
GAUNTLET inspired action roguelike. Fight your way through monster hordes with fast paced, active combat. Explore diverse builds using multiple heroes, abilities & relics. Fight through dungeons full of treasures & traps, and challenge mighty Bosses!
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About

Inspired by the classic Atari GAUNTLET arcade game!
Slaughter hordes of monsters in fast-paced arcade action
Progress through multiple dungeon crawls with different challenges

Discover Relic rooms, open the chests, and choose!
Build around different effects and combinations
Wide range of relics including pets, utilities, buffs and new attacks

Explore wide open areas, packed mazes, switches and portal madness
Tackle Challenge Rooms to win rewards
Treasures, keys, doors, bombs, traps and secrets
Battle a variety of monsters, each with different abilities and challenge levels


Progress though multiple Monster Bosses, from Rat King to Ultimate Death
Unlock Boss Relics with run-changing effects

Unlock multiple heroes with different unique attacks
Collect gems to level up your hero, add or modify attacks
Experiment with an endless combination of effects

Spend gold between runs to unlock new gameplay options
Increase the power of Relics found within the dungeons

Team up to crush your enemies with local co-op
Steam Remote Play compatible
Requires controller for second player

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese
Reviews
[table] [tr][th]GOAL[/th] [td]Playing any 5 heroes, destroy required monster spawners in randomly arranged dungeon room layouts filled with enemies, obstacles, traps, gold and experience-giving gems to get, side paths that lead to challenge rooms that give bonus choices upon successful clears and relic rooms to choose a relic, in order to go to the exit tile, and if applicable, defeat one of the five bosses.[/td][/tr] [tr][th]EXPERIENCE[/th] [td]Similar games include Gauntlet Legends for the Nintendo 64 (not beaten); Hammerwatch (beaten), and Heroes of Hammerwatch by Crackshell (endless), and Skylanders: Giants by Toys for Bob (beaten).[/td][/tr] [tr][th]SETUP[/th] [td]keyboard and mouse controls, fullscreen with with 120Hz, V-sync option off, normal default difficulty, and single player.[/td][/tr] [tr][th]CONTENT[/th] [td]5 distinct heroes movement and playstyle-wise each with their own light attack, heavy attack, and two special attacks, with their own ability upgrades during a run. 4 of which must be unlocked by reaching a certain hero level during a run, and spending 100 gold. 29 crawls with 5 dungeons per crawl, later dungeons take longer to finish as noted by the depth number indicating dungeon length and monster density and difficulty, with 8 distinctive themes. In the 'Unlocks' section, dungeon gold can be spent and refunded freely, besides 4 heroes to unlock, there's 14 upgrades that make certain aspects of a run easier, and 34 relics, added by getting them during crawls; both types unlocked by finisheing achievements, with certain upgrades enabled once, and others can be enhanced various times, and relics to enhance their effectiveness.[/td][/tr] [tr][th]BOUGHT[/th] [td]Bought it on 2024 July 07 during the 2024 Steam Summer sale for 5.99$, if not discounted as of this Steam user review, is 7.99$.[/td][/tr] [tr][th]ENDGAME[/th] [td]Finishing crawl 5-5.[/td][/tr] [tr][th]PLAYTIME[/th] [td][b]1,765 minutes, or 27.916 hours[/b][list] [*]Warrior (no boss relic), crawl 1-1 to 1-4: 84, 48, 41, and 41 minutes. [*]Ranger (rat relic), crawl 2-1 to 2-5: 65, 62, 70, 120, and 40 minutes. [*]Wizard (skeleton relic), crawl 3-1 to 3-5: 56, 86, 59, 83, and 80 minutes. [*]Blademaster (grunt relic), 4-1 to 4-5: 54, 45, 43, 35, and 75 minutes. [*]Grenadier (eye relic), 5-1: 55 minutes. [*]Detour with crawl 1-1, Ranger, Wizard, Bladermaster and Grenadier: 29, 27, 19, and 21 minutes. [*]Continued grenadier, 5-2 to 5-5: 120, 44, 94, and 79 minutes.[/list] Playstyle consists of focusing on more luck increase and experience upgrades from hero level ups during a crawl, moving as fast as possible, lacking any strong hero preference. Grey common 'Coin Stack' used as a relic starter, which gold is dropped from critical hits on enemies, and focused on getting relics that revolve accumulating and utilizing gold to unlock faster. Never spent gold on 'Bossed Around' and 'Impatient' upgrades at all.