
Monsters Idle RPG is a cozy and relaxing idle game where you collect monsters, deploy them in battles, gather resources, and sell them to earn profits! Explore Arcanium as you advance from a basic starter monster to your favorite companion by expanding your collection.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Avoid it. Shareware style with buggy gameplay. 50% of players quit in first 60 minutes... that says everything ^^
Hmmm ganz OK würd ich sagen. Der Anfang war recht kompliziert und dann nach und nach hab ich es verstanden. Man sammelt Ressourcen wie Holz Stein Eisen etc. verkauft sie um an Geld zu kommen. Zusammen, mit Ressourcen und Geld, kann man dann weitere Inseln kaufen. Jede Insel hat eine andere Ressource zur verfügung. Was die Monster angeht - jede Insel hat auch andere Monster. Man hat eine Art Katalog wo man sehen kann welche Monster man schon gefangen hat (Pokemon Vibes). Sogar zu beginn des Spiels dürft ihr euch ein Monster auswählen (Wasser Feuer oder Pflanze... xD). Also ja, schwer ist es nicht, nur anfangs sehr unübersichtlich. Wer am Anfang also die Zähne zusammen beißt kann hier schnell durch kommen~ + Erfolge
没中文,玩不懂,不止是挂机,还需要大量操作。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
I love the concept but its a bit too difficult to keep monsters alive and there is far too much micromanagement for an idle game, at least as far as I got. I think the way monsters can heal is not my preference, too convoluted and not fun. Aside from that I'd probably love it, as it is, a tentative recommendation in hopes they change heal mechanics. Edit note: I do know how the mechanics work. I suppose I'm just old school and if anything would prefer potions to work in combat and maybe the planting system be for outside combat, so reversed.
Good concept, clunky execution. Not ready to be sold. Developer has passion and solves bugs quickly, this game may be glorious in a few years. Not now though. Looking forward to the future of this game. For now 2/10.
Hallo erstmal! Diese Rezension wird sich in 9 Kategorien gliedern. Ich hoffe, dass sie euch bei der Kaufentscheidung hilft. Grafik: Die Grafik ist simpel und besteht nur aus Standbildern. Sie ist okay, aber eher zweckmäßig. Performance: Ich hatte überhaupt keine Probleme. Preis: Ich habe 1,82€ dafür gezahlt und die ist es auf jeden Fall wert. 4€ wäre für so ein Game auch noch in Ordnung. Vorallem, wenn man die Spielzeit bedenkt. Spielzeit: Ich habe 20h gebraucht um alle Errungenschaften zu erreichen und 58,2h um alle Pokemon auf Level 30 zu bekommen. Vergleich zum Vorgänger: Es gibt keinen Vorgänger. Es gibt nur so ähnliche Spiele von dem Entwickler. Errungenschaften: Insgesamt gibt es 20 Errungenschaften zu erreichen und diese erreicht man während dem Durchspielen. Sie zählen nur leider nicht, weil das Spiel Profileinschränkungen hat. Also ist es nur für Privatsammler geeignet. Story: Eine Story gibt es hier nicht. Gameplay: Das Gameplay ist anfangs sehr aktiv und wird dann ab einem gewissen Punkt mehr zu einem Idlegame. Es gibt viele verschiedene Materialien wie Holz, Stein, Eisen, Runenessenz und Gold, das man auch zu Goldbarren weiterverarbeiten kann. Runenessenz wird automatisch beim Steinabbau gewonnen. Runenessenz in Kombination mit Feuer, Wasser, Erde und Pflanze ergibt eine Rune die man zur Automatisierung verwenden kann. Es gibt auch eine Farm auf der man Samen anbauen kann. Diese wiederum werden zu Lotusblüten und aus denen wird eine Steigerung und dann noch eine. Die Blüten sind für die automatische Heilung der Pokemon da. Beim Schmied, bei dem man Runen herstellen kann, kann man auch mehr Lagerplatz kaufen. Diesen muss man auch erweitern um die Gebietserweiterungen kaufen zu können um neue Pokemon fangen und bekämpfen zu können. Im Museum kann man sich alle entdeckten und nicht entdeckten Pokemon ansehen. Die Entwicklungen der Pokemon werden dort leider nicht aufgelistet. Die Stadt ist für die ganzen Automatisierungen zuständig. Die kann man dort kaufen. Es gibt auch in allen Gebieten insgesamt 3 Händler bei denen man Samen für den Anfang, Heiiltränke und verschiedene Fangkisten kaufen kann. Diese Kisten sind für common, rare, epic und legendary Pokemon. Wenn man eine Kiste hat und ein Pokemon mit der jeweiligen Seltenheitsstufe bekämpft, dann fängt man es