Monstrous is a melee combat oriented action adventure game featuring Gothic horror characters entangled in fragile alliances and settling rivalries; played in a free roaming city amidst industrial revolution.
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Release Date:
May 16, 2018

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Early Access Game

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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?

“Monstrous is first and foremost a combat game and in our experience combat games always depend on community feedback to tweak and improve gameplay. We simply think this is the right time to share the game with the public and involve the community in its development.”

Approximately how long will this game be in Early Access?

“Based on the development time it took to get to this stage, we are expecting 9 – 11 months of development until the game is ready for a full release. Until then, we will be making bi-monthly updates to the game. The beta branch is a good place to preview the upcoming features and content as it will get more frequent updates.”

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

“Our current plan is to add:
• Campaign and Co-op Modes
• Match-making
• Additional Districts
• Additional Playable Characters
• Additional Enemies
• Campaign Progression
• Additional Music
• Additional Visual Features & Polish

We are keeping a development buffer of 2-3 months to add to this list based on community feedback and feature requests.”

What is the current state of the Early Access version?

“All the core gameplay systems are implemented. There is always room for suggestions and improvements, but we feel that the gameplay in Monstrous is already solid and most importantly, quite fun to play.

On the content side:
• Monstrous offers Rivals mode for Single Player or playing with Steam Friends, and a Quick Match mode for multiplayer.
• 5 main districts of the city are complete in content with events, encounters and itemization.
• There are 4 playable characters with their own fighting styles and powers.
• 3 enemy factions are currently active in the city.”

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

“Yes, we will gradually increase the price as we add more features and content. And there will be plenty of both in the upcoming months”

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

“Community feedback is the reason we're doing early access. We will be actively tracking:

• Feedback and suggestions on upcoming features, modes and city districts.
• Play testing currently available and upcoming characters.
• Monitoring emergent behaviors, tactics and strategies due to the dynamic nature of game.
• Balancing move lists and itemization

There will be dedicated topics followed by and commented on by our development team as soon as the game launches for Early Access.”
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Recent updates View all (2)

May 31

Patch is Live

This is our first monthly update to the game. Since it has been only a couple of weeks since the Early Access, the contents of the update are rather modest. It contains mostly fixes to combat mechanics, AI and sounds. Also a bit more polished Starting Area.

Next update at the end of June will be more substantial in terms of Graphics, Animations and City Layout. We will also keep tweaking and improving the AI in general. If you do not wish to wait a month and want to see how the monthly update is progressing, please join us in the beta. It is updated at least every week, mostly once every few days as fixes and features are immediately tested on Steam.

Here are the patch notes:

• Killed off several bugs affecting combat mechanics. You can now land attacks better and your enemies will be stunned properly when performing combos. Guarding will also work more reliably now.
• Following the combat fix, we have tweaked our AI so they don’t dawdle around too much. They might be a bit relentless now, but we will keep tweaking until they feel right.
• The Collection system is live! The first batch of collectibles are lore bits that can be found in various locations in the city.
• Players can gain coins by killing enemies now
• Starting Area has been populated. It has an acceptable performance right now. We will improve performance in the next couple of weeks
• Fixed an issue that prevented the player from returning to the lobby after completing a game session.
• Weapon trails are now dynamically adjusted to match the frame rate. Trails will better match the attack arcs and look smoother to boot.
• The camera will now properly shake when you land a killing blow on an enemy.
• The NPC AI now handles movement better. Next week the animations will be updated to match their movements.
• Small update to move lists to include default sprint and interact buttons.
• Various UI fixes in character selection, highlights and the game menu.
• Starting Area fires don’t clip anymore.
o Thanks to ShroudedNight for pointing them out.
• Combat Music Triggers have been fixed
• Fixed collider issues for some sidewalks and buildings in the City
• Gameplay Effects icons have been fixed. They only show when they are in use
• Character Selection has been improved. Player Character now faces the camera and the annoying respawning issue while selecting the character and colors have been fixed.
• A collision issue with Dash has been fixed.
• Character rotation on slopes has been tweaked.
• No more encounter respawning on death.
• Zeppelin transport UI has been fixed.
• Adjusted encounter population and distribution to favor simpler enemies in earlier phases.
• Fixed healing items dropping rarely from chests. There will also be more chests in the world as the game session advances.
• Erroneous hitbox removed from Ghoul Power Attack.
• Small fixes to AI pathing in the City.
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May 18

Finally, out in Early Access!

This is an exciting first announcement for us. After months of sleepless nights, we’re finally able to push the game to Early Access and I can share our plans for the game and our reasons for why we’re in Early Access.

