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
Concept is cool, implementation is ♥♥♥♥♥♥ up... FPS shows 260, but game looks as if 25-30. Many bugs on ultra-wide, up to inability to click buttons.
Fun game... plenty of bugs and bad UI.
Após eu seguir a dica do dev , consegui jogar o jogo sem o bug demoníaco me travar :D Munch é um roguelike (ou roguelite para os exigentes com nomenclatura de gênero) em que somos o chaosborne e saimos matando geral , ao alcançar núcleos de evolução , podemos evoluir para diferentes formas e cada qual com suas habilidades únicas! *Transformações : primeiramente devo explicar sobre os elementos : temos 3 elementos : magia ou macumba , carne e ferro , cada qual com suas transformações principais : Magia ou Macumba : tu vira uma árvore do babayaga Carne : tu vira um monstro com tentáculos Ferro : tu vira uma bigorna com correntes e cada transformação tem uma música própria que toca enquanto tu estiver transformado , mudando para outra música tema quando tu alcança a próxima transformação e nesse caso existem mais 3 pra cada transformação base , resultando em 3X3 = 9 (+3 que são as bases) = 11 transformações! *Trilha sonora : a trilha sonora é espetacular!! os devs que fizeram este jogo são verdadeiros rockeiros!! é bem memorável mesmo e , ao menos pra mim , essa trilha sonora tá no mesmo nível da do Doom! *Arte : a arte é especial demais , vai demorar umas boas longas décadas para alguém fazer um estilo de arte minimamente semelhante a este , é como se fosse um estilo artístico de tatuagem , mas em 3D! e é bom demais! *Agora vamos aos problemas : eu tinha dado análise negative para este jogo por ter um bug que me travava e mesmo iniciando uma nova "run" ele continuava a acontecer , tinha desanimado e reclamado no forum de comunidade do jogo na steam e , após um tempo (tinha parado de marcar o tempo) o dev me respondeu e falou algo sobre "o bug só acontece às vezes" , então tive a ideia de apagar meu "save" e recomeçar do zero... então foi assim que fiquei livre do bug demoníaco :D Video de prova : https://www.youtube.com/watch?v=1M3pJW99w0k (antes de eu deletar o save) *Apesar de que o bug voltou a acontecer , e ele não é "permanente" no sentido de que "ele sempre vai acontecer" , mas acontece quando vou parar em uma arena pequena , é uma sala bem característica , mas é a segunda horda de inimigos que simplesmente não dá spawn , não surge e isso trava o progresso , o meu conselho pra ajeitar isso de um jeito rápido é colocar alguma opção de "pular o level" ou "reiniciar o level" pro jogador poder usar. *A vez em que o bug aconteceu novamente : https://youtu.be/IDAi-57RjeU Por exeplo , quando algo prendia o jogador no jogo "waframe" eles permitiam o jogador digitar "unstuck" e isso tirava o jogador do buraco e teleportava ele pra um lugar seguro , talvez algo assim pudesse ser acrescentado nesse jogo "munch" , sabe? alguma opção pra reiniciar a batalha ou esquipar (skip) a batalha , "skip the the battle when the bug happens" ou talvez colocar um cronômetro em que , se o player ficar 1 minuto ou 2 minutos sem encontrar nenhum inimigo , o portal pra próxima fase simplesmente aparece , isso evitaria ficar travado e ter que desistir da run. *Por enquanto , o bug acontece nessas salas pequenas , nessas pequenas arenas , não sei o que devo fazer para evitar ir parar nessas salas pequenas em que o bug acontece *Mais tarde percebi que posso usar o "quit" e depois em "play" posso voltar para onde eu tinha parado na run , conseguindo contornar o bug e continuar o progresso sem ter que perder a run quando ele ocorre. *Então : eu notei algumas inspirações com alguns jogos que eu jogava no navegador lá pra 2009 e 2012 como "Generator Rex: Abysus Arena" e "Young Justice! Brawl of Justice" e o "Ben10 Ultimate Crisis"! , todos são praticamente "Roguelikes de ação" , porém naquela época eles não tinham esse nome e não tinha o lance de "passar de fase ou abrir um baú e conseguir um buff aleatório de tal elemento azul ou verde ou roxo" , não , era só matar e matar até finalmente ser morto , lutar o máximo que aguentar e eu senti uma vibe assim neste jogo Munch , só queria anotar isso mesmo. *Outra possível inspiração : é o altered beast , seja o original de mega drive ou o remake de Ps2 : o boss final Ördo fala a frase "Welcome to your Doom" quando vai te enfrentar , a mesma frase dita pelo primeiro boss do Altered Beast 1 Aggar antes da batalha iniciar , além disso : assim como em altered beast , no Munch temos diversas transformações e poderes que vem junto com elas. Então , vamos ao veredito : sim , vale muito a pena comprar e jogar esse jogo!! ele é muito único e muito especial , esse jogo foi criado com amor (apesar dos bugs) e vale muito a pena! porém eu dou o aviso de que ele pode ter algum bug que te trava , porém se algo assim acontecer , tu pode fazer o seguinte : 1- sair da run e tentar novamente (clicando em "quit" e depois em "play" e assim tu pode voltar de onde parou , indo em uma sala alternativa que não seja aquela que bugou e te travou) 2- se o bug persistir bastante , saia da run https://youtu.be/8ywrkXoS8BQ Por enquanto é isso , jogo bom demais!
