Monsters and Monocles is a frantic top-down shooter for 1-4 players. Use teamwork and your arsenal of weapons to defeat the overwhelming hordes of evil, either locally or online. All the levels are procedurally generated with new layouts, objectives, and secrets each time you play.
All Reviews:
Mostly Positive (54) - 77% of the 54 user reviews for this game are positive.
Release Date:
Aug 16, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We've been working on Monsters and Monocles since early 2014 and have spent the bulk of that time making sure that the core of the game feels great for solo, local co-op, and online play. We are now at the point where we need to expand on this foundation with more variety and content across all aspects of the game, including levels, enemies, weapons, and customization, to ensure that each play session is unique and interesting.

Early access provides a great opportunity to get the game in front of a larger audience to help us fine tune and shape the game's balance and content, while also making sure that network play is as smooth and robust as possible.”

Approximately how long will this game be in Early Access?

“We’re aiming to finish the game within 10 months while doing monthly content updates along the way.”

How is the full version planned to differ from the Early Access version?

“The full version will have a much wider variety of weapons, enemies, upgradable abilities, objectives, unique random events, traps, and unlockable characters. We’re aiming to have 6 distinct zones, each with their own secret areas and bosses.

The full version will also have full steam workshop support for player created characters, weapons, enemies, and environments, as well as standard steam features like achievements, trading cards, and cloud saves.”

What is the current state of the Early Access version?

“The current early access version is fully playable for 1-4 players, both locally and online. There are 4 playable characters and 3 complete zones, each with their own distinct type of procedural generation type, enemies, and boss. There is also a functioning HUB world in which levels can be selected and unlocked, and relic abilities can be equipped and upgraded. There are currently 20 distinct weapons and more than 20 relic abilities.”

Will the game be priced differently during and after Early Access?

“We plan to have the same fixed price for both early access and full release so that all players get the same value whether they adopt early or wait for final release.”

How are you planning on involving the Community in your development process?

“We plan to have a fully transparent task list available to everyone to show what we’re currently working on, along with future update plans. We’ll be actively following the steam forums and email feedback to collectively help us balance every aspect of the game. The community will also play a hugely important role in helping us create fully featured and stable network play across all supported platforms.”
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Recent updates View all (18)

January 2

Content Update 10: More Player/Enemy Movement Work, Props, & More

Happy New Year!



This update is a bit smaller than usual with the break for holidays, but Craig and I are back hard at work after a few days off. We hope you all had a happy holidays!

The content in the update breaks into two major sections - player/enemy movement & prop/decoraton.

For movement we stated by taking the updated movement code from the previous update and applying it to all enemies as well. We had initially been hesitant to do this because it's a more cpu intensive system, but it results in much smoother movement around walls and props. If you notice performance issues with this build, please let me know. In addition to changing the collision system we also updated all the props in the mansion to have rounded corners. This should reduce any sticking points on props. Eventually we need to apply this to wall corners, but this is a bit trickers since that is a custom generated collision mesh. Finally we updated all the player characters to have a new dodge animation instead of the old blue dash. We lowered the speed at which you sady significantly, but increased the time you dash by quite a bit. This will give you a larger window of invincibility while you dash, but you should still cover a similar distance as before. In particular this should make it easier to correctly time a dodge through large laser beams (skullington fight) and large spike sets. Also, it just looks cooler.

For prop and visual work we did a full pass on all the static props in the mansion, removed several, and added several new ones for variety. We also re-added all of the large scale props like dining room tables to the rooms. They provide additional cover from enemies, but has a limited life. All props also have a permanent debris on destruction, a new explosion effect, and new debris particles. All candles/torches in the mansion should now work as a functional point light to make the whole scene a bit brighter. And we also added a mask in all the empty space on a level to reduce the likelyhood of seeing any random sprites poking through the sides. All in all, hopefully all this work makes the mansion feel more varied and interesting.

Thanks for reading, and we hope you have fun! We're looking forward to all of the new stuff we'll be adding in 2018. :)

Cheers,
Ryan & Craig

2018/01/02 - 1.12.6576 (Content Update 10) --------------------------------------------------------------------------- Happy New Years! What's New: * Enemies now use the same movement code as players, providing improved movement around props and wall edges * Decreased player dodge speed from 32 to 12, but increased dodge/incincibility time from 0.15 to 0.41 seconds * Added a dodge animation for all player characters * Added a dust trail to players while running * Added first pass of a full map "ceiling" mesh to reduce sprites poking out into empty space * Added functional point lights to mansion walls that have a candle or torch * Added prop remains/splats for persistance after destruction * Reworked all prop colliders/hit areas to be more accurate and smooth pathing out for players and enemies * Updated to Unity 2017.2.1f1 * New Prop: Knight's armor * New Prop: Grandfather clock * New Prop: Large Dining Table (Round) * New Prop: Large Dining Table (Horizontal & Vertical) * New Prop: Sofa * New Prop: Dining Chair (Red & Blue, front & side variants) * New Prop: Potted plant * New Prop: Fireplace * New Prop: Book Stacks * New Prop explosions and debris effects What's Changed: * Fixed several map generation bugs that were causing excess mesh generation and performance issues * Fixed prop bug that would spawn multiple explosions and debris effects on death * Reworked all mansion rooms to contain a valid start/exit location * Reworked prop and enemy debris sorting to ensure prop debris always shows on top * Fixed netcode bug where incorrectly configured props can cause an error on level initialization
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November 16, 2017

More Mansion and Monster Improvements (Content Update 9)

For the last several weeks we've been working hard on the content and balance of the Mansion - with a goal of getting it to 1.0 quality so we can use it as a template for the remaining zones in the game.

