Platforms:
PC, Nintendo Switch, PS5, Xbox Series X|S
Released:
May 21, 2025
Publisher:
Big Fan Games
Developer:
Shiny Shoe
I’m midway through a run. My train barrels along the divine tracks, and heaven streaks past in the background. I carefully coordinate my motley assortment of dragons, angels and welps across its three levels, only for titanic enemy forces to come barging through the entrance. Spells fly, numbers flash endlessly back and forth – initially, my forces seem overwhelmed, but a few rounds in and the number of buffs on my units begins to exponentially accumulate. By the time the boss arrives – a hulking knight with a spear for a hand and spines out its back – they’re dispatched in two rapid strokes thanks to the amount of damage I had accumulated on my hero.
Moments like this – the effect of it, the swirling numbers, the ebb and flow of a combat encounter going poorly then well – are common playing Monster Train 2. It’s a rhythm likely very familiar to fans of roguelike deckbuilders, and it speaks to how assured and satisfying a game Shiny Shoe has made here. Monster Train 2 is a roguelike deckbuilder par excellence – a game whose design demonstrates the understanding and love the developers clearly have for this subgenre, and the mechanical and emotional satisfaction it can elicit. It’s a game with big numbers, satisfying combos, dizzying synergies and new tactical possibilities that build on the first in ways that kept me tied to the tracks for dozens of hours, and will likely haul away dozens more in my future.
Monster Train 2 is a roguelike deckbuilder with tower defence elements developed by Shiny Shoe, published by Big Fan and a sequel to 2020’s Monster Train (also developed by Shiny Shoe). Like the original, Monster Train 2 sees the player taking control of a four-levelled train barrelling across a celestial landscape (this time heaven instead of hell) while stopping intruders from destroying your pyre, which acts as the train’s engine. You do so with cards – placing monsters, equipment, using spells and more – that you accumulate and improve across heaven’s eight rings of obstacles. At the start of each run, you can choose two factions – one primary, one secondary – out of five and choose between pyre hearts that offer different buffs before setting off.
I previewed Monster Train 2 earlier this year, and at the time, despite already being a big fan of deckbuilding roguelikes, I had never picked up the original Monster Train. I, however, enjoyed the demo so much that I went back to play the original afterwards, which also means I now have a full point of reference for this review. And compared to the first, and the roguelike deckbuilding genre as a whole (roguedecks? Should we make that a thing?), Monster Train 2 is first-class in how it bursts with a remarkable variety of deckbuilding possibilities and a strong understanding of the genre it’s playing within.
Much like Balatro last year, Monster Train 2 really understands what roguelikes are secretly about: big numbers. While perhaps an oversimplification, playing Monster Train 2 was a constant experience of managing numbers – gauging health points, determining required damage output and, most importantly for synergies, multiplying positive buffs on my units and negative buffs on my enemies. There is a strong satisfaction to watching big numbers get even bigger, and while it may not compete with Balatro regarding how exponential they go, there nonetheless remains a joy to finding just the right combination of cards to pull big numbers off in such a way that it almost feels like cheating; like finding an exploit that simultaneously feels like it was not meant to be, and yet brings immense levels of joy.
“…Monster Train 2 really understands what roguelikes are secretly about: big numbers.”
While the enemies you encounter in each run become familiar very fast, it’s nonetheless hard to overstate the deck-building variety Monster Train’s faction system provides. Each faction has a remarkably distinct collection of cards to draw from, as well as two heroes with three improvement paths, making the sheer variety quite impressive. I played at least one run every single night of the review period, and I’m still regularly encountering wild new mechanical combos to try.
The range of synergies you can stumble across is also remarkable. I had numerous runs where I felt like Monster Train 2 served me an early rotten hand, to the point where restarting felt like a better use of my time, only for me to find just the right card and figure out just the right tactic for it to click into place. While the pyre may be the engine on which your train runs, the breadth of mechanical options in its deckbuilding is the engine on which Monster Train 2 runs. It’s an engine you need to understand the intricacies of, strip the unneeded parts from, and spend a lot of time learning its individual pieces, but it’s also an engine that can purr louder than a Formula 1 car when it gets going – and when it gets going, you really feel it.