[h1]随我一起,加入光荣的进化吧[/h1] [h1]前言[/h1] 谈到进化,在游戏领域,让人很不难想起当年星际争霸的284,也就是“阿巴瑟”,作为一个生物工程师,它为了让虫群进化的更加完美,做出了一切努力,而在《虫群之心》中也曾说道“研究血统,调整序列,扭曲精华,拆解肢体,重新组合,尽善尽美。”,这也表明了它的决心与追求;而最近爆火的LOL双城之战2中,有这么一个角色维克托也曾说过“实现完美并无奖赏,追求完美却有终点。”也表明了作为一个科学家对血肉苦弱,机械飞升的一种向往。 进化,似乎有一种魔力,让人着迷,但是,这却是生物刻在基因中的本能,而今天我要介绍的这款游戏《munch》,也与进化有关,甚至能够根据吞下物品的不同属性,进化成完全不同的个体。 [h1]游戏简介[/h1] 《munch》是一款反英雄的怪物进化模拟器,你操控一只怪物,在三个不同的纪元中造成破坏,获取不同生物的能量与血肉,根据吞噬能量不同,进化成不同的个体,最后成功逃脱牢笼,将神Ore从监狱之中解救出来。 [h1]游戏玩法[/h1] 简单来说,重金属画风的大鱼吃小鱼,不过鱼可以进化。 先来讲讲局外成长,有两个部分,一个为强化,另一个叫做圣遗物,强化为肉鸽局外常规,不过增加基础属性变成了升级增加基础属性;圣遗物的话个人感觉不如叫做诅咒遗物,基本上都会带debuff,不如不带,鸡肋的很。 首先你会出生在一个祭坛之上,杀死周围的信徒,获取他们的能量,如果说你局外有点额外一个信徒的话,就能获取第一个技能,这样前期会舒服不少。 种族为三种,红色近战,黄色冲刺,蓝色远程,根据吞噬不同的种族会有不同的技能,具体看XP颜色,什么颜色就代表容易出什么颜色的技能,如果说是带来局外圣遗物随机技能另说,这边推荐蓝色进化,虽然前期很坐牢,但是最终进化很强。天赋前期战利品必点,大幅加快发育速度,而且最好每个纪元把所有技能都拿完了再走。 打怪时,如果说将其打到僵直就能吞噬,可以恢复血量。但是这个也是鸡肋无比,因为跑都来不及,只能偶尔吞落单的,而且经验基本上不给或者是只给一点。 每张地图上都会刷新这样一个瞎跑的宝箱怪,击杀能够掉落大量能量,且种类随机,寻找之前记得掂量掂量,能不能在追杀途中存活下来,反正我好几次都是这么死的了。 每张地图获取到三个技能后就能进化,会根据你的技能种类进化,像这里,初期选了全红,就会进化成这个,血牛但是笨重,如果说你选择了三个不同技能,那么会纯随机,而比如说两黄一蓝,那么大概率会是黄色方向的进化。 地图之中,根据三个不同种族,也会有不同的特殊事件,划重点,不同纪元种族颜色会更替,人族是聚集地跟城市雕像,第二纪元的竞技场任务随机刷新,第三纪元的野兽会刷新出竞技场。另外提一嘴,主线的有些地方会给地标,但是唯独人族很奇怪,需要你自己找,而且是时灵时不灵。 说完主线任务,说说支线,每个种族聚集起来的就是一个巢穴或者是部落,清理干净里面的生物,就能掉落大量的血球,也就是血包;金属狂热者的话,似乎直接攻击本体就行,再不然就是需要清理一下周边的小怪,吞噬后会掉落大量经验以及血包。 再者就是地图上的精英怪,骷髅头标志就是,冒着诡异的紫色鬼火,击杀会根据颜色种族掉落不同的经验值。 [h1]个人攻略[/h1] 先来说说技能分支,红色技能偏向肉体,暴击;黄色技能偏向诅咒,功能性为主;蓝色技能偏向技能。 游玩几个小时下来,个人感觉,远程进化手感远不如近战,但是蓝色作为唯一一个远程进化,技能伤害却过于逆天,这个是蓝偏红色进化,普攻刮,但是技能超大范围aoe+一个单体X2高爆发输出。 但是蓝色的话,键盘操作感觉不如手柄,原因,没有自瞄,很容易打着打着到人家脸上,再者就是这个进化的e技能bug,放完原地罚站,放完必须闪避一下,不能移动不能攻击。 不过蓝色本体会比较脆弱,包括黄色,这里就需要红色技能来撑血量,“营养消化”,刚获得280血,打完500血,只要获取蓝色,黄色元素能量就能增加血量上限,然后技能拿一下吞噬三种能力回血的技能保存活就行。 至于为什么推荐这个止痛杀手,第三纪元的最终BOSS只要一个q三分之一,一个e就只剩下5%的血量,平a一下就20,30,但是一个q有240,一个单体e有600,全是努力与汗水,别跟我谈什么数值。 最后也是很轻松的拿下,但是要完成剩余主线,不过触发bug,在地图上龟爬了半小时可能。 [h1]结语[/h1] 玩法很不错,但是整体体验10+h或者是更少就差不多玩透了,目前来说只有一个角色与多个分支进化,而且在第三纪元也就是第三章地图,怪物数量直线飙升,暴毙多次才顺利通关。 最后是bug反馈,这个不知道是不是这个强化的关系,“营养消化”,本体血量达到400出头直接变成龟爬移速但是总的来说,还是很值得一玩的。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
One of the best monsters I've played as
Munch, developed and published by Mac n Cheese Games, is an unapologetically aggressive action roguelite that revolves around a simple but primal fantasy: eat everything, grow stronger, and become an unstoppable monster. Wrapped in a dark fantasy setting and driven by a pounding heavy-metal soundtrack, Munch aims to deliver a visceral power trip where evolution is not just progression, but the core identity of the experience. It is a game that wears its influences openly, but pushes them through a grotesque, music-driven lens that gives it a personality all its own. At the heart of Munch is a brutally straightforward gameplay loop. Each run begins with the player controlling a relatively fragile creature, dropped into hostile environments filled with enemies that vastly outnumber and outgun you. Survival initially depends on cautious positioning and quick reactions, but that balance rapidly shifts as enemies are devoured and their remains fuel your growth. Eating is not just restorative—it is transformational. Every enemy consumed contributes to your evolution, unlocking new abilities, stat boosts, and eventually entirely new monster forms that dramatically alter how the game plays. The evolution system