To that end, we added several new enemy variants (Pinkeye Earl, Speyeball Earl, Pinkeye Jr). We also completely revamped the enemy selection/spawning system for both normal enemies and arena challenge rooms. All of the mansion enemies have been moved to the behavior tree AI system and there have been many changes to their behaviors. Several bullet animations have been replaced as we try to work on a style that makes them more visible and give them a consistent feel across the range of enemies. Several enemies got a new coat of paint to bring their looks up to par:



We have also started tweaking player movement/mobility, most of the work in this update went towards giving player smoother movement around props and walls, reducing many cases where you might "stick." Please let us know how this feels to you, we will continue to tweak it going forward!

Besides all that we added several small quality of life things - for instance in arena challenges all enemies now have a spawn warning animation so you are more likely to not have an enemy spawn on top of you. We've hopefully fixed the remaining issues with arenas not correctly opening, thanks to everyone who submitted information that helped us track that down!

Have fun with the update, and always we'd love to hear what you think!

Cheers,
Ryan & Craig

2017/11/16 - 1.11.6529 (Content Update 9) --------------------------------------------------------------------------- What's New: * Added shoppe to airship * Added Speyeball Earl * Added Pinkeye Earl * Added Pinkeye Earl Jr * Props no longer drop health or items, only a (very low) chance of coins * Arenas now have a spawn warning to indicate that a new enemy is appearing instead of spawning it instantly * Overhauled enemy generation code to use a new method instead of the old percentage of area calculation method * Overhauled arena enemy generation to work alongside the new systems * Added new arena rooms that use the new enemy types * Modified player movement to work a bit more smoothly around walls, props, and enemies * Added a 'scatter' behavior and applied it on all rats for more erratic behavior * Updated to Unity 2017.2.0f3 What's Changed: * Fixed multiplayer bug where arenas would not finish/resolve correctly * Converted Speyeball Jr to behavior tree system * Moved speyeball and pinkeye to behavior tree system * Tweaked speyeball and pinkeye behavior * Removed slowing effect from ghost, moved ghost to behavior tree system * Increased beam range and sweep of tesla sphere * Converted Skullclops to behavior tree system * Significantly increased skullclops dash length * Updated enemy data tooling to account for new enemies * Removed gungir from relic list until we can add it back in with corrections * Added logic to behavior tree system to allow enemies to respond to wall collisions * Added teleport to scatter ghost * Replaced art for several bullets * Updated web art and gave it an animated fade out * Replaced art for ghost and scatter ghost * Replaced art for bombdemons * Updated art for rats * Fixed seed info not appearing correctly in network MP games * Fixed spawn position of spike traps * Adjusted collision on spike traps to be a bit more forgiving around edges * Adjusted player collision slightly * Replaced skullclops art * Changed all weapon sound effects to use random selection instead of round robin * Replaced art for slime jr * Replaced art for super slime jr
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About This Game

Monsters and Monocles is a frantic, Victorian steampunk themed twin-stick shooter all about using teamwork and heavy weaponry to battle the hordes of evil. A naive occult collector has unknowingly unleashed a great evil that is spreading across the globe, and it’s up to you and a team of quirky paranormal investigators to find the source of this dark energy and blast it back to where it came from.

Online and Local Multiplayer


Take on the challenge solo, or play with up to 4 players online or locally. Your team shares a single pool of lives so you need to stick together, revive fallen comrades, and watch each other’s backs.

Customize Your Play Style


Search out and use powerful weapons to aid you in battle like the blunderbuss, stake launcher and the crumpet cannon - a steampunk toaster that fires weaponized crumpets.
Find and equip relics to customize your weapons and add new abilities to match your play style, and upgrade them by looting chests and destroying enemies.

Procedurally Generated World


Each level is procedural so you and your comrades will be faced with unique enemy placement, traps, secrets and objectives each time you play. Your trusty airship the HMS Scone acts as your hub and lets you gear up before taking on challenging levels like the haunted mansion, snowy Victorian streets and a cursed Pharaoh’s tomb. Each area ends with a fearsome boss encounter, such as a demonic chimney sweep or a giant cyclops skull.


Features


  • 4 player co-op - both locally and online
  • Co-op centric gameplay - Revive teammates and shared pool of lives across all players
  • Challenging single player
  • Every game is different - Procedural levels, enemies, relics, objectives, and secrets
  • Customizable abilities - Collect relics that can be upgraded across play sessions to match your play style
  • Full Controller support
  • Huge bosses
  • Sound design & Music by Hyperduck Soundworks
  • Dogs wearing smoking jackets

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: Core i5 or Core i7
    • Memory: 2 GB RAM
    • Graphics: GTX 400 Series or better
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Additional space required for any mods downloaded
    Minimum:
    • OS: 10.8 or greater
    • Processor: Core i5 or Core i7
    • Memory: 2 GB RAM
    • Graphics: Discrete GPU required
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Additional space required for any mods downloaded
    Minimum:
    • OS: Ubuntu 14.04 or SteamOS
    • Processor: Core i5 or Core i7
    • Memory: 2 GB RAM
    • Graphics: Discrete GPU, Nvidia GTX 400 Series or better
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Additional space required for any mods downloaded

What Curators Say

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