
Create an army and use spells while it fights for you. Mage & Monsters is an active auto battler, where you must choose wisely between upgrading the might of your army, or increasing the power of your spells.
Modeled estimate, not a reported figure. How we estimate →
About
Create an army and use spells while it fights for you. Mage & Monsters is an active auto battler, where you must choose wisely between upgrading the might of your army, or increasing the power of your spells.
“this is a great idea for a game, like a really really fantastic idea for a game” - SplatterCat
Features
- 8 mages each with a special bonus and starting spell, and 2 pure combat mages.
- 25 distinct units you can recruit, and 35 different monsters to defeat.
- 11 unique spells you can use in battle to help your army.
- Earn Blood Shards by playing that can be spent on Power Ups before starting a new game.
- An arena and a forest map, each with 30 normal levels followed by 5 levels of endgame.
- A cave map with random enemies each level.
Cover Art by Dean Spencer.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you are looking for a small, casual experience and you are not planning to 100% the game or get into the mechanics - given the price on sale I could recommend the game. However I did get into the mechanics and went for 100% of the game, so I encountered a bunch of problems. [list] [*] The replayability of 2 out of 3 levels does not exist - all of the waves are fixed for them. And considering that the game will ask you to beat the first map with every character - it kinda gets boring and repetitive, as you will be able to predict the result of each combat before it happens. [*] The third level, on the other hand, is completely random. Sure, there is SOME formula that generates waves, but I have died an unreasonable number of times on the 2-4 waves when the game suddenly spawns 120+ units while you have 18 or spawns 30 T2 units while you are, obviously, full T1. This departure from completely predictable to completely random is stunning. [*] There are A LOT of difficulties here. The problem is - they all just add HP and DMG % to enemies, the increment between difficulties isn’t big enough and many of those difficulties feel like padding. [*] While on normal difficulty you can play whatever unit you like, as soon as you try third difficulty or higher you will realise that there is no balance in this game, and the strategy for winning is the exact same on every character. To make things worse: there are no synergies, you lose the ability to buy lower tiers of units as soon as you upgrade (and they don’t really pull their weight at this point anyway), so the game becomes even more repetitive than it already was. [*] Even though the game has a bunch of heroes - their bonuses aren’t that notable or rapidly lose relevancy with wave progression. It basically boils down to your first spell slot, and that’s not a big enough distinction in my opinion. [*] Despite the fact that this game could be fun for playing on a steam deck - you don’t have cloud saves, and saved games are stored in the registry so you can’t move them easily. [/list] Overall: there is an idea here, but it is neither deep nor polished enough to be a good game. It was fun for a few hours before it hit the dull grind stage.
看封面的瞬间, 玩家不由的惊呼——"咕!有牛啊!" 不过对于自走棋而言, 自走棋可能有牛,但是自走棋有牛又不太可能。 言而总之,是像素款的斗蛐蛐。 优点是容易上手, 只有兵种,没有乱七八糟的羁绊,无需思考和学习,上手就来。 缺点是容易扑街, 强力怪物随时让你飞起来。 决策上属于不贪后期过不去,贪了前期过不去, 一根筋变成两头堵,泪目...
Its a decent auto-battler. Not much depth to it but most auto-battler's aren't. While not my usual type of game its cheap and will give you a few hours of fun if you like this sort of stuff. Honestly, if the price was any higher I'd give a thumbs down. Its not bad. Just a small auto-battler. Once you've played it once that's kind of it. You've seen everything the game has to offer. You can do it a few more times, with a little twist here and there, if you really like it, but its not doing anything you hand't already seen in the first hour. Take it or leave it. Kind of wish I left it but the price is so low I don't really care either way. Edit: Played a bit more, getting bored. You know this thing has a 11 scales of difficulty? Problem is you have to unlock each one by finish them one by one. So first you have to unlock them all by playing the game 11 times and then the game wants you do it again with all the character so... 9 more times. So 20 times, mind you to get past the second scale, Brutal, you need to have unlocked a good handful of the power ups and that probably requires you to probably have finished the game another 10 times perhaps. So this game asks you to finish it 20 - 30 times. So remember when I said you've seen everything in this game the first hour well. Its going to take about hours to get about 50 - 75% through all that ♥♥♥♥. So 9+ hours of playing something that has gotten boring and has overstayed its welcome long ago just to finish this game. You know I get. Want to add some stuff, really make sure the player plays that game and understands the message, but not here. There is not enough here to enjoy for that long. Sometimes in life you just have to accept something is... good and not let it keep going. Things can end. its OK to just... STOP at a certain point and not demand such unreasonable requests from the players and your tiny game. Because now its not content. Its padding. And your game shouldn't be 75% padding.
