, a block, a parry window, a short dash, RAGE special moves that build into a screen-filling Cataclysm finisher, and the ability to rip buildings out of the ground and use them as weapons. The destructible environments are not just window dressing - there are health caches inside structures, and lobbing a skyscraper at a Nephilim boss mid-combo is reliably satisfying. The DNA Augment system is where the game earns its keep beyond surface-level bashing. Each monster slots three augments that modify stats and add active effects - things like boosting speed after a heavy hit, or routing execution kills into your Cataclysm meter. You earn augments based on your stage ranking (up to S+), and you can reroll or sell ones that don't fit your build. It is not deep enough to scratch a true theorycrafting itch, but it is enough to give you real decisions before each mission, especially on boss stages where the telegraph patterns demand a specific defensive setup. The grind to source specific augments does get tedious late in the campaign - a few players reported replaying already-mastered stages twenty-plus times to get a useful drop, which is a genuine design irritant and worth knowing going in. Content-wise, over 35 missions across four city environments (Toronto through Tokyo) gives you enough runtime without overstaying the welcome - most sessions clock in around six to eight hours for a clean first run, longer if you chase S+ ranks on everything. The story leans into its tokusatsu-and-manga DNA with full voice acting and a lore database that actually has stuff in it worth reading. The narrative itself is predictable, but the world-building is committed enough that you buy in. Local two-player co-op is the clear best-case scenario here. The game is playable and enjoyable solo, but side-by-side co-op makes the chaos read correctly and smooths out the moments where solo play starts to feel formulaic. No online co-op is the main practical gap - for a game with this obvious couch-sharing appeal, that omission stings. No microtransactions anywhere, which is worth noting explicitly. Steam user reviews sit at 88% positive across 124 reviews, and critic consensus on OpenCritic landed around a 78 average with an 84% recommendation rate. That is a fair score. This is a confident, polished brawler with real character variety and a build system that rewards attention - it just runs out of modes once the campaign ends. If you have someone to play it with locally, that calculus shifts meaningfully in its favor. Fred, Scout Team

Dawn of the Monsters
ActionAdventure

Dawn of the Monsters

Mar 15, 202213AM GamesWayForward
GamerScout Says

A kaiju belt-scroller with more mechanical depth than its Saturday-morning premise suggests - the DNA augment system actually asks you to build, not just mash.

PC
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Screenshots & Media

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About Dawn of the Monsters

I came into this one skeptical. Shooters are my zone, and a side-scrolling kaiju brawler felt like exactly the kind of gimmick I usually bench after two hours. But Dawn of the Monsters held my attention long enough to earn a real look, and the reason is that 13AM Games built actual systems under the spectacle. You pick from four distinct combatants - Megadon (the Godzilla stand-in), Ganira (a sea terror who can summon a crab companion to split enemy aggro), Aegis Prime (an Ultraman-flavored transformer with fast combo strings), and Tempest Galahad (a cannon-armed mech that plays more defensively). Each one genuinely feels different. The combat is slower and more deliberate than Streets of Rage 4 - these things lumber, which is thematically correct but takes some adjustment if you came expecting tight footsies. You get light and heavy attacks, a block, a parry window, a short dash, RAGE special moves that build into a screen-filling Cataclysm finisher, and the ability to rip buildings out of the ground and use them as weapons. The destructible environments are not just window dressing - there are health caches inside structures, and lobbing a skyscraper at a Nephilim boss mid-combo is reliably satisfying. The DNA Augment system is where the game earns its keep beyond surface-level bashing. Each monster slots three augments that modify stats and add active effects - things like boosting speed after a heavy hit, or routing execution kills into your Cataclysm meter. You earn augments based on your stage ranking (up to S+), and you can reroll or sell ones that don't fit your build. It is not deep enough to scratch a true theorycrafting itch, but it is enough to give you real decisions before each mission, especially on boss stages where the telegraph patterns demand a specific defensive setup. The grind to source specific augments does get tedious late in the campaign - a few players reported replaying already-mastered stages twenty-plus times to get a useful drop, which is a genuine design irritant and worth knowing going in. Content-wise, over 35 missions across four city environments (Toronto through Tokyo) gives you enough runtime without overstaying the welcome - most sessions clock in around six to eight hours for a clean first run, longer if you chase S+ ranks on everything. The story leans into its tokusatsu-and-manga DNA with full voice acting and a lore database that actually has stuff in it worth reading. The narrative itself is predictable, but the world-building is committed enough that you buy in. Local two-player co-op is the clear best-case scenario here. The game is playable and enjoyable solo, but side-by-side co-op makes the chaos read correctly and smooths out the moments where solo play starts to feel formulaic. No online co-op is the main practical gap - for a game with this obvious couch-sharing appeal, that omission stings. No microtransactions anywhere, which is worth noting explicitly. Steam user reviews sit at 88% positive across 124 reviews, and critic consensus on OpenCritic landed around a 78 average with an 84% recommendation rate. That is a fair score. This is a confident, polished brawler with real character variety and a build system that rewards attention - it just runs out of modes once the campaign ends. If you have someone to play it with locally, that calculus shifts meaningfully in its favor. Fred, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5KaijuBelt-ScrollerDNA AugmentsCouch Co-opTokusatsuDestructible EnvironmentsBuild VarietyCombo SystemNo Microtransactions

System Requirements

Minimum

OS
Windows 7 Professional 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
AMD Radeon HD 5700 Series or equivalent
Processor
Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz

Reviews & Ratings

No ratings available

Game Info

Developer
13AM Games
Publisher
WayForward
Release Date
Mar 15, 2022

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