automatisch, wenn es besiegt wurde. Insgesamt gibt es 13 Gebiete. Um Pokemon zu entwickeln, muss man sie auf Level 20 und 30 leveln. Es gibt leider keine Animation oder ähnliches. Es wird dann nur das Bild ausgetauscht, wenn sich dieses Pokemon entwickeln kann. Das können nämlich nicht alle. Wenn ich das richtig im Kopf habe, dann entwickelt sich ca die Hälfte. Manche davon einmal und manche zweimal. Es gibt aber auch viele Pokemon die schon beim Fangen über Level 30 sind und sich nicht mehr entwickeln. Also insgesamt gibt es 56 Pokemon. Wenn ich mich nicht ganz täusche, dann sind 29 davon unter Level 30 beim Fangen. Davon entwickeln sich 12. Welche sich davon nur einmal oder zweimal entwickeln, weiß ich nicht mehr. Im Nachhinein kann man das nicht nachsehen. Meine Spielzeit ist so hoch, weil ich alle davon auf 30 gelevelt habe um es herauszufinden. Wenn man das erledigt hat, dann ist man eigentlich durch mit dem Spiel. Fazit: Ich fand es anfangs echt komplex mit den ganzen Materialien und was ich jetzt verbessern und automatisieren soll. Das hat mich etwas überfordert. Als ich dann aber langsam vorankam, wusste ich auf was ich mich fokussieren soll und dann ging es. Später idled man dann nur noch und verbessert nur noch wenige Dinge, weil der Rest keine Rolle mehr spielt. Es war aber alles in allem sehr abwechslungsreich und mal was anderes da ich sonst keine Spiele von der Art spiele. Es bekommt also von mir einen Daumen nach oben. Ich wünsche euch noch viel Spaß beim Zocken und bis zur nächsten Rezension.
I like the idea, but the game is currently buggy, basically unplayable. For example, if you catch a second monster, then in your inventory, it shows the stats of the second caught monster, regardless of whether that or your first one is currently selected. When you plant seeds and plant them, they just disappear after a second without doing anything. You can't craft the greater lotus plants even if you have enough seeds. If you buy seeds, they don't even show up as available in you garden, until some random time later. Lots to work on, will refund until further updates. Cannot currently recommend it.
What an awesome little game! The monsters to collect look great, and evolving them feels really exciting. Earning and advancing the automation is rewarding, and I cannot give enough praise to how well it works as both engaging and idle depending on your progression. It delivers perfectly on what it promises, and is fantastic now, and could be a very special game in the future. Monster collecting and resource management mesh together so that you can visualise progress for the serotonin boost. I do have some suggestions, such as leaving a monster at each dungeon battle location, rather than one at a time, and I would like to see all monsters evolve, not just some. Other than that, it’s fantastic for the price, and you can’t go wrong giving it a try.
UPDATE to the text below: after I wrote the review, developer reached out to me asking for reproduction steps and new version was released literally in 3 hours. I'm very sad doing this, but have to give this game a negative review. The game has really nice potential, especially if someone likes idle games. There is some nice mechanics and generally interesting to play, at least at start. Unfortunately, the game is ridden with bugs, all kinds of them. Vast majority of them is either not affecting the gameplay, some are affecting it slightly (e.g. some automation which was supposed to consume 2 different resources to produce third, when one input resource is missing, the other gets consumed without any profit), some are just dealbreakers. E.g. in my case I sold some item, which was apparently priced at NaN coins, turning my coin balance to something like 'NaNundefined' and basically stopped the game from allowing me to buy or sell anything. I tried to restore from save, but game was only displaying all zeroes in stats and not playable anymore. Generally it feels that the game was released in a rush, and developer should spend some (probably significant) time only on making it working properly. To be fair version is like 0.x and developer seem to issue updates every few weeks, so maybe there is a hope. The price point was really low, too, so if there would be neutral 'meh' review option on Steam, I'd use it.
