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About
Munch is a power fantasy action roguelite where you play the monster. It combines real-time combat and an evolution mechanic, so you can snack n smash your way through a heavy metal fantasy world. It’s inspired by Maneater, Hades and Brutal Legend.
Command 13 monsters like Gutpuncher, The Anvil, Bathory, Morbideath and Painkiiller to destroy Ördo's champions. Each is hand-crafted and inspired by a different genre of metal.
Transform the powers of metal by consuming the different elements to absorb their powers and mutate new limbs with powerful upgrades. Dedicate yourself to a different Metal God to grow your monster in size and strength.
As the Chaozborne (Ozzy, the Headless Bat of out of Hell), you’ll command the power of Heavy Metal to slay your way through a dark fantasy world, devouring the Followers of Ördo to grow in size and power to ultimately free the Gods of Metal.
Each playthrough gives you a unique set of encounters and available mutations. But you can still forge your own path. Choose how the Chaozborne evolves by carefully selecting the elements you consume. Unlock all the evolutions to take on Ördo himself.
Collect Chaos Echoes along the way and use them to permanently enhance your monster, giving you the ultimately power fantasy. Save your echoes longer for even stronger rewards.
Headbang to a custom soundtrack created by heavy metal guitarist Bryant Clifford Meyer (of the band ISIS, Red Sparowes) that explores the evolution of Metal: Black, Death, Power, Thrash and other sub-genres. Each monster has it’s own theme song inspired by a different genre. All soundtrack sales go to the musician.
Listen to a bad-ass heavy metal soundtrack
Evolve into 12 different monsters including hybrids
Add variation to your monster through mutations
Explore a changing metal fantasy work
Over-the-top action, blood and gore
Single-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, Italian, Spanish - Spain*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
TLDR: This game has a good base concept and art direction, but it feels like it's in early access and doesn't really have the content or the polish to be a full game. This game is basically if you combined Hades with Pokemon except instead of evolving into cute creatures with elemental powers they evolve into demonic heavy metal monstrosities. Which sounds pretty badass and fun, and it kinda is, except the game has a ton of problems that ruin that. As of 1/20/25 There are a lot of unpleasant bugs and gameplay elements that need refining, including: -Controls can't actually be rebound -Some UI elements like the Reroll passive button are just blank white squares that can't be used -There's a worm type enemy that shows up in the Flesh zone that's almost completely invisible, even during it's attacks. The only way I know that it's a worm is that it becomes visible when you attack it sometimes, and when it's in a 'Devour' state (this games glory kill system). I just avoid the flesh zone because of how unpleasant these 'invisible' enemies are to deal with. -The Griffin Bike demon (Ore + Ore) that you can evolve into becomes stunned whenever you use it's 1st ability and you have to press dodge to escape it -If you try to switch from controller to keyboard and hit esc in the level-up menu, you will lose the opportunity to get any passives. -Some enemies apply slows and sometimes these can become permanent. I only experienced this as the Spider Demon (Nekro +Flesh) though. -The Nekro Final Evo's teleport skill barely works, and just feels like a bad, long windup version of the dodge when it does work. Gameplay Elements that need work: -The game has 4 different areas that will usually spawn on each level, and that's it. Going from level to level got tedious even within the first 4 hours of gametime. -The game is also very short, the end goal is to kill the God of Order and I was able to do so within a single evening of gametime, and I didn't feel like I was exceptionally good at the game or anything like that. -A lot of attacks feel like they're missing punch, and they lack any sort of impact for a game like this. I'd like to see more flinching, knockback, and gore effects from hitting enemies. -The Bosses felt incredibly easy. I was either able to kill them within a few seconds or just stun lock them down. The only boss that felt challenging at all was the final one, and it still wasn't really hard. -When you evolve into some Demons they can get too big and get stuck on terrain much more often, which means you have to waste time attacking the terrain to get through it, or find a way around the terrain that is indestructible. -Some evolutions whilst more powerful, will get slower attack animations that make them feel like more of a downgrade than an upgrade -Upgrades don't feel consistent. For example: There are multiple cooldown reduction upgrades accross the 3 elements, however, the Flesh one reduces the cooldown for all skills rather than just your 1st or 2nd and it seems to be just as effective as the Ore upgrades that reduce skill cooldowns despite having no downsides. This is stuff I was able to recognize just from the first 4 hours of gameplay, but I'm sure there's more and i've left out a couple of other details simply because I just got tired of typing. I do think this game has potential though and hope that the developers can turn it into something great.
the concept for this game is fun af. but it is an absolute bug fest. buyer beware. if you can get past the copious amount of visual and technical bugs then by all means buy. otherwise stay far away
Tijoe, пока не бери, рано. Сыро! ОЧЕНЬ сыро! Настолько сыро, будто это бесплатная мобильная игрушка, где после каждой смерти должны показывать рекламу за бесплатное воскрешение. Стиль - есть. Задумка крутая! Идея эволюции это зачетно. Геймплей слабый и примитивный, импакт от атак почти не ощущается. Баги будто это ранняя альфа версия. Должно быть прописано как "ранний доступ". Или что там до альфы? Допустим "ноль плюс". Обертка крутая, а пирожок внутри - с ничем. Посмотрим на темп обновлений. Уж простите, разработчики, в зубы я вам заглядывать не планирую, лебезить и подхалимничать тоже, так что вот мой вам грубый обзор. Не стоит своих денег. Максимальная цена - 1 доллар. И да, полчаса в игре хватило, чтобы вкусить недоработанность. Через неделю буду рефандить. Сомневаюсь, что за неделю разработчики что-то кардинально исправят. Да и не поставили они "ранний доступ". Вряд ли вообще что-то изменится.
