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* BigRedDevil: The Hellhorned faction, composed of fairly standard red demons and imps and specialized in brute force.

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* BigRedDevil: The Hellhorned faction, clan, composed of fairly standard red demons and imps and specialized in brute force.

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''Monster Train'' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.

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''Monster Train'' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.
2020. Its DLC, ''The Final Divinity'', was released March 25th 2021.


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* DisabilitySuperpower: Wurmkin are eyeless and cannot talk. However their claws are strong enough to etch sign language into crystal, and they evidently have no difficulty locating their enemies.


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** The DLC faction, The Wurmkin, are another GatheringSteam faction. They build Charged Echos from infused cards, which can then be spent on various abilities. Their forces are split between sturdy tanks and [[WeaponizedOffspring fragile smaller units]] that require a lot of echos to realise their devastating potential.
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* BodyOfBodies: Morsel-Made, a hive mind of morsels that severed themselves from the Umbra Shroud, aggressively adding any morsels in their path into it's entity.
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* CosmeticAward: Clearing a run with a card in your deck will give it a permanent gold frame, which has no tangible benefit. Clearing a run at maximum Covenant (difficulty) adds a crown to the faction combination in the logbook. Clearing Challenge runs, available after clearing the maximum Covenant once, unlocks new frames to replace the gold ones. Finally, as of "The Last Remenant" DownloadableContent, defeating the titular boss adds the faction combination to a new logbook page, as well as adds a stamp to the cards in the deck.

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* CosmeticAward: Clearing a run with a card in your deck will give it a permanent gold frame, which has no tangible benefit. Clearing a run at maximum Covenant (difficulty) adds a crown to the faction combination in the logbook. Clearing Challenge runs, available after clearing the maximum Covenant once, unlocks new frames to replace the gold ones. Finally, as of "The Last Remenant" Divinity" DownloadableContent, defeating the titular boss adds the faction combination to a new logbook page, as well as adds a stamp to the cards in the deck.
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* CosmeticAward: Clearing a run with a card in your deck will give it a permanent gold frame, which has no tangible benefit. Clearing a run at maximum Covenant (difficulty) adds a crown to the faction combination in the logbook. And clearing Challenge runs, available after clearing the maximum Covenant once, unlocks new frames to replace the gold ones.

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* CosmeticAward: Clearing a run with a card in your deck will give it a permanent gold frame, which has no tangible benefit. Clearing a run at maximum Covenant (difficulty) adds a crown to the faction combination in the logbook. And clearing Clearing Challenge runs, available after clearing the maximum Covenant once, unlocks new frames to replace the gold ones.ones. Finally, as of "The Last Remenant" DownloadableContent, defeating the titular boss adds the faction combination to a new logbook page, as well as adds a stamp to the cards in the deck.



** The Awoken and Umbra are Powerhouse. Their units are resilient with good stats, plentiful healing, and a tendency to grow stronger over time. However, individually they have their own weaknesses- Awoken are very tanky without much in the way of offense, and thus require some kind of assistance on that front or be eventually overrun. The Umbra, meanwhile, are a BuildingSteam faction, and thus rely heavily on setting up their Morsels to buff up their stats.

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** The Awoken and Umbra are Powerhouse. Their units are resilient with good stats, plentiful healing, and a tendency to grow stronger over time. However, individually they have their own weaknesses- Awoken are very tanky without much in the way of offense, and thus require some kind of assistance on that front or be eventually overrun. The Umbra, meanwhile, are a BuildingSteam GatheringSteam faction, and thus rely heavily on setting up their Morsels to buff up their stats.



* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, and who writes every note in the Logbook. [[spoiler: One of the Cavern events is implied to take place at his frozen corpse.]][[spoiler: The Last Divinity DLC contains more info about his past: before he came to Hell, he was one of the Judges, beings tasked with judging right or wrong in the world. It is implied he got fed of it and had a hand in attack against Divinities, which he regretted so much that [[LaserGuidedAmnesia he had his memories of that time removed]].]]

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* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, and who writes every note in the Logbook. [[spoiler: One of the Cavern events is implied to take place at his frozen corpse.]][[spoiler: ]] The Last Divinity DLC contains more info about his past: before [[spoiler:before he came to Hell, he was one of the Judges, beings tasked with judging right or wrong in the world. It is implied he got fed of it and had a hand in attack against Divinities, which he regretted so much that [[LaserGuidedAmnesia he had his memories of that time removed]].]]
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Additional information from The Last Divinity DLC


* EternalRecurrence: Starting with the Friends and Foes update, several characters make mentions of cycles of the hellish forces fighting the armies of heaven for eternity.

