Compare Monster Train 2 prices across 50+ stores and find the best deal. Developed by Shiny Shoe. Published by Big Fan Games. Released on 5/21/2025. Available on PC, Mac. Genres: Indie, Strategy. Metacritic score: 87/100.

Ninety-plus on Metacritic, 95% positive on Steam, and 180 clan combinations to break before breakfast. If the original ate your weekend, this one will eat your month.

I went into Monster Train 2 with a spreadsheet of the original's clan synergies already half-memorised, and within two runs it was already obsolete. Shiny Shoe did not remake what worked. They buried it under so much new material that you have to rediscover the whole system from scratch, which, for a strategy obsessive, is exactly the right call. The core loop is unchanged: place units across three floors of a train car, cast spells, and stop waves of enemies from reaching the Pyre Heart on the top floor. What has changed is everything layered on top of that foundation. Five brand-new clans join the five returning ones for a total of ten, and because you pick a primary and a secondary at the start of each run, the combinatorial space lands at 180 possible pairings. The newcomers each carry a distinct mechanical identity. The Banished are fallen angels built around stacking Valor for bonus damage and regenerating armor, approachable enough for a first run at higher Covenant difficulty. The Luna Coven cycle moon phases and stack Conduit buffs to turn spells into late-game nukes, but they need a tanky secondary to survive long enough to go online. The Pyreborne apply Pyregel to enemies, a stacking debuff that amplifies all incoming melee damage, and accumulate a Dragon Hoard of golden eggs that cash out for rewards mid-run. The Underlegion floods floors with Funguy swarm units that scale with the right buffs. The Lazarus League plays a volatility game with its Unstable mechanic, detonating enemies below health thresholds. Each clan has two champions with their own upgrade paths, and the space where secondary clan cards intersect with primary mechanics is where the game actually lives. Breaking a run does not feel like an exploit here. It is the whole point. Two new card types add real strategic texture that the original lacked. Room Cards modify individual train floors with persistent effects, changing the geometry of your defence before enemies even spawn. Equipment Cards attach directly to units and can be merged together, which is where some of the most absurd late-game scaling comes from. Between battles you pick one of two route branches, each offering a different mix of shops, Celestial Alcove events, artifacts, and upgrade opportunities. The Covenant Outpost hub ties runs together with a story that actually has character development and plot progression, a meaningful upgrade over the first game's flavour text approach. For long-session players, Dimensional Challenges offer handcrafted scenarios with fixed faction combinations and custom mutators that produce situations you will never see in a standard run. Daily Challenges feed the leaderboard crowd with a scored, mutator-heavy format. Endless Mode is present for anyone whose Covenant 10 clears feel insufficiently punishing. The honest caveats: the original five clans feel undertuned in the new environment, because they were not designed around the MT2 card pool, and Shiny Shoe has flagged a rebalance patch. Some card interactions are unclear enough that veteran players will hit confusing moments, and early-game balance has drawn criticism around specific cards that trivialise runs before the difficulty scaling catches up. The learning curve for newcomers is steep, not because the tutorial is bad, but because the decision space is enormous. My advice: start with the Banished as your primary, take any secondary you find interesting, and do not worry about optimising for the first five or six runs. The game reveals itself through failure, and each failure costs you only one run. At an 87 on Metacritic and sitting at 95% positive across thousands of Steam reviews, the critical consensus is unusually unified for a genre where personal taste drives wildly different verdicts. The original Monster Train already held its own against Slay the Spire by doing something architecturally different. The sequel earns its existence by expanding that difference rather than retreating toward safer genre conventions. Diego, Scout Team

Monster Train 2
IndieStrategy

Monster Train 2

May 21, 2025Shiny ShoeBig Fan Games
GamerScout Says

Ninety-plus on Metacritic, 95% positive on Steam, and 180 clan combinations to break before breakfast. If the original ate your weekend, this one will eat your month.

