Monsters' Den: Godfall
A lean dungeon-crawler RPG with procedurally-generated depths, turn-based party combat, and a loot loop that punishes complacency. Old-school in the best ways.
Compare Prices(0 stores)
Loading prices...
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Screenshots & Media

About Monsters' Den: Godfall
Monsters' Den: Godfall is the third entry in Monstrum's quietly beloved dungeon-crawl series, and it does not reinvent the wheel so much as it sands it down to a very satisfying smoothness. This is a turn-based party RPG built around procedurally-generated dungeons, incremental loot, and the kind of tactical combat that rewards reading enemy ability tooltips before you find out the hard way what they do. If you have played Monsters' Den: Book of Dread, you know exactly what you are getting and will likely be happy with it. If you are new to the series, think grid-light dungeon-crawling with meaningful class choices and a steady drip of gear upgrades that keeps the loop compelling for a surprisingly long stretch. The party-building is where Godfall earns its keep. You assemble a group of characters across several class archetypes, and the synergies between them are real rather than cosmetic. A tank that can taunt and absorb punishment opens up very different options than a formation built around glass-cannon mages and a cleric running interference. Skill progression feels deliberate, and the loot pool is deep enough that finding a well-rolled piece of equipment still produces a small dopamine spike at hour fifteen. Turn-based battles are not flashy, but they demand positioning awareness and resource management, particularly on harder difficulty settings where resting opportunities are scarce and attrition becomes a genuine strategic problem. The procedural dungeon generation keeps runs from feeling stale, though it is worth being honest: the visual variety is limited. You will spend a lot of time in stone corridors that look like other stone corridors. The worldbuilding is present but thin - there is a story involving the titular Godfall event, and it provides context, but do not come here expecting Planescape-tier lore density or characters you will want to quote back at friends. The writing is functional and occasionally flavourful rather than genuinely literary. Filler content is largely absent, which is more than many bigger RPGs can claim, but the trade-off is a certain spareness that might leave narrative-first players wanting more texture. Where Godfall genuinely shines is in replayability driven by build experimentation. Different party compositions unlock different viable strategies, and the difficulty curve is tuned well enough that losing a run to overconfidence feels fair rather than arbitrary. The game runs cleanly, loads fast, and asks almost nothing of your hardware, making it an excellent option for shorter sessions when you want RPG mechanics without a three-hour commitment just to see the next story beat. It is the kind of game that sits in your library for years and gets opened whenever a more demanding RPG burns you out. If you want rich dialogue trees and characters with complicated motivations, this is not your stop. But if you want a tightly designed tactical dungeon-crawler with genuine build variety and a loot loop that holds its shape well past the early hours, Godfall delivers exactly what it promises, without waste and without apology. Monika, Scout Team
Tags
System Requirements
Reviews & Ratings
Game Info
- Developer
- Monstrum
- Publisher
- Monstrum
- Release Date
- Jul 6, 2017