Minion Masters is a fast-paced, easy to learn and hard to master strategy-brawler. Choose your Minion Master and collect your minions for epic 1vs1 & 2vs2 battles with other players.
Recent Reviews:
Mostly Positive (37) - 75% of the 37 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (702) - 81% of the 702 user reviews for this game are positive.
Release Date:
Dec 2, 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?

“Since this is an online PvP game, we would like to test the balance and get player feedback before release.”

Approximately how long will this game be in Early Access?

“We are planning on a full release in Mid 2018.”

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

“Here's a list of things we would like to look into with you before we leave Early Access:
  • Lots of new Minions, Spells and Buildings
  • Balancing
  • New awesome Masters
  • More social mechanics
  • Leaderboards (Done)
  • More progression systems ("Expeditions" in progress)
  • 2 Vs 2 - Team Battle (Available in Beta version)
  • Overall polish
And the extra unplanned good ideas that always occur”

What is the current state of the Early Access version?

“The game is fully playable, with lots of Minions and Masters you can be creative with. There's progression systems, Drafting, Matchmaking leagues, Arenas to unlock, Global chat, Friend listing, Profile summaries, Achievements, Replays, a Challenge system and much more.
You progress will not be wiped when leaving Early Access, it's yours to keep.”

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

“Minion Masters will be free-to-play in the future. If you buy the Early Access version you will get an exclusive Arena and a great gift when the game is released!”

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

“We are always very active on the Steam Community forums where we collect your feedback and engage in the discussions. We will also be playing a lot and chatting with you in the in-game chat.
On top of that we have a suggestion system.

Lastly we are very active in the community Discord for the game, receiving bugs, feedback, suggestions and balance discussions from the active players.”
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Buy Minion Masters Premium Edition

Includes 2 items: Minion Masters, Minion Masters - Premium Upgrade


Recent updates View all (63)

March 14

Update 61 - Community card in the draft event!

Minion Masters!

Draft Event and NEW CARD - Incubus

  • In this event you will get a chance to play with the new Incubus card in draft mode!
  • There will be an increased chance of the Incubus appearing during card selection.
  • If you manage to get 12 wins you will be permanently rewarded with the Incubus card and the ability to craft it before the card is fully released!
  • Additional one-time rewards are available at 3, 6 and 9 wins as well.
  • The event will run from March 14th to 28th. When the event is done Incubus will be fully released in the normal fashion.
  • Everyone will receive 1 free draft ticket so you can try the event.
  • The Incubus is the community card event winner - a 5 mana Minion that jumps to any ranged enemy who hits him. He also deals damage in a small area with his fiery sword!

Intro quests
Intro quests have been added to guide new players through the early parts of the game. More will be added over time!

Bug Fixes
  • Fixed 2vs2 leaderboard display bug.
  • Fixed Daily Quest "Power Hungry" bug.
  • Shields now work correctly on Morgrul The Swarmer King.
  • Combustion now properly deals damage to flying units - thank you GreyWolf!
  • Milloween no longer turns pink when she dies - thank you Memfisto!
  • Succubus now gets properly marked with the new indicators. - thank you markljunggren!
  • Fixed an issue with prowler jump and brutus attack cancelling each other multiple times.
  • Fixed an issue where the Prowler's animation didn't play properly- thank you SMNCUB!
  • Fixed an issue where the Spiritmancer will stop targeting units that are about to die which prevents him from giving hp to allies. - thank you ThatSprite!
  • Fixed issues with Musketeer riposte ability and animation.
  • You can no longer spawn cannon roller outside of the arena - thank you Omicron666!
  • Combustion 'buff' is now correctly applied when minions are no longer hypnotized - thank you FFA!
  • Fixed an issue where ranged units would have issues aggroing correctly - thank you Steven!
  • Fixed a visual bug with divine shield.
  • Fixed the expedition map.
  • Healing shrine will properly show range in preview.
  • Fixed a missing image for expedition boss.
  • Fixed that Ratbo’s name would appear in a expedition boss’s tool tip. - thank you FFA.
  • Fixed an issue where reward icons for quest and achievements were gone,