THE ART DIRECTION AND VISUALS ARE SOME OF THE GREATEST IVE SEEN FOR AN INDIE STUDIO!!! HOWEVER! The gameplay, game feel, and general quality of experience are not up to par. This game could be a really good hit, and i believe the studio is capable of making great games, but more playtesting, user feedback, and polishing is required to get there. I really hope you continue to work on this as it has so much potential, the monsters are awesome, the concept is great, its a tride and true genre, but at the current price point you get little to no value as the experience feels too sloppy.
[h1]重金属音乐搭配肉鸽元素!真的超爽! [/h1] 肉鸽,砍杀,吞噬,进化搭配超强节奏感和有些反差的小恶魔构成了这款超爽的肉鸽游戏《Munch!》,游戏的《哈迪斯》味很浓,但又很不一样,在游戏之中,你将成为恶魔之子,去消灭那些守护神和他们的信徒!游戏流畅的打击感和不断吞噬获取进化非常上头,一启动就停不下来! [h3]重金属节奏之下的超爽战斗体验! [/h3] 只有在重金属之中,我才可以成为任何人!不对,我可以成为任何一个恶魔!跟随着背景音乐的律动和重金属音乐的冲击,我已然控制不住自己,当然也控制不住屏幕里的恶魔,那富有穿透力的声音一直向我的脑中灌输着:给我砸!!!!!于是我狂按攻击键,在重金属的海洋之中,杀出了一段血路! 游戏的打击感非常足,特别是在小恶魔进化之后,进化后的恶魔和初始小恶魔差距很大,并且恶魔也有不同的进化方向,有速度快的,有蓄力伤害高的,二次进化后速度是又快又高,体型也变得十分巨大!周围的敌人都变得非常袖珍了!游戏中的吞噬系统可能会略微影响节奏手感,不过吞噬终结动画是真的帅啊!而且还能回血!爽感十足! [h3]任务导向性的多元化世界 [/h3] 在每一个区域复活后,在场景右侧部分都会有着在这个世界需要完成的任务,根据游戏提示来看,分为主支线任务,某些特定的任务完成后,主任务会指引着我们向着神像进发去摧毁他们,从而可以进入下一个地区,游戏中有许多东西都可以摧毁,有些东西摧毁后会蹦出来回复血量的物品,有些只靠轻击无法打碎,遇到这种问题时可以尝试一下蓄力重击! 在区域之中,场景还被分割成了很多的小区块,这些小区块中有着不同的怪物或者人类敌人,同时一些其他固定的陷阱,回复区也会在小地图中显示,敌人追踪的能力还是比较强的,较难摆脱,特别是周身带有黑气的敌人! [h3]有些小问题还需完善! [/h3] 第一点就要来说说汉化了,游戏中的汉化还不是太完善,指引部分有些地方还是显示英文,不过局内还是比较不错的,局内汉化完成的较好。 第二点是个小疑问,清理区域过后怪会刷新吗?还是其它地方转移过来的怪,总是感觉某一区域好像清理过但是又有怪物刷新出来,还有的时候场景内的小BOSS清理了,但是小地图之上的指示没消失,不过感觉这样做的也不错,探索感更强了,喜欢这种晕头转向然后误打误撞找到城镇中心的感觉,哈哈! [h3]总结: [/h3] 这款游戏的重金属音乐搭配劲爽的打击感和肉鸽的玩法,属实给我带来了很大的惊喜,相比于重金属音乐游戏,这款游戏在卡点要求上没有设置什么障碍,重金属音乐更像是衬托花儿的绿草一般,使得游戏的打击感更上一层!喜欢肉鸽和节奏的玩家一定不要错过这款游戏! [quote]关注&加入[url=https://store.steampowered.com/curator/44819229]『街角的咖啡屋』[/url],一起来探索各种趣味游戏[/quote]
DO NOT buy the game anymore. i got it when it first released, and was an openish world hack and slash. its now a slay the spire like, and honestly, it killed the gameplay.
