Choo-Choo, we goin’ to fight the Titans
Surprisingly I never touched the original Monster Train release, and I honestly am not sure why. More than likely there were a ton of other things that came out that sadly overshadowed it for me, which if you are a video game fan then you can totally relate. Monster Train 2 seems to retain the core strategic deck-building and multi-floor combat that the fans loved about the original. Only this time instead of narratively being about demons invading heaven; now the once ancient foes must join forces to combat a new threat to both realms: the Titans.
Like I said above Monster Train 2 retains what the fans loved about the original, players will again defend their ‘Pyre Heart”, the trains core, from waves of enemies attempting to ascend through the train’s floors. The game plays a lot like a tower defense, where deploying units and using offensive and buffing cards are usually the key to success. Players will begin their run by choosing a leader which can be pulled from multiple factions but initially players will only have access to the Pyreborn who is the clan from hell and the Banished who are basically a group of fallen Angels. Each faction plays differently and has various strengths and weaknesses, for instance the Banished are built around a buff known as Valor. What this does is grant +1 attack for each stack with the unit in front. So, the more units with Valor are going to buff that front line defender with attack and armor.

MSRP: $24.99
Platforms: PC (reviewed), PlayStation, Xbox
Price I’d Pay: $24.99
Each run begins with the player being able to place their unit cards before the enemies’ spawn on the first floor. I loved this because I was able to set up multi-floor traps where I would weaken enemies on the first floor and then hit them with the big guns on the 2nd. There is even something that allows the Pyreheart to be a more active part of the group. When players empower the Pyreheart it will allow the usually defensive heart of the train to play a more active and aggressive role in a player’s strategy.
Another really cool addition I found was the equipment and room cards. These both would enhance the train cars in various ways, changing a room to an armory may increase all of your units’ attacks by 10. Which may not sound like a lot initially but once you factor in the many other buffs that will be in play, this can down a boss in one turn if you do it correctly.

Monster Train 2 boasts five playable clans in total with each one offering unique strengths and playstyles offering immense replayability. There is an outpost hub that will serve to track the players’ progression and allow them to upgrade the clan stats and even customize the train to a limited degree. There are also Dimensional challenges which provide a modifier to runs, forcing the player to think on their feet. These challenges are changed and add more variety, ensuring that no two runs feel the same.
Visually speaking Monster Train 2 boasts a gorgeously animated 2D art style, with some really striking designs for both allies and enemies alike. And I’d be remiss if I didn’t mention the heavy metal soundtrack that not only has a ton of various tracks but they also intensify as the battle goes on. Special shout out to the composer Jordan Chin, seriously this soundtrack rocks.
Monster Train 2 is a truly enjoyable experience that feels like the developers have successfully built upon it upon its predecessor’s foundation. Even though it took me a few runs to really get a handle on all the systems at play, once I did I was ‘full-steam ahead’ (these train puns doing it for you?). The new clans, strategic depth, and progression system are all a reason for any fan of the rogue-like deck-builders to try this game. Not to mention the banging soundtrack, some bright and colorful art for the cards and enemies and Monster Train 2 feels like a perfectly blended match made in heaven.
Review copy of game provided by publisher.