is the game’s defining feature and its greatest strength. Rather than offering minor incremental upgrades, Munch allows players to morph into wildly different creatures, each with its own attacks, movement style, and combat rhythm. Some forms emphasize speed and hit-and-run tactics, others focus on overwhelming strength or area-clearing attacks, and hybrid evolutions allow players to blend traits into chaotic but powerful builds. This constant reinvention keeps runs feeling dynamic, as the creature you control near the end of a session often feels completely disconnected from the fragile thing you started as. Combat in Munch is fast, violent, and intentionally messy. Encounters reward aggression, pushing players to stay on the offensive rather than retreat or kite enemies indefinitely. Hits feel heavy, enemies explode into gore, and boss fights demand both reflexes and pattern recognition. While the combat lacks the surgical precision of some top-tier roguelites, it compensates with sheer impact and momentum. There is a raw satisfaction in tearing through hordes once your evolution reaches critical mass, reinforcing the fantasy of becoming a living catastrophe. Between runs, progression carries over through a system of permanent upgrades that allow players to strengthen future attempts. These upgrades smooth the early difficulty curve and give a sense of long-term growth, even when individual runs end abruptly. However, this structure can also introduce grind, as some players may find themselves repeating similar encounters to unlock meaningful upgrades. The balance between risk, reward, and repetition is not always perfectly tuned, and longer play sessions can expose areas where variety begins to thin. The game’s audiovisual identity is inseparable from its mechanics. Munch leans hard into a heavy-metal aesthetic, from its grotesque monster designs to its relentless soundtrack. The music does not simply accompany the action—it defines it. Each evolution and major encounter is reinforced by aggressive guitar riffs and pounding drums, creating a feedback loop where sound and gameplay fuel each other. For players who enjoy metal culture, this integration elevates the experience significantly, making combat feel more like a violent performance than a mechanical exercise. Visually, the game embraces chaos. Environments are dark and oppressive, enemies are exaggerated and grotesque, and effects are intentionally over-the-top. While the art style may not be conventionally polished, it serves the game’s tone well, emphasizing brutality and excess over elegance. That said, technical roughness is one of Munch’s most common criticisms. Players have reported bugs, animation issues, and occasional performance hiccups that can break immersion or disrupt otherwise intense moments. These issues don’t always ruin runs, but they do remind players that the game’s ambition sometimes outpaces its refinement. Difficulty in Munch can be uneven. Early sections can feel punishing before evolution paths open up, while late-game power spikes can trivialize encounters once the right build clicks. This volatility is partly intentional, aligning with the roguelite philosophy of risk and adaptation, but it can also lead to frustration when success feels overly