GAME DESIGN Over-reliance on iron as a resource to unlock newer islands without any fast way to speed up resource production which was often what I was waiting on for island unlocks Gold ore, production into gold bars, and then into coins was, what I found to be, one of the worst ways to farm for coins given as gold ore is a resource needed to unlock islands; and the exchange rate from ore to coin was so low that it was essentially throwing away the potential resource that was needed to unlock several islands. The tutorial is a wall of text which often loosely describes what the intention of the developer wanted to tell the player, but the mechanics of several things are either extremely under-powered or very overpowered. Take for example the elemental types of monsters in the tutorial itself: It states that there are 4 types of monster. However, it does not even state which type is weaker to another (recommended to add a type diagram where icons are shown to be stronger against other icons or even a type strength/weakness spreadsheet for that matter)* There is a harsh difficulty spike after obtaining first few island unlocks: the levels of each island in the order that I unlocked them are as follows: First island with forest: Lvs 1-5 Second island with cave: Lvs 1-15 Third island with ice cave: Lvs 1-44 Fourth island with fire cave: Lvs 20-30 Fifth island with Ghostland: Lvs 70-100 Sixth island with Sacred Waterfall, Volcano, Deep Forest, and Sacred cave: Lvs 50-60 Seventh island with Ancient Cave: Lvs 120-150 Eighth island with Underworld Cave: Lvs 160-190 Ninth island with Skyworld Cave: Lvs 200-350 Tenth island with Elite Arena: Lvs 400-600 MONSTERS This of course, would be a huge issue if it wasn't for the fact that monsters are very easily obtained by spamming heals/lotuses on a very under-leveled monster and then after obtaining the higher leveled monster could be used to obtain even higher level monsters. (I was able to use a Lv 100 to beat several Lv 300+s) There is no need to level up lower level monsters or evolve monsters when newer monsters are commonly encountered at much higher levels/compounded issue when monster typings are irrelevant other than which lotus heals which monster type From what I've found, disabling/enabling elemental rune use has no visible bearing on the outcome of a battle other than the small section in the wall of tutorial text that suggests that it helps beat monsters of a type weaker to it (would recommend adding a modifier next to each stat such as Atk or Speed that would be buffed by active elemental rune usage to show the player exactly what returns they are getting by consuming runes for damage) No easy way to determine which monsters evolve in game (for achievements)* The way to catch monsters feels cheap in a sense. Obtaining even 10k coins for a legendary catch box is very quick by selling resources and with the aforementioned issue where even a Lv 100 can beat several Lv 300s, it is very easy to obtain extremely powerful monsters. (Honestly, I would choose to either make it an item that the player would have to manually choose to use during battle with a higher chance to fail at higher Life values OR I would make it so that with every successful capture of a tier of monster that the price for that specific tier of catch box would increase) BUGS The automatic production of resources is not dependent on the manually crafted item's requirements. Take for example, one of the fire runes: Normally you would need both a rune essence and a fire essence dropped from fire type monsters needed to manually craft the fire rune. However, once upgrading the fire rune master upgrade, it produces the fire rune irregardless of if you have any fire essence in your inventory. I have noticed this pattern with many automatic craftable items, including each of the lotus plant upgrades. I would recommend each automatic upgrade to both require and consume the previous materials needed to craft the item in order to avoid resource selling being the absolute best way to gain coins. I noticed that crafting the super lotus manually does also require some coins, but the overlay only says that it requires regular lotuses. I also noticed several bugs with selling resources in bulk, when spamming the sell button, the item description for what you are selling will become "stuck" on the inventory screen until you manage to sell the item again without spamming the sell button. ACHIEVEMENTS Achievement for Get a Super Fire Lotus Plant was not achievable by manually crafting said item and was only granted to me after purchasing the automatic upgrade for production of the item. Achievements for Evolve a water monster and Evolve a fire monster do not actually require the evolution of a water or a fire type monster as capturing one of the water or fire monsters available in combat triggers the allocation of the achievement. (unsure if the evolution of a plant monster is the same way as I had evolved my starter Leafstricke at level 20 before encountering any advanced plant monsters) Achievement for "Buy you first island" should be titled "Buy your first island" unless it is an intentional misspelling Achievement for Catch all monsters does not require monsters that are attainable only through evolution, but I am unsure if this is an intentional design choice NOTES After browsing the developers previous patch notes/posts about the game, I've noticed that a current type chart is available as well as an image with all of the potential evolutions possible in the game as of now. OPINIONS Honestly, even with all of the above issues, it didn't take me long to 100% the game by selling easily farmable resources and I'm sure that it wouldn't be as bad if the progression of island unlocking wasn't extremely fast for the first 3 islands and then each following island a long grind. But, for the casual enjoyer of idle games who doesn't wish to grind their way to the end as fast as possible, I'm sure it would be a decent game for them to come back to time and time again. The developer, based on their patch notes, seems to care for the game's future development and I am excited to see how it progresses further.
Related
Related
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.
Related
| Skufs VS Quadrobers | $5.6K | 165 | 79% | $1.49 |
| Snaliens | $5.6K | 50 | 90% | $7.99 |
| Last Whisper | $5.6K | 193 | 67% | $2.99 |
| A Blind Legend | $5.6K | 345 | 74% | $0.76 |
| Unavailed | $5.6K | 90 | 93% | $4.99 |
| CARNAL | $5.6K | 336 | 88% | $0.99 |
Related
| The Scroll of Taiwu : Beyond The Dome | $62.2M | 69.6K | 66% | $29.99 |
| Coral Island | $20.8M | 27.2K | 89% | $29.99 |
| Yes, Your Grace | $7.4M | 14K | 87% | $19.99 |
| EmergeNYC | $3.8M | 4.2K | 63% | $24.99 |
| Yaoling: Mythical Journey | $2.5M | 3.5K | 90% | $19.99 |
| Dragon Cliff | $2.4M | 8.2K | 89% | $9.99 |