  • Succubus Projectile Effect - Visual change.
  • Fixed lighting issue that would cause dark metals when shadows are off.
  • The great Memfisto now has a special chat color for winning the King Puff Invitational. YAY!!
  • Added a higher chance of daylight skyboxes
  • Added 2 snow skyboxes
  • Placed the friends list above notification popups.
  • Small rework on replay buttons
  • Matchmaking code refactored. A number of back-end changes to the matchmaking code have prepared for improvements in the future and made the process more secure. We’ve also changed a few variables to make it wait longer before matching people very far from each other in rank.

Cheers from Betadwarf!
17 comments Read more

February 28

Update 60 - Looks matter

Minion Masters!

With Update 60 we've introduced a number of visual changes to the game so everything looks a lot better!

The biggest difference you'll notice is that everything is bigger.
This makes the game a lot more readable, showing characters clearly and getting you closer to the action.
At the same time we saw an opportunity to improve on a few gameplay things we wanted to solve both through wide changes, but also with some balance.
You’ll find a detailed list of changes and reasons below, but we quickly wanted to mention some other exciting stuff.

The KPI happened saturday with great games and exciting announcements!
If you haven’t watched it, go check out the Group Stage & Final Stage.

You’ll even see the Minion Masters Card Design Contest winner Incubus showcased during the show.
Also announced was the fact that the winner of the KPI gets his name on a special King Puff Invitational 2 skin, immortalized in the game for all eternity.

NOTE: We have reverted all quality settings for this patch because a lot of things have changed. Please set up your settings again

Now on to the changes of the patch that we all know you’re waiting for!

Visual Overhaul
  • Assets scaled up
    • All characters are bigger, but so are the individual environment pieces.

    • Better readability - you can get closer to the action, seeing things more clearly both for existing and new players. It also helps when people are watching streams and tournaments, catching the eye more easily and showing new potential players the appeal of Minion Masters.

    • Collision radius increased
      Increasing radius was a clear requirement with bigger Minions to avoid clipping and too much, well, cluster-muck. This has had a slight effect on Minions as their range and aggro is based on radius. In most cases it will mean they’ll notice each other slightly earlier. While this means existing players have to relearn a few of the finer placements, it will help moving forwards by focusing the gameplay more on Minion interactions.
      A common strategy was to play very cheap Minions to take the bridges by placing them behind the opponent, especially through splitting units that could take both bridges.
      While the idea of maintaining bridge control as a strategy is not problematic, the idea of putting down Minions that are as cheap as possible is counter to the intention of Minion Masters.
      A Scrat or an Illusory Cleaver is not an especially exciting challenge for the opponent, so in many cases playing against a cycle deck was a chore of having to take back the bridges with a much large mana investment. With plenty of time and space to handle it, the opponent could often place something behind your Minion to take the bridge and then answer your Minion easily, leaving you with the chore again. (This idea of time and dead space is further discussed below).
      The specific thing radius has solved is that it makes it harder to play things behind an opponent, often requiring specific cards to solve that problem. It’s no longer possible to place a splitting unit if you’re under attack from ranged units, as your units will have to fight before they take the bridges. It’s still possible to place small units in the far corner of your arena to grab a bridge.
      We had this dynamic before, but it only happened at longer ranges. Now the threshold has been lowered, and it allows us to play with more ranged units as board control units, especially when you bring in a buff such as Marksmanship, where they will be placed far enough back that the opponent cannot grab the bridge except with a dedicated card such as Bridge Buddies or a group drop.

  • Reduced noise of environments to help Minions stand out more. This makes the game clearer and allows the eye to focus on gameplay elements.
  • Added fog, depth of field and other VFX changes to help bring different environments together in a cohesive look.

  • Minion speed increased
    • We increased the movement speed of everything for a number of reasons. While it helps the look of the bigger Minions overall, it also allowed us to solve a few gameplay issues we’ve wanted to look at for a while.