[/td][/tr][/table] [h3]MY POSITIVES[/h3][list][*][b][u]Ending the run attempt, the results screen shows achievements you unlocked and progressed in, satisfying seeing progress, even on attempt 1.[/u][/b] [*][b][u]Heal items glow green when player HP isn't full, helpful on not needing to look on the health bar at the bottom left away from center.[/u][/b] [*][b][u]There's a console command-like terminal by pressing the '~' key;[/u][/b] accidentally found this when trying to press the 'Esc' or '1' key. Don't really know what to do with this, but it's neat and charming. [*][b][u]The mess of gibs during a crawl is satisfying to see progress-wise.[/u][/b] [*][b][u]6 save slots![/u][/b][/list] [h3]MY NEGATIVES[/h3][list][*][b][u]No confirm box on pressing the 'Refund' button in the 'Unlocks' section incase it was accidental;[/u][/b] suffered once doing this, not nice. [*][b][u]Individually refunding gold on choices is impossible;[/u][/b] just wanna refund 1 or 2 things, not everything that's spent on, small but unnecessary amount of time spent when this happened. [*][b][u]Room layouts during a dungeon seem to repeat after a few times going through a specific dungeon type;[/u][/b] would be neat if no new rooms, have non-challenge rooms be rotated or flipped to make it more fresh. Example, in the the first dungeon type, the 'Rat Tunnels', I frequently see the long corridor of empty bookshelves separated by 1 tile only vertically, would be nice change if seeing a horizontal variant. [*][b][u]No info on how effective enhancing relics is with gold or from boost upgrades from finishing a challenge room;[/u][/b] it could be felt by intuition, or enough paying attention, however, the lack of clear info the enhancement differences gives uncertainty whether they work or if it's a placebo. [*][b][u]Ranger hero light attacks work inconsistency while pressed next to a wall, making them somewhat less effective combat-wise unnecessarily;[/u][/b] it's one thing if maybe it's an interesting curse or side effect, but it's not. [*][b][u]Relics not first time grabbed during a run aren't marked properly, making filling out the missing relics in the 'Unlocks' section more tedious;[/u][/b] wondering if the remaining relics are rare, or relics that are hero-specific, like the Ranger hero with the 'Broken Quiver' relic. [*][b][u]Difficulty options lack info on differences between relaxed, normal, and hard difficulty.[/u][/b] [/list] [h3]MY EEHS/NEUTRAL FEELINGS[/h3][list][*][b][u]Game mechanic of getting 25% more gold on successful runs when finishing a successful run only while the game's running is not useful for those who only finish 1 successful run in a session, or finish multiple successful runs on and off during a day with multiple sessions;[/u][/b] partially it's because of how I play the game myself, not being able to use this reliably, and partially because it's a concurrent user retention mechanic being done like this which having mixed feelings. I wonder if it's better if instead of a temporary bonus, there's a small permanent gold earning accumulating over time for each successful run, maybe exponential? A gold earning increase every 1 successful run, then 2, then 4, and so on. Not too annoyed, since I enjoy the progression as-is on gold earning, but something to think. [*][b][u]The next dungeon crawl gets unlocked when finishing the fourth level, not the fifth level in a crawl;[/u][/b] not feeling negative, just odd but harmless? [*][b][u]No endless mode since crawls stop at 5 dungeons;[/u][/b] part of me wants to see how far I can go beyond 5 dungeons, rather than stopping and finishing a crawl.