
A hand-drawn, dark-fantasy roguelite deckbuilder where you build a run around gear, equipment and weapon mastery. Fight tactical card battles, and push deeper through a branching “dungeon crawl” structure.
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About

Monastery is a dark-fantasy roguelite deckbuilder where your gear is your class.
Equip gears and items to unlock entirely different card pools and shape your build around loot decisions.
Master weapons across runs to refine your long-term playstyle. Battle through tactical, punishing encounters.
Choose your path at the crossroads, survive the crawl, and push deeper into the Monastery.

Monastery offers plenty of challenges! Cut through different hazardous terrains, each with its unique type of enemy. Be prepared, attacks come from multiple sides, you always have to watch your back. Choose your weapons and equipment wisely to best suit your playstyle. Monastery is intentionally challenging and offer a meaningful punishment for mistakes, Expect to refine builds over multiple attempts.
If you’re looking for a relaxed, low-pressure card experience, this may not be for you.

Gear defines your deck Equipment sets unlock unique card pools
Diverse areas and opponents. Each area has its dominant enemy type with special abilities and loot.
Loot-driven deckbuilding Your build identity comes from what you wear
Double-sided battles. Enemies approach from both sides; careful and calculated combat will go a long way towards victory.
Weapon mastery system The more experience you have in using a certain weapon type the more advanced cards and boons will be available to you during the runs.
Boss tactics over HP walls Learn patterns, adapt strategy
Permanent collection progression Equip a ring that gives you rare advantages or a trinket that lets you influence the card rewards for your next run. Expand options, not just raw power
Steep difficulty scaling Designed for players who enjoy the climb
Hand-drawn dark fantasy world with Immersive artwork and soundtracks

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Hungarian**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
TL;DR: If you like roguelike deck builders; this is one of the best ones I've played, and I've played a good majority of them in the market. It's unique, challenging in a fair way, the graphics look like they were inspired from Darkest Dungeon and even with 15 hours in the game, I still feel like I barely scratched the surface. I went into this roguelike deckbuilder completely blind, and it hooked me almost immediately. I’ll admit, I might be a bit biased since I love games like Slay the Spire, Roguebook, Beneath Oresa, and Fight in Tight Spaces (and many many more). What I enjoy most about those games is the mix of turn-based strategy and deckbuilding—paying attention to small details while building synergies between cards, items, and abilities to create something either OP or just really smooth to play. One thing I don’t love about the genre, though, is how heavily some games rely on RNG. Sometimes your entire run can fall apart just because you didn’t get the card you needed. While strategy still matters, it can feel out of your control at times. That’s where this game stands out. This feels much less reliant on RNG compared to other deckbuilding roguelikes. There’s a lot more flexibility in how you approach each run, largely because of how deep and layered the mechanics are. On the surface, it might seem similar: attack, defend, build your deck, but once you play the first 5 minutes, you'll see there’s a lot more going on. For example, instead of just blocking damage like in other games, you’re managing multiple defensive systems. There’s “Armor,” which works as expected like defending each damage, but also a “Block” mechanic that’s tied to your character’s orientation. That's right, you can turn your character at any point in the battle. Depending on which direction you’re facing, you have a percentage chance to avoid attacks entirely. This adds a positional layer to combat that you don’t usually see in this genre, and it creates more decision-making beyond just “attack or defend.” I don’t want to turn this review into a full tutorial, but that’s just one example of how the game adds its own twist to the formula. On top of that, each character doesn’t just have unique cards, they have unique mechanics. One might revolve around using your sword to trigger stronger effects, while another uses a a pistol, that requires reloading but can also hit enemies further away. These mechanics go beyond simple passives and really change how you approach a run. It’s also worth mentioning that the developer seems actively involved, consistently updating the game and responding to feedback, which is always a great sign for a game like this.
Solid rogue-lite deck builder. Feels a little bit darkest dungeon, little bit slay the spire. Probably not as hard as either of those, but the challenge is enough to be engaging without being oppressive. Feels like more development could happen but i feel i got my moneys worth out of the current state of the game.
The game has potential and deserves positive reviews. I hope that the devs will push up the updates.
Tried the demo out for this game and decided to buy it. Was hooked into the mechanics and gameplay. Surprised more people have not played this as I think it is right up there with Slay the Spire and other deckbuilding games. Really enjoying the game and look forward to 1.0.
Nagyon addiktív, a zsáner elemeit jól ötvözi, van benne potenciál. Bátran játszon vele aki kedveli a műfajt, és persze külön öröm anyanyelven játszani. Remélem siker koronázza a fejlesztők munkáját. Bátran ajánlom.
This is a fantastic game. It's already great, and it's still in development. It's actually a hardcore, tactical role play game. Very similar to Darkest Dungeon or Iratus: Lord of the Dead. The only difference is that you only have one character and the skills are actually cards. If you like this type of game then don't miss this one. Brilliant Thanks guys
This is a fun little game but is greatly suffers of rouguelite card issue where progressing the game forces making new cards available that in turn bricks builds Unlike slay the spire all classes are within the one character meaning once you unlock more card types you will be playing roulette with almost every level up offering you cards with less synergy to the point of making a new profile. hopefully this gets fixed is at the moment the game now pushes me away from it. Giving this game a thumbs up as i did enjoy the game up to this point but until i see a patch that splits out the various progression unlocked card pools or offers a way form blocking certain arch types from coming up its just not fun at all. Slay the spire get away with this as its acts alone are the same length as an entire, forced reset, runs in this game. since you have so very little time to build a deck per run you cant afford to have 3 - 4 card offers and 7+ builds that they can draw from while only 2 or 3 builds have even the slightest of synergy with each other. 2 builds literally make each others cards do nothing - block and berserker.
it's not a bad game, it's like knock on the coffin lid but it's missing a lot of quality of life features and animations/sound effects. I completed the tutorial a full run(no boss) in about 40 minutes on normal difficulty https://www.youtube.com/watch?v=Q299ltKB5_0 The game is fully playable but it has too many problems to be worth investing this much time into it. There is not a lot of equipment or tactical options so the runs will feel very similar. Besides all the problems of early access, one thing i really dislike is the fact that global progression is tied to character progression wich is tied to difficulty. In other words, the difficulty of the game is dependand on character and so are unlocks. So if you unlock everything on normal on a character and start a new character on hard difficulty, you have to start from 0, This is a massive problem since it makes the player grind massivly every character and it's very repetitive. The developers should allow progression to be global and allow a single character to play on all 3 difficulties, not limit them to a single one. I am going to give it a negative review based on the fact that the game will be released in 2026 and a lot of strange decissions to make the game less fun. Early access is a method of finishing a game, not to start development on it
I'm usually too lazy to leave reviews, most games have enough of them. However, I feel this game warrants more attention than it's currently getting considering the enjoyment I've had so far. One review states its hard to level. I have maxed my armour mastery, just not the mastery of each armour type. This is a solid way to keep unlocking new cards. Great game, battles play much like Slay the Spire whereas the game play loop is currently a bit more like Darkest Dungeon. The exp you do get is fair, no different than STS system where you need to play the same character for multiple runs to unlock everything. Sure the floors could maybe use a bit of padded out detail, maybe some more floor variants, but look at SLS on release compared to now. With a growing community for this game, it has so much potential.
The game is very good. The atmosphere, music and animations are great. The graphics are nice. Supports ultrawide aspect ratio. If you like this kind of games I recommend it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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