    • Less dead space
      There was a lot of waiting in Minion Masters when an enemy push was coming, especially for big units. In many cases, this led to new players throwing plenty of units into a push with no success, especially in healing situations. For higher level players, you sometimes had to spend your mana elsewhere to avoid overflowing, but at the same time could not invest too much elsewhere, since you had to keep enough mana for answering the push.
      Meanwhile, the opponent had built up a lot of mana as his Minions walked across the map, which allowed him to freely support with spells or backup units. Ultimately this could lead to 20 mana pushes on your field, while you only had 10 mana to defend with.

      With more speed, mana build-up while you have a push going is reduced, which means you have to be more careful about the investment you put into other areas. Defending and using spells to support your push becomes less likely, which brings the focus of the game into creating a mana advantage over the course of the game so that the opponent cannot counter attack, which allows you to invest in your push.

    • Viable counterpush
      Very much connected to the dead space was the fact that once an opponent placed something big in a lane, your ability to attack him through the other lane was severely limited. He would most of the time have plenty of mana to defend any push you placed, since it took it a long time to get to his tower.
      We want to make it more possible for regular decks to perform aggressive moves, and this is accomplished through overall speed. A few very aggressive cards may need additional tuning after this, given that they’ve also become better at what they do, but we’re aware of them and will continue to gather data.

    • Fits with animations
      An obvious visual improvement of faster movement is that it fits better with bigger unit sizes. We’ve already done some reworks of walking animations for big units such as Living Statue and Demon Warrior, but creating more cases of animations that felt too slow was naturally undesirable.

    • Quicker resolution - more focus on engagements.
      One last thing that changes the overall feel of the game, is that a faster Minion speed makes for quicker resolution, i.e. from a Minion is played till it dies the time is shorter. This also helps to reduce the noise as there will be more focus on individual engagements rather than having to keep an eye out everywhere on the field.
      This will both help newer players find their way, but will also help the experience when watching streamers and tournaments, as both audience and casters can focus on exciting parts without missing out on key information.

    • Of course we should remember that overall the game has not changed in a major way, we have simply pulled it a little in a direction we believe is better for the future of Minion Masters using this as an opportunity to solve many problems at once.

  • Many environment assets have been completely redone. For example, the Area 52 arena has been replaced, but most arenas have been updated.

  • Sticky placement
    When placing cards they will now stick to the eligible space. We’ve done this to help new (and old) players make fewer mistakes in placement. It also shows more clearly where your units will effectively spawn in cases where they would be outside the arena before.
    Additionally, we’ve added the ability to place group units closer to the edge, as they will bunch up instead of being limited to a specific formation.

  • Range & aggro indicators
    Range indicators are now dotted to differentiate them from area indicators. Aggro indicators have been added to show which enemy your Minions will target when placed.

  • Reward opening
    Chests have received new animations and a faster flow for rewards.
    Achievements now play a simpler reward effect when claimed.

  • Increased the force that separates Minions a little. This also makes bigger Minions feel heavier, as smaller Minions cannot push past them as easily.
  • Healthbars now scale according to the Minions they’re attached to.
  • Added a small tactile movement for cards when you mouse over them.
  • A new personal goals section now shows on the News screen.

Phew, that was quite a ride. Here’s a funny puff picture to make up for it.

Oh yeah, incidentally that’s the new skin we added to the game, with the name of the King Puff Invitational winner on it!

We hope you have a good idea of why we’re making such large changes, we did say 2018 was going to be legendary ;)

We’re very happy to listen to your feedback on the forums, and you can be certain this is not the last time we make large changes to the game, because we’re determined to make it the best thing we possibly can.

On to Balance!
  • Prowler
    • Pounce cooldown reduced from 3 to 2
    • Pounce Minimum range reduced from 4 to 3
    • Damage increased from 75 to 85
    • Clarified Extra damage as Double Damage in text.
    --- Developer comments ---
    The Prowler didn’t feel as impactful as we’d hoped. Often he would end up walking to his target in cases where you expected him to jump.
    After additional testing, we also increased his damage to give him more impact in longer fights.