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* EternalRecurrence: Starting with the Friends and Foes update, several characters make mentions of cycles of the hellish forces fighting the armies of heaven for eternity. [[spoiler: Explicitly confirmed in The Last Divinity DLC, where you find out that the entire game happens inside a [[GroundhogDayLoop time loop, resetting the state of events over and over again]], created by titular Last Divinity, a borderline EldrichtAbomination with complete control over time and barely sane.]]



* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, and who writes every note in the Logbook. [[spoiler: One of the Cavern events is implied to take place at his frozen corpse.]]

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* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, and who writes every note in the Logbook. [[spoiler: One of the Cavern events is implied to take place at his frozen corpse.]][[spoiler: The Last Divinity DLC contains more info about his past: before he came to Hell, he was one of the Judges, beings tasked with judging right or wrong in the world. It is implied he got fed of it and had a hand in attack against Divinities, which he regretted so much that [[LaserGuidedAmnesia he had his memories of that time removed]].]]
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* MisbegottenMultiplayerMode: There is a multiplayer option, but rather than letting people play together, it lets you send the seed value of a run to others and see if they can beat your score.

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* MisbegottenMultiplayerMode: There is a multiplayer option, but rather than letting people play together, it lets you send the seed value of a run to others and see if they can beat your score. There is a timed competition mode which is even worse as there is a minimum of seven minutes of waiting per run as there is no way to start a round without waiting even if everyone is ready.
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** The Awoken and Umbra are Powerhouse. Their units are resilient with good stats, plentiful healing, and a tendency to grow stronger over time.
** The Hellhorned are Cannons. They have massive offensive potential but rely on one-shot armor production for defense.
** The Stygian Guard are Subversive, using damage over time and debuffs coupled with a heavy emphasis on spellcasting.
** The Melting Remnant are The Horde, relying on ZergRush tactics and the unique ability to recover dead units before the end of a battle.

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** The Awoken and Umbra are Powerhouse. Their units are resilient with good stats, plentiful healing, and a tendency to grow stronger over time. However, individually they have their own weaknesses- Awoken are very tanky without much in the way of offense, and thus require some kind of assistance on that front or be eventually overrun. The Umbra, meanwhile, are a BuildingSteam faction, and thus rely heavily on setting up their Morsels to buff up their stats.
** The Hellhorned are Cannons. They have massive offensive potential but rely on one-shot armor production for defense. \n As a result, supplying them with defense from the secondary faction is crucial for survival.
** The Stygian Guard are Subversive, using damage over time and debuffs coupled with a heavy emphasis on spellcasting. This gives them excellent power in generic battles and boss battles, but also renders them very weak to AntiMagic.
** The Melting Remnant are The Horde, relying on ZergRush tactics and the unique ability to recover dead units before the end of a battle. While their remold mechanic means that you can easily replenish lost units, it also means their energy usage is quite high, and they rely heavily on managing supplies of creatures much more than every other faction.

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** One of the upgrade options for the Shardtail Queen champion has her kill any friendly imps in the same room as her to deal damage to all enemies. With a good build she should be using this ability every turn.



* WeHaveReserves: The Melting Remnant and the Umbra both operate on the assumption that you'll be throwing fodder units away with abandon. For the Remnant, their Reform keyword will bring them back for another go, while the Umbra power up their large units by feeding them morsels.

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* WeHaveReserves: The Melting Remnant and the Umbra both operate on the assumption that you'll be throwing fodder units away with abandon. For the Remnant, their Reform keyword will bring them back for another go, while the Umbra power up their large units by feeding them morsels. One upgrade path for the Hellhorned's alternate champion does this as well, giving you weak imp units every turn (in fact, you'll want to make sure they die so you have room to play the next ones).
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* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, who writes every note in the Logbook and who is presumably leading the whole mission despite never being seen in normal gameplay.

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* TheGhost: Herzal, of the titular Hoard that leaves Artifacts scattered all over, who built the Train and forged Hell's half of the Covenant, and who writes every note in the Logbook and who is presumably leading Logbook. [[spoiler: One of the whole mission despite never being seen in normal gameplay. Cavern events is implied to take place at his frozen corpse.]]
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* ResurrectionDeathLoop: The Melting Remnant's mechanic. If the angels don't get them many of their units 'burn out' after a set number of turns anyway. But they have any number of ways of being reborn, [[CameBackStrong usually coming back even stronger.]] In essence they have a bunch of [[GlassCannon glass cannons]] that keep mending themselves.