dependent on luck or specific upgrade paths. Some runs feel unstoppable; others collapse quickly despite careful play. Ultimately, Munch is a game defined by excess—excessive violence, excessive growth, and excessive sound. It is not subtle, nor does it aim to be. Its appeal lies in how completely it commits to its identity as a metal-driven monster fantasy, even when that commitment results in rough edges. For players who enjoy action roguelites, grotesque transformations, and a soundtrack that hits as hard as the combat, Munch offers a memorable and often exhilarating experience. While it may lack the polish and balance of genre leaders, its ambition, personality, and raw energy make it stand out as a bold indie experiment that thrives on controlled chaos. Rating: 6/10
Has a lot going for it in aesthetics and similar aspects, but lacks in polish for gameplay. For example - entering a level has no "transition". You click the level, the screen swipes black, and then you're in the level with enemies attacking you. No brief period to adjust or get your bearings. Compare this to Hades - credited as a major inspiration for Munch - where entering a level plays a short animation of Zagreus walking into the level, and then sometimes enemies take a moment to spawn in from glowing circles on the ground. You get a chance to examine the immediate area, and what you can expect. Fighting feels clunky unfortunately, and early on is especially rough, with a lack of good animation cancels to make combat feel smooth and responsive - despite the quick jerky motions, the game feels very "high commitment" and plays more like Dark Souls to my mind - always having to plan my moves ahead of time. Hopefully the developers are able to polish up the gameplay side of things at some point, but I doubt it based on the release date. So I'll give it a positive rating here despite its failings because it IS clear that they put a LOT of love and effort into the game.
Luego de terminar el juego y sacar todos los logros posibles, no puedo recomendar su compra ya que parece un juego en early access. La idea del juego es muy buena, el hecho de evolucionar a tu personaje le da su toque pero lo corto, fácil, poco variado y repetitivo termina por arruinar la experiencia. Por otro lado los logros no parecen ser del juego ya que no hay forma de hacerlos y los amuletos para incrementar la dificultad nunca los encontré. Ojala se actualice y mejoren para cambiar mi reseña.
Répétitif. Même la musique.
me gusta la idea del juego por eso lo compre, pero la verdad se siente muy repetitivo, los mapas son lo mismo, siento que hay poco enemigos por mapa, es matar 7 u 8 tomar el poder ir a la siguiente sala y hacer lo mismo, siento que falta mas variedad, es verdad lo que dice otro comentario por ahí que parece un early access, otra cosa que me incomodo fue el tema del audio, esta poco balanceado, intente ir regulando pero no hay caso, mis ataques se escuchan muy fuerte y el de los enemigos casi nada, se siente raro la verdad, quiero cambiar la reseña a positivo pero cuando vea cambios la verdad, igual lo seguiré jugando
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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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