  • Brutus & Terror Brutus
    • Attack Speed from 3.0 to 2.5 sec
    • Damage from 30 to 50 (DPS 10 to 20)
    --- Developer comments ---
    Brutus was simply not as impactful as you’d expect from a one-time effect in a Master perk.
    At higher levels he was simply ignored, as he did not pose a threat himself, while new players tended to throw plenty of Minions at him because he looked more threatening than he was.
    With this change the Ravager becomes more powerful by putting a tank on the board that can also have an impact on its own.

  • Scrat Tank
    • Health up from 600 to 700
    • Attack Delay from 1.5 to 0.7 sec
    • Damage from 50 to 60
    --- Developer comments ---
    The Scrat tank had 2 major problems;
    • Its mechanic did not become relevant often enough, especially because it took plenty of damage even when fighting in its ideal environment because of the long wind-up on its attack.
    • It was not enough of a threat in itself to warrant the high mana cost.

    We considered many options, but did not want to make more tanks at 3-4 mana cost. Instead, we opted to make his mechanic more relevant. He now quickly hits the enemy and closes up afterwards. This means he fights well against ranged attacks like Plasma Marines and the Succubus as he no longer takes as much damage. It requires better play from the opponent to circumvent the mechanic with a tanky unit.
    Additionally, we increased his health and damage so this 5-mana Minion is a threat in itself even when his mechanic is not overly relevant.

  • Morgrul the Swarmer King
    • Roar Knockback distance up from 3 to 4
    • Roar now also summons 2 Swarmers
    • Health reduce from 300 to 240
    • Damage reduced from 45 to 35 (dps 30 to 23.3)
    --- Developer comments ---
    We wanted Morgrul to feel more special and Legendary, so we opted to make him the real swarmer king.
    Summoning Swarmers both on spawn and death makes him much more versatile, but testing revealed he was too hardy for the cost.
    Reducing his health and dps makes AoE counters clearer, as units will perform better when they’ve removed the Swarmers from the battle first.

  • Battle Shi-hou
    • Health increased from 350 to 450
    --- Developer comments ---
    The Battle Shi-hou had an issue with taking too much damage when fighting large groups of minions. Even in the ideal situation he would be left without much power for such a high cost card.

  • Healing Shrine
    • Fixed an issue that added Healing Shrine radius to its range. Effectively this reduces its healing range from 11.5 to 10.
    • Healing per second reduced from 100 to 75
    • Lifetime increased from 10 to 12 (total healing 1000 to 900)
    --- Developer comments ---
    This is a bit of an experimental change which didn’t receive much testing given time constraints. However, we wanted to iterate on the Healing Shrine now that it’s been brought up in a lot of feedback. Reducing the range should help separate it more from Healing Fireball, as it cannot affect Minions on the opponent’s board.
    At the same time, we wanted to make the impact of having a counter to it feel better. We experimented with delaying the healing until it was fully summoned, but this created a lot of other issues, so we decided to stretch the healing a little.
    This also opens up the possibility of overcoming the healing with enough damage.

    We’re keeping a close eye on the Healing Shrine and would appreciate feedback about the situations where it’s good or bad.