[/list] Monster Crawl is a pretty thrilling game to play on the aspect of slaying a ton of enemies and making sure those monster spawners get destroyed before bailing, while keeping runs fresh from start to finish with the Guantlet-like framework. This Steam user review is a bit different from my other ones, and what happened is that [url=https://steamcommunity.com/app/2027510/discussions/0/666095887996449911/#c632318982806854160]the developer encouraged me to write a quick Steam user review after reporting on a memory leak because of having to fix a Unity vulnerability issue[/url], which isn't quick, but it's detailed to my liking. I wouldn't give a positive review if the memory leak presists, hence reporting this on the Steam forums, since the dev is responsive. I think it's fair to list my overall thoughts in exchange of encouragement. Upon game completing, Purple Button has since addressed some issues, but it's understandable [url=https://steamcommunity.com/app/2027510/discussions/0/666095887996449911/#c632318982807133204]they aren't able to update the game more due to not selling enough to recoup development costs[/url]. I'm going to come back to this game in the future to do hero-specific only runs, as I enjoyed it so much I imagine fun ideas, like a rainbow dungeon type, randomly combine any dungeon types and their respective room layouts and stitch them as a fun amalgamation.
Fantastic game, whether you know the 1980s classic Gauntlet or not. The combat mechanic is spot on. Super creepy crypts. Seemingly endless power ups and relics. Love the portal gun. Hilarious bosses. I've mainly played the demo, I intend to play to the end now the full game is out but it's a pretty big game.
I'm a big fan of Gauntlet-like games and this one is no different. The maps use procedural generation so you never see the same layout twice. A mix of familiar and novel mechanics. lots of build variety, Introduces the difficulty gradually and has a brutal late game.
Super fun and silly. It's so satisfying to annihilate so many enemies with a well aimed attack.
Great game! Really takes me back to the old days throwing quarter after quarter into Gauntlet, but now with relics and the special abilities are wonderful. The game just draws you in, I have to set a timer to let me know I need to stop and return to RL. The dev was super responsive to my bug report and had a patch in less than a day. Highly recommend playing this one!
Great game! Really enjoying the game play.
Great game to relax after a hard day at work and at a sensible price.
I like Monster Crawl. It's a good game. I played it non-stop for over 2 hours. It pulls you in, and there are unlocks to give you some purpose in completing levels. However, I also greatly dislike the unlock system. You have to play as a specific class and reach a specific level, as well as spend gold to unlock a character. The level requirement is easy to accomplish, but if you don't like playing as that character class you're just being forced to do things you don't enjoy in order to unlock something you might enjoy. Moving past that though, the characters themselves are alright. At this point I've played up to the Wizard. So I have the Warrior, Archer, and Wizard. The Warrior is the all-around great character from this mix. Melee attacks are good, great special attacks, and really just a pleasure to play. The Archer takes a more calculated approach, but their special attacks aren't as great as the Warrior. This means making my way through the levels really took more time than it did as the Warrior. The Wizard is the Archer, but shoots magic. Slightly different specials, but still less great than the Warrior. Combat is going to feel different based on which character you play as, and despite my dislike of the characters that weren't the Warrior I do think the combat is fun. It's engaging, typically pretty quick, and feels rewarding with the coins, gems, and health that can drop. Coins are used for permanent upgrades. Gems earn you experience to level you up. Health improves your health. Easy enough. Level design is alright. But in the 2.5 hours I played it definitely felt like I had played the same handful of locations several times. I knew they were different in many cases, but they certainly felt similar. Going through dungeon after dungeon just to do the same thing again, knowing I'd have to do it a few more times before facing the boss made it a bit less engaging. Still, as a big fan of Gauntlet I've enjoyed my time with Monster Crawl so far. It's a fun experience that's almost certainly a game you'll have fun with when playing with a friend or family member. Solo is fun too, just find the character you like the most and stick with it.
I really enjoyed the demo and this upgraded game is just as good. Simple to play and fun!
A well balanced game with hidden rooms.
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