Unlike other deckbuilders, where I would often feel myself gravitating towards certain tactics and mechanics over others, the balance of Monster Train 2 in making such a wealth of mechanical possibilities feel feasible is impressive in how slyly it encourages you to vary up your tactics based on what the RNG delivers. Let’s take movement, for example. I’m the type of player who likes to plan my unit formations in advance – tanks to the front, heavy hitters on the second level, the odd supporting unit on the ground floor to stack debuffs, and so on. This meant that the starting angel faction, with their propensity for cards that charge units to the front and even let them fly between levels, was met with my hesitation. That is, until I started coming across equipment and spells that would add to the strength and armour of my units whenever they moved. Suddenly, I went from removing movement cards to embracing them, and building entire decks around units jumping between floors and placements like murderous ballerinas.

This is just one of the many satisfying synergistic moments I had deckbuilding in Monster Train 2. Rarely does a card feel useless. This is buoyed by the card additions Shiny Shoe has made in the sequel, specifically the room and equipment cards. While rooms neatly slot into existing synergies in each faction, equipment adds an entire layer to consider, and led to me building several decks almost entirely around equipment. The new Frankenstein-esque faction’s whole gimmick, in particular, is equipment in the form of pre-attached tools that get dislodged upon death, leading to me happily sending them to their doom to deck out my core units.
Despite their mechanical satisfaction, and this is an increasingly common complaint I have with roguelikes (presumably reflecting my current lifestyle more than it does the games themselves), runs did tend to feel slightly too long. Most tended to hover around the one-hour mark, presuming I didn’t die prematurely, and even while fast-forwarding battles, I often struggled to neatly fit them between my obligations or before bed. This was accentuated by the fact I played Monster Train 2 almost entirely on the Steam Deck – which it was perfect on as an aside – but it did detract from that ‘pick-up-and-play’ feel both the platform and roguelikes generally can elicit.
On top of new card types and five new factions, Monster Train 2 also boasts returning features like daily challenges and a logbook of unlockables, as well as new ones like limited train customisation and dimensional challenges. Of that list, the latter are far and away the stand-out. They involve predetermined run builds alongside specific modifiers – for example, your units behaving like the enemy and advancing up between battles, or everything being doubled – and require very specific strategies to succeed. They act more like deckbuilding puzzles than conventional roguelike runs that capitalise on the variety of tactics available in Monster Train 2 by coming up with some extremely inventive obstacles.
While it became familiar quickly, my feelings on Monster Train 2’s presentation haven’t changed from the demo. It’s still distinctive and crisp, with some very inventive character designs that take advantage of its divine setting. The Hades-esque heavy metal guitar riffs were particularly punchy and effective at elevating the heart rate during various boss encounters. Particularly after playing it so soon after the original Monster Train, the sequel feels more refined and ambitious in its designs, and captures the look and feel of heavenly anime with its exaggerated characters and detailed models.
I was surprised to find that Monster Train 2 has an ongoing story between runs, and while I appreciate the effort, it does feel like a bit of an afterthought. The writing is simple, the interludes are mostly short and comedic, and there is little effort to create meaningful character arcs. It didn’t detract from my experience, but Hades, this ain’t. The story cutscenes also feel quite rudimentary, with static images and textboxes, which I found surprising given how clean and polished the rest of Monster Train 2 feels.
9
Amazing
Positive:
- Remarkable level of tactical depth and variety
- No mechanic feels wasted
- Slick presentation
- Dimensional challenges
Negative:
- Story feels like an afterthought
Monster Train 2 is a roguelike deckbuilder par excellence. Its design makes it clear that developer Shiny Shoe has a deep understanding and love of what is so enthralling about this particular subgenre and doubles down. It’s carriage after carriage of big numbers, satisfying combos, dizzying synergies and new tactical possibilities that have kept me tied to the tracks for dozens of hours already, and will likely haul away dozens more in my future.