Modeled estimate, not a reported figure. How we estimate →
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
The game is stylistically amazing, you can definitely see the inspirations especially loving the cutscene that is reminiscent of Brutal Legend's lore cutscenes. I will say some of the bugs are quite annoying but they're easy fixes on the players side, it just kind of ruins the flow, but I mean that can all be fixed in time and isn't a real reason to not recommend the game.
게임에 버그가 너무나도 많습니다. 진행 자체가 안되고 아이템이 한꺼번에 여러개 나올때도 있고 아예 안나오는 경우도 있어서 다음 단계로 진행이 안되는 경우도 있습닌다
La idea de este juego es fantástica, pero parece un early acces ya que está repleto de bugs The idea of this game is fantastic, but it seems like early access since it is full of bugs
There is a lot of promise to be had here. The game needs polish...badly. Problems rendering, I was turning invisible whenever I died and came back. Some of the enemies weren't disappearing once I beat them. The objectives are still unclear, you have them listed on the right side, but I'm still not clear on what to do or when. Like clearing out the magmatoad lair, but the "lair" looks exactly the same as everywhere else on the map, and there's no indicator to tell you when you've beaten a challenge. This feels unfinished. Also, some design notes: have more than just three monster forms. It gets boring and repetitive real quick with just the three. Also, so more enemy designs would be nice instead of just having "bigger" versions of the regular enemies, or bosses that are just the regular enemy but bigger with a color tint, it feels really lazy. I'm saying I recommend this game because I'm holding onto the hope that it can be fixed.
The music doens't fit, and why is confirm 3 different buttens? Why can i not use enter when its on the mouse pad? Why do i need to use a SPECIFFIC enter butten? Gameplay kinda boring af
No save option...
The game started out rough. And still has some bugs, but they’re more annoying like a certain rock and roll clown than game breaking. The latest patch has REALLY made the game so much better. The developers are still working on the game and are communicating to feedback good and bad. The music is great and it changes each time with your evolution. It’s not really heavy so those who don’t like metal would appreciate it too. As it’s really well done. Artwork is great and it’s a simple but fun game revolving around metal. \m/ ^o^ \m/ Still hoping for some trading cards of those metal gods though.
An amazingly fun concept with little bits of roughness that can be smoothed out and some bugs that really need to be addressed. I played and loved the demo but the base price was a little too steep for me for what it is but snagging on sale for around $10 is a pretty solid price point I think. If there was a more open world style or mode and had some kind of multiplayer function I'd have been glad to pay $20+ but for the one map track repetative game mode I don't feel like the base price reflects it. I adore the animation, soundtrack, themes, and nonsensical monster violence. A decent selection of evolutions to learn and choose from though continuing to expand on this list would be crazy fun to see even more designs and playstyles, so far I think my favorite is the maximum overdrive metal zombie trex xD There are some annoying bits with the map design choices and a few big bugs I've run into that potentially ruined all my effort and fun of an entire run. - Maps wise the maps are very cramped which is fine when you're just lil' Ozzy but they get very crowded and tight very quickly as you evolve leading to really frustrating moments of spawning in a tight corner of the map and immediately being bombarded by waves of enemies and the absolute most frustrating this is all the clutter of destroyable objects on the ground. I get stuck in clusters of little crystals and trees constantly and have lost a run because of it, as you evolve more things become destructable but this should also mean you shouldn't have to worry about the smaller ones anymore and final evolutions should just destroy these upon contact. Open maps up for more monster fighting carnage and make destroyable clutter just break instead of having to manually break them while fighting off a wave of heavy hitting enemies. BIGGEST design intended annoyance is the releasing deity stages, thematically it's very cool and makes me feel like I'm really advancing the story, but having my run just stop right there usually when my build is just starting to really cook is very anticlimactic and makes me care less about my builds going forward because I'm just going to lose them when I hit that stage anyway, and the fact that I have to do that more than once is insane. Okay sure I get that it's a gate to force replay and that kind of sucks but to have to do it more than one is just crazy. I had less fun going through the ore stages than I did the flesh ones because I know my run is going to be hard stopped anyway. So if anything those stages need to be a one time block and not multiple. - The biggest problem were the two major bugs I found while playing for 2.5hrs and thats kind of a very short amount of time to run into game breaking problems back to back. - First one I couldn't (and still can't figure out) find how to "much" since right-click does nothing for me at all even as a supposed finisher and I went to settings to see if I was using the wrong button or something and when I closed out of the settings I got frozen at the settings change confirmation window. I couldn't click on either option and no button responded so I had to hard close the game out to get back in again. - Second I finally got to my final evolution stage for the first time and was really excited to play the new monster...but the devour orb never spawned. I wandered the map for like 10min thinking surely I missed something but I had killed anything that could be killed and broke anything that could be broke. Fortunately even though there isn't a save function (which there absolutely should be) forcing the game to close takes you back to the start of the last level you were playing so I was able to play that stage again and that time it did spawn. So to summurize; - Make maps more open and destructable clutter destroy on impact (big monster should breaking things just existing anyway). - Big bugs really need to be looked at, for a game to be this long into development and still have game breaking bugs like this isn't a good look. - Additional modes, monsters, and multi-player in the future would be great! It's still a fun and charming game so I'm going to keep playing, I'm also just a lot more cautious of bugs and not as invested in my runs as I was originally before learning about the road block stages. Rawr.
Great idea that apparently died off in what should have been an early access. No diversity, despite having what, 3 primary+2 secondary for each, 6 not-so-different classes you may end up with. Do all of them once and the game is done.
Hat Anfangs Spass gemacht aber leider wurde ich aufgrund Bugs (Gegner Spannen nicht oder in einer Ecke wo ich nicht hin komme) am Fortschritt gehindert. Es ist schon recht frustrierend wenn man einen guten Run hat und der zerstört wird weil das Speil Buggt...
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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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