    Bug Fixes
    • Fixed a bug where Spirit Vessel’s health buff had a longer delay than intended - Thanks Grey Wolf!
    • Fixed a bug where Rage would not work on Gax’ damage - Thanks Grey Wolf!
    • Fixed some expedition objectives failing in Team Battle because of your ally.
    • Fixed a bug where the Zeppelin was missing it’s projectile.
    • Fixed Razorback Ravager being slightly offset - Thanks StevenEven!
    • Fixed the Magma Cannon becoming a mess when stunned.
    • Fixed re-boomer and re-boomer eggs being different radius - thanks Mr.Win!
    • Fixed premade Team Battle win streak breaking when you lost a solo Team Battle - Thanks YokoZar!
    • Fixed Draft showing 3 losses if you quit with 12 wins and came back - Thanks Parallel.
    • Fixed a bug where changing expedition during a long move would make you stuck.
    • Fixed an issue where controllers could not change volume sliders.
    • Fixed Expedition UI not showing the proper deck when searching for a match - Thanks FFA.
    • Fixed a bug where Spiritmancer’s health buff would target a Minion that was already dying - thanks Sick Dinosaur.
    • Fixed a bug with swarmers getting stuck between the totem and arena wall - Thanks Ecke.
    • Fixed a number of layout issues in Expeditions where you could access Might Towers without fighting a challenge.
    • Fixed replays no longer indicating the winner correctly - thanks Khazlariko, StevenEven and Vango
    • Fixed Battle Shi-hou not having enemy indicators on Ugly - thanks Khazlariko.
    • Fixed a bug where Mordar would reset his attack without showing it visually.
    • Fixed an issue where Averill would give the wrong objectives.
    • Fixed a bug where spectators could also clear and receive achievements - Thanks Felicia!
    • Fixed Disruptor Puffs getting Rage from Volco’s 3rd Perk - thanks Dauntless Duelist.
    • Removed the “leaver message” when spectators leave a team battle.
    • Fixed a UI bug where Masters would display in the wrong order on the VS screen.
    • Fixed an issue with spectator numbers not updating properly when spectators left and joined.
    • Fixed Emotes being clickable for spectators even if they didn’t send anything.
    • Fixed bug: Highlight on enemy units when hovering with spell still disappears when teammate hovers with their spell. - Thanks Memfisto.
    • Fixed a bug with Bronze League achievement reward showing as claimable - thanks Brianna & ThatSprite.
    • Fixed solo challenge UI not updating title properly when you finished a set of Masters - thanks FFA.
    • Fixed a bug where having too many symbols would display your name as “ERROR_SafetyMaxHit” - thanks Felicia.
    • Fixed not being able to switch decks in Expeditions if you entered from Draft mode.
    • Fixed a bug with accepting friend invite during matchmaking breaking the lobby - thanks Eazotop
    • Fixed an issue where joining a disbanded lobby could cause you to never find new matches - thanks Memfisto ( ͡° ͜ʖ ͡°)
    • Fixed a bug where Hypnotizing a Minion cursed by Cursebearer would make curse permanent.
    • Fixed combustion not affect units it was highlighting.
    • Fixed some cases of replays becoming corrupt.
    • Fixed a bug where Lost Legionnaires would gain King Puff’s perk 2 effects - thanks Syluxmaster!