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* ResurrectionDeathLoop: The Melting Remnant's mechanic. If the angels don't get them many of their units 'burn out' after a set number of turns anyway.anyway (since they're candle people). But they have any number of ways of being reborn, [[CameBackStrong usually coming back even stronger.]] In essence they have a bunch of [[GlassCannon glass cannons]] that keep mending themselves.
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** A large amount of information about the world is kept by the hidden Wurmkin clan, who will be released in the Last Divinity DLC.
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* EternalRecurrence: Starting with the Friends and Foes update, several characters make mentions of cycles of the hellish forces fighting the armies of heaven for eternity.
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** The alternative Hellhorned champion Shardtail Queen's powers all revolve around summoning imps in their droves. [[EvilMatriarch She notably sacrifices them to do damage to the enemy, including the unique ones that call her 'mama'.]]

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** The alternative Exiled Hellhorned champion Shardtail Queen's powers all revolve around summoning imps in their droves. [[EvilMatriarch She notably sacrifices them to do damage to the enemy, including the unique ones that call her 'mama'.]]
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* FallenAngel: In addition to the mainline "winged" forces of Heaven, you will also fight outcast "clipped" enemies with their wings removed.
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* BraggingRightsReward: After a run, the game displays what you unlocked and ''the highest Covenant level your Steam friends have unlocked.''
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* FactionCalculus: Each of the five tribes specializes in a particularly style of game play, with each run involving two tribes.
** The Awoken and Umbra are Powerhouse. Their units are resilient with good stats, plentiful healing, and a tendency to grow stronger over time.
** The Hellhorned are Cannons. They have massive offensive potential but rely on one-shot armor production for defense.
** The Stygian Guard are Subversive, using damage over time and debuffs coupled with a heavy emphasis on spellcasting.
** The Melting Remnant are The Horde, relying on ZergRush tactics and the unique ability to recover dead units before the end of a battle.
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* FinalDeath: Cards with the Purge keyword do not return to the player's deck after being played, not even at the end of a battle.
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* WeHaveReserves: The Melting Remnant and the Umbra both operate on the assumption that you'll be throwing fodder units away with abandon. For the Remnant, their Reform keyword will bring them back for another go, while the Umbra power up their large units by feeding them morsels.
** Averted for the other factions. The game's basic rules make it so that spells will constantly reshuffle per normal for a deckbuilding game, but killed units are gone for the rest of the Battle.
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* SocketedEquipment: Like most games in the genre, most cards can be upgraded. Unlike most others, the upgrade system is modular, attaching "stones" bought from merchants or earned in a RandomEncounter that grant specific bonuses. There are separate sets of stones for units and spells, but they follow the same general pattern of adding stats, reducing costs, or adding keyword abilities. By default, cards have 2 sockets, but an artifact exists for each card type that will add a 3rd socket.
** Champions and Blights are the exception. Champions upgrade at the very beginning of the game and after each boss. Blights are a permanent deck debuffs and thus can't be upgraded at all.
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* ZergRush: The angels will often throw large groups of low-healthed Clergymen or Witherwings at you, which can be devastatingly effective if they do it before you've built up your defenses. One of the challenges which gives a level a better reward is to have the entire train flooded with these enemies right off the bat.

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* ZergRush: The angels will often throw large groups of low-healthed Clergymen or Witherwings at you, which can be devastatingly effective if they do it before you've built up your defenses. One of the challenges which gives a level a better reward is to have the entire train flooded with these enemies right off the bat.bat.
** The Melting Remnant give as good as they get in this department. Rector Flicker's default card isn't the usual spell, but instead a 0 Ember, 1 space monster that he can be specced to return them to your hand (and with some upgrades, the returned version will be buffed ) after they die.
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** Talos summons a statue at the front of each floor when her boss fight starts. The statues can't attack (unless she buffs them with Rage), but are noticeably more resilient than even the tankier regular mooks.
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** The Melting Remnant have large numbers of cheap, small units and a keyword mechanic (Reform) to get them back.
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** The alternative Hellhorned champion Shardtail Queen's powers all revolve around summoning imps in their droves. [[EvilMatriarch She notably sacrifices them to do damage to the enemy, including the unique ones that call her 'mama'.]]

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* DamageOverTime: The Stygian Guard's specialty frostbite.

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* DamageOverTime: The Stygian Guard's specialty frostbite. via Frostbite. Gets better if you can combine it the Cuttlebeard relic, which stops it from decaying; stack it on the boss hard enough and early enough and YouAreAlreadyDead.



* HardModePerks: Largely averted - there isn't a concrete benefit for playing on higher Covenants other than bragging rights, though certain Covenants do provide you a benefit rather than just making the game harder. Played straight by "Trials", optional toggles on non-Boss battles where you can give the enemies a significant advantage in exchange for an extra reward, usually a random artifact or (a lot of) gold.



