Compare Monster Train - The Last Divinity (DLC) prices across 50+ stores and find the best deal. Developed by Shiny Shoe. Published by Good Shepherd Entertainment. Released on 5/21/2020. Available on PC. Genres: Strategy. Metacritic score: 86/100.

The Last Divinity cranks Monster Train's already-punishing difficulty into a full second campaign, adding new cards, relics, and a brutal final boss that will dismantle any lazy deck.

Monster Train is a roguelike deckbuilder built around a vertical battlefield gimmick that turns out to be anything but a gimmick. Your train has three floors, enemies push up from the bottom, and your Pyre sits vulnerable at the top. Every card you play, every unit you place, every relic you draft has to account for that spatial logic. The Last Divinity DLC does not change that core loop. Instead it adds a full new challenge mode layered on top of the base game, tuned for players who cleared the base content and immediately started asking where the real difficulty was. What the DLC actually adds: a new covenant-level challenge called The Last Divinity mode, a new playable Wurmkin clan with cards built around Echo mechanics that let you bank card plays for burst turns, a fresh batch of cross-clan cards that open up previously impossible synergy lines, and a set of new relics. The headline addition is the titular final boss, which is a multi-phase fight that punishes reactive play hard. You cannot just build a "good enough" deck and grind it out. The boss has a written set of patterns and your deck needs an actual answer to each phase, which means draft decisions made on floor one ripple into whether you survive the ending or not. That kind of forward-planning pressure is exactly what deep roguelike fans want. From a build-order perspective, the Wurmkin clan rewards patience in a way the base clans do not. Echo charges accumulate across turns and then discharge as a multiplied action, so sequencing matters enormously. A Wurmkin-primary run that drafts badly in the first two shops will bottleneck on charge generation and stall out. A well-drafted one feels like you are running a combo engine with a consistent setup window. The cross-clan cards introduced here also open new hybrid archetypes across the five total clans, and experienced players will immediately start mapping out which combinations were previously weak and are now viable. The short answer is: several. The honest downside is access. The Last Divinity is DLC, not a standalone expansion, so you need the base game and you need to have actually completed base runs to appreciate what is being added. Dropping into this content as a newer player is technically possible but practically punishing. The tutorial for the DLC is minimal. If you are new to Monster Train entirely, finish a handful of base-game covenants first, learn the relic interactions, and then come back. The DLC is not the on-ramp. That said, for anyone who already has 20-plus hours in the base game, this content reads as exactly the right kind of "more": mechanically dense, replayability-positive, and built around the same systems you already understand. The Steam review score of 96 percent positive across a very large sample size is not accidental. Shiny Shoe clearly understood what their audience wanted and delivered additional depth rather than additional padding. The AI opponent behavior in competitive multiplayer challenges, present from the base game, also benefits from the expanded card pool since matchups feel less predictable with Wurmkin builds in the rotation. If you are already invested in Monster Train, The Last Divinity is the kind of DLC that extends the spreadsheet rather than starting a new one. Diego, Scout Team

Monster Train - The Last Divinity (DLC)
Strategy

Monster Train - The Last Divinity (DLC)

May 21, 2020Shiny ShoeGood Shepherd Entertainment
GamerScout Says

The Last Divinity cranks Monster Train's already-punishing difficulty into a full second campaign, adding new cards, relics, and a brutal final boss that will dismantle any lazy deck.

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About Monster Train - The Last Divinity (DLC)

Monster Train is a roguelike deckbuilder built around a vertical battlefield gimmick that turns out to be anything but a gimmick. Your train has three floors, enemies push up from the bottom, and your Pyre sits vulnerable at the top. Every card you play, every unit you place, every relic you draft has to account for that spatial logic. The Last Divinity DLC does not change that core loop. Instead it adds a full new challenge mode layered on top of the base game, tuned for players who cleared the base content and immediately started asking where the real difficulty was. What the DLC actually adds: a new covenant-level challenge called The Last Divinity mode, a new playable Wurmkin clan with cards built around Echo mechanics that let you bank card plays for burst turns, a fresh batch of cross-clan cards that open up previously impossible synergy lines, and a set of new relics. The headline addition is the titular final boss, which is a multi-phase fight that punishes reactive play hard. You cannot just build a "good enough" deck and grind it out. The boss has a written set of patterns and your deck needs an actual answer to each phase, which means draft decisions made on floor one ripple into whether you survive the ending or not. That kind of forward-planning pressure is exactly what deep roguelike fans want. From a build-order perspective, the Wurmkin clan rewards patience in a way the base clans do not. Echo charges accumulate across turns and then discharge as a multiplied action, so sequencing matters enormously. A Wurmkin-primary run that drafts badly in the first two shops will bottleneck on charge generation and stall out. A well-drafted one feels like you are running a combo engine with a consistent setup window. The cross-clan cards introduced here also open new hybrid archetypes across the five total clans, and experienced players will immediately start mapping out which combinations were previously weak and are now viable. The short answer is: several. The honest downside is access. The Last Divinity is DLC, not a standalone expansion, so you need the base game and you need to have actually completed base runs to appreciate what is being added. Dropping into this content as a newer player is technically possible but practically punishing. The tutorial for the DLC is minimal. If you are new to Monster Train entirely, finish a handful of base-game covenants first, learn the relic interactions, and then come back. The DLC is not the on-ramp. That said, for anyone who already has 20-plus hours in the base game, this content reads as exactly the right kind of "more": mechanically dense, replayability-positive, and built around the same systems you already understand. The Steam review score of 96 percent positive across a very large sample size is not accidental. Shiny Shoe clearly understood what their audience wanted and delivered additional depth rather than additional padding. The AI opponent behavior in competitive multiplayer challenges, present from the base game, also benefits from the expanded card pool since matchups feel less predictable with Wurmkin builds in the rotation. If you are already invested in Monster Train, The Last Divinity is the kind of DLC that extends the spreadsheet rather than starting a new one. Diego, Scout Team

Tags

steamRoguelike DeckbuilderEcho MechanicsMulti-Phase BossCovenant DifficultyCross-Clan SynergyCombo EngineVertical BattlefieldHigh Replayability

System Requirements

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Reviews & Ratings

Metacritic
86
Steam
96%(22,832)

Game Info

Developer
Shiny Shoe
Publisher
Good Shepherd Entertainment
Release Date
May 21, 2020

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