    • Increased the playable area of bridges slightly. With the new radius, units had a tendency to get caught on the corners or bottleneck on the bridges. More space to move around in helps this.
    • Fixed a small issue with the playable field on the bottom side being bigger than the playable field on the top side.
    • Minions no longer collider with Minions in Stealth. Stealthed Minions still collid normally themselves.
    • Optimized the spawning of ragdolls.
    • Minions now look more in the direction they’re trying to go than their movement, especially when colliding with other units.
    • Removed the “synching expedition map” modal message when starting an expedition.
    • Pings in Team Battle are now shown on top of the Card UI
    • Added Screenspace Reflections to visual settings - warning: extremely heavy, not for potatoes.
    • Moved Camera Movement settings into visuals.
    • Move Split Versus Screen option into advanced graphics
    • Added indicator for newly unlocked Expeditions in Main Menu.
    • New VFX for Succubus’ teleport.
    • Snake Druid now shoots a projectile for his attack.
    • Improved VFX of: Blood Imps damage, Bridge Buddies scroll symbol, Spiritmancer staff, AtG lights, Daggerfall, Hypnotize.
    • Delayed Settsu’s return to the Master tower on Victory/defeat slightly.
    • Updated Premium Upgrade reward text to reflect new premium upgrade.
    • Added VO for Volco’s Burn the Bridges and Tempers Flaring.
    • Eggs now have referenced stats in preview for Boomer, Re-boomer and Gax - Thanks FFA and Dipshit.
    • Added new Rage VFX
    • Milloween’s Arcane golem now gains up to 5 stacks of power when she gains Perk 3.
    • Snake Druid’s immobilize effect now stops movement abilities from working, e.g. Musketeer’s Riposte, Succubus teleport and more.
    • Updated UI for expeditions with a number of improvements.
    • Opponent emotes now appear on top of expedition objectives
    • You can now watch replays while in a matchmaking queue.
    • Featured offers now still show when you have them, but show as claimed.
    • Changed Ratbo’s “not enough mana” VO to fit better with the situation.
    • Removed a small delay in the reward from daily spin.
    • Clarified Next League Reward UI when you had dropped down a league.
    • Added read more functionality to card descriptions.
    • Added VFX when you use Call to Arms
    • Polished Draft feedback when winning a draft match through Expeditions.
    • Dragging a card onto another will now only replace the other card if the deck is full - thanks GraveCrawler!
    • Bolded the mana cost of cards that have changed values.
    • Improved the cursor indicator for the following indicators: global spawn indicator, Global cursor, Bridge Buddies, Future Past, Future Present and Call to arms.
    • Upgraded Cursebearer’s VFX.
    • Spectator UI now indicates what state the other player is in.
    • You can no longer click on cards during Spectating.
    • Units no longer attempt to attack enemies they will not be able to reach - e.g. Succubus getting stuck on the edge because she does not have range to reach and enemy above it will now ignore it instead.
    • Mordar no longer targets invisible Minions on his board. He will still hit them if currently attacking something else though.
    • Milloween can no longer hit invisible Minions when attacking visible minions.
    • Daily Quests can now be completed in friend matches.
    • Optimized some reward flow.
    • Leaderboards can now show top ranking players even without deck data.
    • Added “and left-click” to the ping loading tip.

    And just because these patch notes aren’t long, enough, we want some honorable mentions from the PTR!

    PTR fixes
    • Thank you all for testing. So much feedback came in and we’ve tried to fix it all
    • Specifically we scaled many of the units that people reacted to on stream and PTR to fit better.
    • We reduced the dust in the sandy skybox.
    • We will continue to evaluate the changes and see what else needs tweaking. No change of this size is done in the first iteration.

    Cheers from Betadwarf!
46 comments Read more
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2 vs 2 Added!

The Team Battle mode has been added to the game!
In 2 vs 2, you can play with friends or strangers and finally try out that ridiculous combo you came up with but needed 16 cards to make work.

There are now three ladders:

See the full update here


  • "It’s pretty fun. Ultimately it’s a pretty damn good version of the Clash Royale model."
  • "Is this by those Forced Showdown guys?! Is this the greatest game of all time?"
  • "Pick Up and Play PvP at its finest"
  • "If you’re familiar with things like Nexus Wars and Castle Attack, or just Clash Royale, you’re immediately gonna be able to pick this game up very very quickly. Obviously there is quite a lot of learning involved with the different troop types and cards available. But it's really slick. It’s plays really really well. It’s a good version of that game type, for PC."

About This Game

The Game

Engage in epic 1v1 or 2v2 battles, in this fast-paced strategic minion brawler that's easy to pick-up but hard to master.
In Minion Masters there are many different Masters with unique hero abilities and you collect awesome minions ranging from: Fierce demons, cute creatures, devastating spells and much more.
Utilize your minions to destroy the enemy Master! When a minion has been summoned they can no longer be controlled, so place them wisely to win!

Will become free to play

Dear player, we would like to make you aware that Minion Masters will be Free to play in the future. If you buy the Early Access version you will get an exclusive Arena, a great gift when the game is released and an additional copy for your friend!