* LightIsNotGood: Bringing "order" to Hell, if you ask the Winged, looks suspiciously like "[[EvilIsDeathlyCold freeze everything to death]]"

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* LethalJokeCharacter: Train Stewards are effectively TheGoomba, being available in bulk from the start and having lousy stats and no special traits. They are little more than space fillers until you get better units and are typically first on the chopping block when you need to purge cards. However, there is a relic called the Advanced Prototype that gives them a ''serious'' stat spike without inflating their cost. They don't exactly become top-tier, but they can become low-cost JackOfAllTrades EliteMooks that can be neatly slotted into any role necessary.
* LightIsNotGood: Bringing "order" to Hell, if you ask the Winged, looks suspiciously like "[[EvilIsDeathlyCold freeze everything to death]]"death]]."



* RedShirt: Several, depending on faction:
** The [[TheGoomba Train Stewards]] are a general purpose one, being the cheapest, most basic unit available to the player, regardless of build. They have lousy stats and no special traits, and largely exist to be space-fillers and meat shields until you can replace them with something better...unless you have the [[EliteMook Advanced Prototype relic.]]
** The Hellhorned have Imps, dirt-cheap, ultra-weak units that can be spammed for their variety of useful spawn abilities and soak attacks for more important units. Combine them with Endless or another way to recover them after death for extra fun!
** Umbra technically has their Morsels who can be used this way in a pinch, but it's not the most optimal use of them.
** The Melting Remnant have their basic unit, a dirt-cheap but decently-powerful melee unit with a limited lifespan. Builds can make them beefy and long-lasting, hard-hitting [[GlassCannon Glass Cannons]], or ephemeral meat shields that can be continously re-summoned, each time stronger than before.



* SquishyWizard: The Stygian Guard specialize in very powerful magic abilities, but generally have very low health. Embodied by their champion Tethys, who takes up next-to-no room and augments magic, but can literally be {{One Hit Kill}}ed by the very first angels that hit your train.

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* SquishyWizard: The Stygian Guard specialize in very powerful magic abilities, but generally have very low health. Embodied by their champion Tethys, who takes up next-to-no room and augments magic, but can literally be {{One Hit Kill}}ed by the very first angels that hit your train. To help compensate for this, they have a line of StoneWall units that get beefier as more spells are cast - get a spammy enough build going and they can become virtually unkillable.
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Titles of works are not to be bolded, according to How To Create A Works Page.


'''''Monster Train''''' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.

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'''''Monster Train''''' ''Monster Train'' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.
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'''''Monster Train'''''' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.

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'''''Monster Train'''''' Train''''' is a {{Roguelike}} DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.
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''Monster Train'' is a {{Roguelike}} strategy RPG with DeckBuildingGame-inspired mechanics, made by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.

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''Monster Train'' '''''Monster Train'''''' is a {{Roguelike}} strategy RPG with DeckBuildingGame-inspired mechanics, made DeckBuildingGame developed by Shiny Shoe and published by Good Shepherd Entertainment. It was released for PC on May 21, 2020.
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* VillainProtagonist: Downplayed. Your main goal is to deliver your train's Pyre to the heart of Hell and reignite the flames that angels have snuffed out. Said process also restores the native life the angels' [[EvilIsDeathlyCold chill]] has destroyed, and restoring the BalanceOfGoodAndEvil. Many battle quotes show the demons showing genuine rage and pain over how the Winged have destroyed their homes.

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* VillainProtagonist: Downplayed. Your main goal is to deliver your train's Pyre to the heart of Hell and reignite the flames that angels have snuffed out. Said process also restores the native life the angels' [[EvilIsDeathlyCold chill]] has destroyed, and restoring the BalanceOfGoodAndEvil. Many battle quotes show the demons showing genuine rage and pain over how the Winged have destroyed their homes.homes.
* ZergRush: The angels will often throw large groups of low-healthed Clergymen or Witherwings at you, which can be devastatingly effective if they do it before you've built up your defenses. One of the challenges which gives a level a better reward is to have the entire train flooded with these enemies right off the bat.

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* SinisterMinister: Rector Flicker is at once the spiritual leader of the Melting Remnants and a mob boss putting his own faction at odds with each other for profit.

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* SinisterMinister: Rector Flicker is at once the spiritual leader of the Melting Remnants and a mob boss putting his own faction at odds with each the other for profit.profit.
* ShieldBearingMook: The angel waves are very often led by one that does little to no damage but has a lot of health and/or armor, protecting the more fragile wings unless you have a way around it.

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