Mage and Monsters is an indie strategy auto-battler developed and published by Lasse Zacho Malver that successfully blends streamlined tactical decision-making with hands-off battlefield chaos. At first glance, it presents itself as a minimalist top-down fantasy strategy game, but beneath its simple presentation lies a surprisingly engaging loop built around army composition, spell synergy, and resource management. Rather than overwhelming players with sprawling tech trees or dense rule systems, it focuses on a clear premise: build your army, empower your mage, and watch carefully constructed plans unfold in automated combat. The core structure revolves around preparation and execution. Before each battle, players recruit units and select upgrades, carefully deciding how to allocate limited resources. Units vary in role and durability, encouraging experimentation with frontline tanks, ranged attackers, and specialized forces. Once combat begins, the units fight automatically, but the player remains involved through spellcasting. Spells can dramatically shift the tide of battle, offering healing bursts, damage surges, or battlefield control at pivotal moments. This combination of pre-battle planning and active spell intervention creates a rhythm where success depends equally on foresight and timing. One of the game’s most compelling strengths is the balance between simplicity and depth. The mechanics are easy to grasp—recruit units, upgrade strategically, cast spells wisely—but mastering them requires careful consideration. Investing heavily in troops may create a durable force but leave the mage underpowered. Focusing too much on spell upgrades can result in fragile armies that collapse before magic can make a difference. This constant trade-off keeps decision-making meaningful across runs, making each battle feel like the product of intentional choices rather than random chance. Progression unfolds across multiple stages with gradually increasing difficulty. Enemy types diversify as the campaign advances, forcing players to adjust strategies and reconsider previous builds. Certain foes may demand heavier frontline presence, while others encourage spell-centric approaches. This escalation helps maintain engagement, as repeating the same strategy without adaptation often leads to failure. Although the structure is straightforward, the layering of enemy variation and upgrade combinations introduces enough replayability to encourage experimentation. Visually, Mage and Monsters embraces a clean pixel-art style that emphasizes readability over complexity. Units are distinct and easily identifiable, ensuring that large battles remain understandable even as multiple effects unfold simultaneously. Spell animations are vibrant without being distracting, reinforcing the sense of impact when abilities are used effectively. The presentation may not aim for cinematic grandeur, but it succeeds in maintaining clarity—a crucial element in any strategy game where players need to quickly assess battlefield conditions. The pacing is brisk, making it ideal for short play sessions. Battles resolve quickly, yet they carry weight due to the preparation that precedes them. The loop of planning, executing, upgrading, and progressing feels satisfying without becoming tedious. Because of its compact structure, the game avoids unnecessary padding and maintains focus on its central mechanic. However, players seeking expansive campaigns or elaborate narrative arcs may find its scope limited, as storytelling takes a back seat to tactical gameplay. Ultimately, Mage and Monsters stands out by refining the auto-battler formula into something accessible yet tactically engaging. It rewards thoughtful preparation, adaptive strategy, and careful spell timing without drowning players in complexity. While it may not push genre boundaries dramatically, it delivers a cohesive and polished experience that consistently feels fair and responsive. For players who appreciate strategy games that prioritize meaningful decisions and efficient design over spectacle, it offers a rewarding and replayable fantasy skirmish experience that demonstrates how effective focused mechanics can be when executed with clarity and intent. Rating: 8/10
Excellent auto battler, lots of choice, many enemies.
i really enjoyed i would say get it!
Fun game. Between an autobattle and a STR because you choose wich spell you use and where you use it. And pixel art is nice :)
fun little auto battler. nothing crazy, but a functional little game that does what it's trying to do pretty well
Meta-progression is way too slow, the game becomes utterly boring after you win a couple of times.
Fun game you don't have to pay attention to second to second. I think the best part is that there is some difficulty in when to cash in like a PVP autobattler, but it's always the same enemy comp so you get really good feed back about what works or doesn't work.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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