Game Modes

  • 1v1 - Fight against other players and see how far your skills can take you. The rank of Grandmaster awaits if you can become one of the best!
  • 2v2 - Join with your friend or queue up with randoms to take down other teams in this super intense 2v2 action. Twice the minions, twice the action!
  • 1v1 Draft - Build your deck from a random selection of cards each run. You gain better rewards if you defeat more opponents, but be careful, 3 losses and you're out!
  • Solo challenges - Complete solo challenges and hone your skills by practicing against Ai Masters!

Legendary Masters

Learning how to use your master’s abilities to their full potential and building your deck up around them is crucial for victory! Each Master has their own unique personality and play-style, which creates opportunities for all kinds of strategies! Only the most determined players can learn to utilize a Master to their full potential!

Unlock and Craft Mighty Minions and Spicy Spells!

We have more than 100 unique cards (minions, spells, buildings) with more being added all the time!

  • Like the peace-loving Mana Puff, that gives you extra mana when it's happy - which is always!
  • Or the Troubadour, who refuses to do anything but play his bagpipe, making all the other minions attack him regardless of what else is going on just to make it stop...
  • Of course, you could also get the Undying Skeleton who comes back to life after you kill it!


New expeditions appear in the game all the time. Travel around the world of Minion Masters to explore new worlds, fight other players and defeat PvE challenges that lead to epic loot!


We believe in creating a forever fun and always engaging experience in Minion Masters, so we regularly spice things up with new events that last for a limited time. They range from challenges, friend events, tournaments, new game modes, bonus quests and many more.


We have a thriving community in our steam forums, ingame and on our discord channel where both developers and players answer questions, discuss and help you learn the game.
Come join us now!! Discord Link:


Customize your character with epic skins!

You can even change your side of the playing area to a look that suits you, by swapping your arena with a new one. Want to fight on a lava world? Maybe in a sunken temple? Or a graveyard? There are many more options and the choice is yours.


Several community-driven tournaments have emerged around the game. Different tournaments happen every month, some for cash prizes, others for in-game currency or just bragging rights!
Are you the best? Prove it!

You can read more about this and other amazing stuff on our blog:

Twitch Streamer Feature

With the Twitch feature you can link your twitch account and by winning our special streamer events, you can get rewards for you and your viewers. We also feature twitch streamers in the game so people can see who is streaming.

Feature List

  • 1v1 Ranked
  • 2v2 Ranked
  • Draft
  • PvE challenges
  • 9 Masters (More coming soon!)
  • 100+ cards/minions (More coming soon!)
  • Events
  • Active Community
  • E-Sports scene
  • Crafting system
  • Ingame chat and emotes.
  • Recurring stream event
  • Master skins (More coming soon!)
  • Custom arena skins. (More coming soon!)
  • Replays!
  • Expeditions!
  • Rapid game updates!
  • Collect your own Arenas!
  • Season rankings!
  • Gorgeous 3D visuals that we are always updating and working on!
  • Pick one of a bajillion strategies
  • Did we mention the Puffs? There’s even a King Puff!

Gameplay description

  • Each player has a pool of mana and a deck of 10 cards (minions/spells/buildings).
    A card can costs between 0-10 mana and your mana regenerates over time during the match.
  • There are 2 bridges in the middle that you need to capture and hold. They generate experience so your hero can level up his abilities before the enemy.
  • You place minions on your side of the arena and the goal is to have them destroy the enemy’s tower.
  • Minions have minds of their own and once you have summoned them, they can no longer be controlled, so place them wisely!
  • Most minions have unique abilities. A few examples of this are: AOE damage, healing, teleporting, mana regen, flying and many more.
  • Spells can be used to change the flow of the game in your favour. Spells such as healing, mind control or stuns can be devastating in the hands of a skilled player.
  • Each hero has unique abilities that change the game drastically as they become active.
  • Awareness, strategy and dedication is needed if you want to become great at the game.

Join in and have fun in our amazing world of Minion Masters!
- The Betadwarf team

System Requirements

    • OS: Windows 7, Windows 8, Windows 10
    • Processor: Intel Core i3, 2.4 Ghz or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 240 or equivalent, minimum 512 MB of VRAM
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
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