I bought the game back in early access and played it for like an hour, seeing that the building blocks for a good game were there though feeling something off about the experience, so I stopped because I was wanting to see what the game would turn into by 1.0 and performance patches. I was hoping for things like... - Charge attacks not being awkward to use charge attacks (that you do by holding the regular attack button, leaving you to stand there, vulnerable and unmoving, for damage output distinctly less than if you just mashed attack) anymore, and instead being on a heavy attack button that goes off consistently instead of sometimes deciding to not work - Actual combos, like regular attacks into heavy attacks to do different combos with different finishers. - More visual indicators for things like attack arcs, so you have a better idea of what you're attacking and why your attack is making contact. - Demons like The Anvil not experiencing issues where they have to hit enemies at the dead center of their spinning razorblade "punch" projectile, but if the model of the spinning razor grazes the terrain or a destructible environmental piece the attack cancels itself, leading to situations where you literally cannot ♥♥♥♥♥♥♥ attack an enemy because your attack keeps getting cancelled by unrelated ♥♥♥♥ that doesn't stop the demons you play as who attack in melee, or the ranged enemies. But nope. the devs say the game has been polished, and I'm not sure where the polish is at. The trailers certainly look much more competently designed than the actual game. Meanwhile the game has changed to a more generic path-based roguelite where what upgrades you choose doesn't matter for evolution and seemingly only for the gated progression where you need a certain amount of element-related upgrade choices to break a barrier otherwise you just get booted to the title screen. Oh yeah. Progress is heavily gated so that no amount of skill allows you to actually get to the end without having to sink like over 9 runs in. Which adds to the bad vibes and makes me feel like this was meant to force people to play what is in essence a very short game, for longer, just to see the end and get satisfaction. As opposed to the "roam the land and destroy camps of enemies and towns to force god to send champions to try to stop you, meanwhile what you eat changes what you evolve into" gameplay in early access. "Oh but many roguelites/roguelikes are short games!" Yes, but a lot of the ones I've played are fun and make me enjoy playing it and want to get as good as possible. Like 20xx and 30xx, and Dead cells, and Windblown. And Gunfire Reborn. I asked for a refund, was told that because the period in which I owned the game was too long even if the period of time I actually spent playing the game was fine, I was denied. Even though I explained that I stopped playing early access after only an hour because I was uncertain if this game would turn into something I would enjoy, and that the hour I played it a few days ago to see what it has become since 1.0 and patches, just cemented that I was right to be cautious and have reservations. And so I've been denied a refund because I owned the game too long even if I didn't really enjoy it back then, and I definitely didn't enjoy it now. So now I am angry at being denied a refund, on top of being extremely disappointed and feeling ripped off. A game like this would be fine priced at like 30-40 percent of it's current base price. This game was advertised as being a metal-fuelled demonic powertrip. It's hard to feel powerful in a mindless button masher where attacks are poorly programmed and their function poorly indicated, where the game feels clunky, where there are missing visual and even audio indicators for attacks going off or even working. The playable demon designs are cool and interesting, it's just a shame the rest of the game is not. Don't buy this game even if you're a metalhead. You can achieve the exact same feeling of "slaughtering things to metal music" by playing some other game, turning that game's soundtrack down, and playing anything from the classic metal that this game's ost and demon-naming draws inspiration from. To newer things. Like. I don't know. Mick Gordon's stuff? It takes a lot to make me write an actual review as I generally don't feel good tearing into somebody else's hard work. It takes a lot to make me want a refund. I REALLY want my money back, not helped by how I feel ripped off. And I WHOLEHEARTEDLY suggest that people who like metal-themed games and games where you play as/transform into monsters and beasts, give this a hard pass.
The monster design is amazing and the evolution is an awesome mechanic! Excited to see where future updates take this.
[h2] Review and Recommendation:[/h2] I've had Munch for a bit since the initial release. I do love the game but there are a few things I can give input on for both gamers and the creators (In separate sections. CREATORS PLEASE READ). [h3]Gamer Info[/h3] [list] [*] The transformations are, in my opinion, awesome. Very metal in forms for the player and the story. Much respect as a metal head and gamer. [*] The rogue-like system is solid and you can feel the effects of each modifier. They have a range of modifier levels with game changers ranging from bottom level to top. [*] The game has changed a massive amount since start, but just in two days, I've already reached the second to last boss and unlocked three of the nine final forms. While the forms are awesome, the game, thus far (As of Aug/2025) can be beaten within a few days. BUT I feel it has a fair bit of replayability. [/list] [h3]Creator Info[/h3] [*] Love the game, but I'd recommend finding a way to expand it a bit for longer play time. [*] I would recommend adding a series of third-evolution options. I know this would mean a much greater expanded series of forms and the addition of an additional ability key to keep the system "level". But an additional ability would feel much better for game play and would replace the Boost at the third rank up with something I think players would find more valuable. To compensate, maybe increase the mission list before the final boss to increase the time to enjoy the new form. [*] Final Creator Note: Even as is, I do honestly love this game, and hope that things go well for you guys. Thanks for the effort to create this piece and keep on Head Banging! ROCK ON!!!
1) Devs if you don't know how to support controllers, allow to redefine all keys at the very least, forward to past in amiga-commodore-spectrum times, when players spent firt hours in games, trying to figure out keybord layout?! 2) For some reason I haven't noticed it on screenshots, but your game has quite poor readability, something should be done with colors! Verdict: i haven't even been able to "feel" your game, such an uncomfortable experience it was!
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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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