Monstrous originally started out as a 2D game. It was heavily influenced by Moonstone: A Hard Day’s Knight, which we hold dear to our hearts. We didn’t want to make just a copy though, we tried to imagine how a game like Moonstone could be realized in a time where melee combat has taken to new heights by excellent games such as Souls series, Bloodborne and Dragon’s Dogma (a personal favorite for me). Moonstone was also a free-roaming game, so we made a board-game like setup but dropped the turn-based approach to modernize it even further.

After a few early prototypes, it became clear that the concept was more suited to 3D so we switched to Unity Engine around late 2017. The prototypes immediately improved and after an initial phase of technology pre-production, we started production in January. We all knew that making a free-roaming action game in 3D would be a tremendous undertaking and we needed help developing it as we didn’t have the resources to hire user-testing groups. We had two options at that point, either crowd-fund the game to increase our resources or release the game in Early access and get help from the player-base that would be interested in being involved in a development cycle.

None of us felt comfortable with the idea of crowd-funding. We wanted to have an open structure where players would take part in the development, not just fund the project and hope that it will one day release to their expectations. While it is true that we could have setup the tools to involve the players ourselves, it meant additional time and resources spent on setting up and maintaining such a structure. Steam already offered such tools, Valve were and still are actively spending tremendous resources on demolishing the wall between developers and players. It takes little effort for us to communicate with players, push fixes and builds that can be downloaded from quality servers.

So here we are, finally in Early Access. We are well aware that the game is nowhere near a release. It’s not a highly polished game with only few bugs remaining to fix. Being a free-roaming game, it is not the kind of game where we can just push a couple of polished districts for players to explore and feed content over time either. The game currently has the core combat, general structure of the Rivals Mode and the districts implemented. We could have added more to the build, more assets, more enemies, more features. But we thought it was important to have a frame-rate that was at the very least over 30FPS. We omitted anything that wasn’t optimized and would drag the frame-rate to sub-30FPS.

We want to use Early Access as a platform where we can build a game with a dedicated community that is as excited about the concept as we are.

We sincerely thank you for any support you can offer even if it is just showing the patience to read this announcement 😊. Please feel free to join us on Discord and Discussions where we are actively keeping a presence. If you want to have more information about how we’re going to proceed from here onward, I will be making a post in the general sections of the discussions.
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About This Game

Monstrous offers a fresh take on directional melee combat and what a game with a strong combat focus can do in greater context.

If you have enjoyed the fighting pace of Dark Souls, the dueling gameplay of Jedi Academy, the world building of Legacy of Kain: Soul Reaver & Vampire: the Masquerade Bloodlines or have fond memories of looting your friends' graves in Moonstone: A Hard Day's Knight we would like to invite you to join us on our journey to breathe new life into the "rivals on a quest" formula in a new, dark fantasy world undergoing industrial revolution.


We are bringing competitive fighting game mechanics to the 3rd person action adventure genre. Dodge incoming attacks and aim your blows in skill based melee combat without target locks. Apply pressure to guard crush opponents, employ zoning tactics, block and counter attack enemies to turn the tables and punish turtling foes with grabs. We have built a solid backbone to make a respectable fighting experience accessible and playable in the 3rd person action format.


Classic Gothic horror characters and villains are presented in a dark graphic novel art style. Player characters with signature fighting styles, powers & skills bring their own approaches and solutions to gameplay scenarios.


Take on the dangers and secrets of the city in adaptable, short and long play sessions. You can also invite Steam friends to take over other monsters in play for a game night with your buddies, or join other players on the Steam network via quickplay if you prefer a multiplayer experience.


Prowl on rooftops to ambush foes, discover items and collect lore bits. Complete shared quests, defeat random encounters and compete for power as you get closer to the final showdown in the ancient heart of the city.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 7850 or GeForce GTX 660
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7 3.2 GHz
    • Memory: 8 GB RAM
    • Graphics: Radeon HD 7970 or GeForce GTX 770
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Mac OS 10.11.x (El Capitan)
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 7850 or GeForce GTX 660
    • Storage: 4 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Mac OS 10.12.x (Sierra)
    • Processor: Intel Core i7 3.2 GHz
    • Memory: 8 GB RAM
    • Graphics: Radeon HD 7970 or GeForce GTX 770
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Requires a 64-bit processor and operating system
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 7850 or GeForce GTX 660
    • Storage: 4 GB available space
    • Requires a 64-bit processor and operating system
    • Processor: Intel Core i7 3.2 GHz
    • Memory: 8 GB RAM
    • Graphics: Radeon HD 7970 or GeForce GTX 770
    • Storage: 4 GB available space
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