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About Monster Train 2

I went into Monster Train 2 with a spreadsheet of the original's clan synergies already half-memorised, and within two runs it was already obsolete. Shiny Shoe did not remake what worked. They buried it under so much new material that you have to rediscover the whole system from scratch, which, for a strategy obsessive, is exactly the right call. The core loop is unchanged: place units across three floors of a train car, cast spells, and stop waves of enemies from reaching the Pyre Heart on the top floor. What has changed is everything layered on top of that foundation. Five brand-new clans join the five returning ones for a total of ten, and because you pick a primary and a secondary at the start of each run, the combinatorial space lands at 180 possible pairings. The newcomers each carry a distinct mechanical identity. The Banished are fallen angels built around stacking Valor for bonus damage and regenerating armor, approachable enough for a first run at higher Covenant difficulty. The Luna Coven cycle moon phases and stack Conduit buffs to turn spells into late-game nukes, but they need a tanky secondary to survive long enough to go online. The Pyreborne apply Pyregel to enemies, a stacking debuff that amplifies all incoming melee damage, and accumulate a Dragon Hoard of golden eggs that cash out for rewards mid-run. The Underlegion floods floors with Funguy swarm units that scale with the right buffs. The Lazarus League plays a volatility game with its Unstable mechanic, detonating enemies below health thresholds. Each clan has two champions with their own upgrade paths, and the space where secondary clan cards intersect with primary mechanics is where the game actually lives. Breaking a run does not feel like an exploit here. It is the whole point. Two new card types add real strategic texture that the original lacked. Room Cards modify individual train floors with persistent effects, changing the geometry of your defence before enemies even spawn. Equipment Cards attach directly to units and can be merged together, which is where some of the most absurd late-game scaling comes from. Between battles you pick one of two route branches, each offering a different mix of shops, Celestial Alcove events, artifacts, and upgrade opportunities. The Covenant Outpost hub ties runs together with a story that actually has character development and plot progression, a meaningful upgrade over the first game's flavour text approach. For long-session players, Dimensional Challenges offer handcrafted scenarios with fixed faction combinations and custom mutators that produce situations you will never see in a standard run. Daily Challenges feed the leaderboard crowd with a scored, mutator-heavy format. Endless Mode is present for anyone whose Covenant 10 clears feel insufficiently punishing. The honest caveats: the original five clans feel undertuned in the new environment, because they were not designed around the MT2 card pool, and Shiny Shoe has flagged a rebalance patch. Some card interactions are unclear enough that veteran players will hit confusing moments, and early-game balance has drawn criticism around specific cards that trivialise runs before the difficulty scaling catches up. The learning curve for newcomers is steep, not because the tutorial is bad, but because the decision space is enormous. My advice: start with the Banished as your primary, take any secondary you find interesting, and do not worry about optimising for the first five or six runs. The game reveals itself through failure, and each failure costs you only one run. At an 87 on Metacritic and sitting at 95% positive across thousands of Steam reviews, the critical consensus is unusually unified for a genre where personal taste drives wildly different verdicts. The original Monster Train already held its own against Slay the Spire by doing something architecturally different. The sequel earns its existence by expanding that difference rather than retreating toward safer genre conventions. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaClan SynergyTower Defense HybridFloor-Based CombatCovenant DifficultyEquipment CraftingRoom CardsDaily ChallengesEndless ModeRun-Based ProgressionDeep Combo Potential

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 21 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10 x64 Bit
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
GeForce GTX 760 (2048 MB) Radeon R7 260X (2048 MB Intel UHD Graphics 630
Processor
Intel Core i5-4670K / AMD FX-4350
Additional Notes
Low Quality setting, in 1080p, producing 60 FPS

Recommended

OS
Windows 11 x64 Bit
Memory
16 GB RAM
DirectX
Version 12
Storage
3 GB available space
Graphics
GeForce GTX 1080 (8192 MB) Radeon RX 5700 (8192 MB)
Processor
Intel Core i5-9600 / AMD Ryzen 5 1600
Additional Notes
High Quality setting, in 1080p, producing 60 FPS

Community Discussion

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Reviews & Ratings

Metacritic
87

Game Info

Developer
Shiny Shoe
Publisher
Big Fan Games
Release Date
May 21, 2025

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What platforms is Monster Train 2 available on?

Monster Train 2 is available on PC, Mac.

When was Monster Train 2 released?

Monster Train 2 was released on 21 May 2025.

Who developed Monster Train 2?

Monster Train 2 was developed by Shiny Shoe and published by Big Fan Games.

Is Monster Train 2 worth buying?

Monster Train 2 holds a Metacritic score of 87/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.