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

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?

“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 updating the game every two weeks. 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 core systems in the game are implemented including the multiplayer and they are playable in the southern districts of the city, namely Harbor and Tenements. The game is relatively stable, and can be played at a decent frame rate. Please be aware that this is still an early access build and there will be bugs, quite a few of them in fact. However, we're updating the game quite frequently and we're planning to polish what is currently available in the next couple of months.”

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 (5)

November 16, 2018

Development Update

After an entire summer in the oven, we're taking the development to the next stage. I'd like to thank everyone involved for their hard work and dedication in completing the update, developers and players alike. There is still a lot of work to be done but we're all committed to making this an exciting action game.

The main goal of the current stage of development is to finalize all gameplay elements and the Rivals mode. To be able to achieve this in the next few months, we've limited the game area to the southern districts of the city, Harbor and Tenements. Afterwards, we will start implementing the Co-op and Duel modes before completing the rest of the city. Even though it may seem limited, it is still a rather large area full of objectives, enemies and all 5 progressive phases of Rivals Mode.

Moving forward, we will increase the frequency of the updates to once every two weeks for the game, and once a week for the beta. Now that we have almost all of the systems in the game, our implementations will be short and bulk updates to fix existing problems and to increase performance and stability of the game as soon as possible.

Last but not least, the issue of price. It was kingofcats who asked if there was going to be a sale anytime soon and we felt it necessary to answer this question properly. Pricing a game in Early Access is always very difficult. It has to have a balance between supporting the development, setting a worth to the final product and reflecting what is available currently. We've put a lot of thought into this, and decided to go into a 25% discount to reflect the fact that we've closed major parts of the city, and we still need to polish what is available in the store.

I have to stress the fact that this is not the first in a long string of ever increasing discounts. The price will increase gradually to its former amount as we finalize the features of the game, and as we get closer to release, it will surpass the Early Access price. We're not taking this approach because we're greedy. Setting a price range also gives us a bar of quality to work towards, and we will make Monstrous a game that has the production quality to match its price range.

As always, thank you for your support :)
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November 16, 2018

Halloween Patch Notes

Here is the full change list:

• World Design Update: Lairford South
o 6 more world squares have been added to the play area, completing the Tenements and Harbor districts.
o Current game mode is set in a 500x200 playspace with explorable rooftops, landmarks and essential shops.
o Numerous decoration bits and pieces have been deployed in available world squares to flesh out the town.
o Most shaders and environment textures have been rebuilt or overhauled to add more detail to the world.
o We have also built a relit version of the city that is more demanding in hardware performance terms. We will also make that version available on a beta branch while we work on optimization features.
o More background music and ambient audio has been deployed in the city.

• Player Character Updates
o The Ghoul has been remodeled and retextured.
o The 4 player characters (the Ghoul, The Vampiress, the Promethean and the Witch) had various animation updates and tweaks. They also include transitions for certain states.
o More character abilities and mechanics have been implemented.
o All player characters now have a sprint attack.
o The Ghoul can now lay and detonate traps. Laying a trap can also be used as combo with melee attacks. He has access to a special, ricocheting shot and a super shot that penetrates. He also has more knife attacks with different properties to build combos with.
o The Vampiress can now steal different buffs based on enemy strengths when she performs Essence Drain. Her Impaler is now a special attack. She can activate a short duration, powerful life drain buff as her new super.
o The Promethean now has a very strong, special punch. He had most of his attacks tweaked to have wider attack arcs. He can buff his defenses with his power button.
o The Witch can now receive randomized beneficial effects when she reveals a card with her power button and casts a set of randomized harmful effects on enemies around her when she reveals her hand in her super attack. She also had her attack animations tweaked to transition better.
o The 4 player characters received a texture and shader update. These changes will become more apparent in the relit version of the city.
o More player attacks and abilities now have particle and sound effects.

• Starting Area Update
o The starting area has been changed. It is now more compact and contains several new interaction platforms.
o Player character customization is now accessible via the interaction button (F on keyboard, X on gamepad) at the character select screen. There are 3 styles and 4 color sets available per player character now.
o Players can view, unlock and equip different weapons at the Arsenal.
o Players can view collectible items and game information at the Collection platform.
o The new game platform by the collapsed tower can be used to start a new, single player game.
o The Game Narrator now provides basic guidance in the Start Space to start teaching the player in a free form tutorial.
o There is a small island built to give the player a space to practice jumping and wall jumping.
o There is a small island built to give the player a space to practice combat basics with dummies. It also has a health / stamina / magic / comeback refill spot so the player can replenish character combat resources while practicing.
o The newly built starting space islands will be properly polished later.

• Game Content Update
o Primary and Secondary objectives have been overhauled. They now have more content and allow for a completion of a session.
o The primary quest line is separated into 5 phases with 3 possible tasks per phase.
o Secondary goals are selected from a larger pool and distributed to all players.
o There are also free form goals on the map such as treasures and faction VIPs.
o Up to five tiers of essential passive & consumable items have been added to reward lists and treasure chests. More complex items will be distributed to the same outlets in waves.
o Each player character has 10 collectible weapons in-game now.
o 50 unlockable lore bits are in-game. Most have been redeployed to better reward exploration in the newer city districts.
o NPC encounters have been redistributed to populate the updated city map and to provide a smoother difficulty curve.

• Systems Updates
o The AI framework has been updated. Both pathfinding and combat mechanics have been improved on.
o Fixes to combat systems have been made. Core mechanics have been overhauled such as combat states, blocking, parrying, reversals, frame advantages and disadvantages.
o Weapons clashes and parries can now set involved characters to a “recoil” reaction state.
o Guard crushes have been simplified in implementation. This change will allow more polished animations.
o Attack types, dodge types and guarding are now better arranged in a RPS flow. Horizontal attacks defeat sideways dodges and deflect thrusting attacks. Overhead attacks deal double guard damage and break through horizontal attacks. Thrusts punch through overhead strikes and catch enemies dodging backwards.
o Glancing hits are enabled on NPC attacks.
o The animation system driving our characters and combat system has been overhauled to better integrate with engine features and to enable more detailed transitions.
o The GUI has received a visual update. An ongoing under the hood revamp will make future updates easier and faster. The city map can now be accessed by pressing the inventory menu button (Tab on keyboard, Back on gamepad).
o Improvements have been made to performance. Batching now works and culling has been optimized.
o Various small fixes to characters, abilities, effects and content.
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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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