
PixelJunk™ Monsters is back with the simple, yet highly strategic real-time tower defense gameplay gameplay of the original title, now with updated graphics and brand new multiplayer modes!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Falls short of its brilliant predecessor, but keeps its addictive core.
This game is super fun, I also have it on my switch. I don’t like it nearly as much as the original tho. It still has the same charm and energy but with a more 3D visual.
This one is rough. The original is one of my all time favorite Tower Defense games but this one is a step backwards in just about every way besides visuals. There are hardly any stages, the ones they do have all recycle the same layout but just have different paths [i](that's why there will be unused paths on levels)[/i] and overall it's noticeably slower than the original. [b]Check out the original first if you haven't, only then would I consider checking this one out.[/b]
Well it is not as good as the first game but worth a buy under 2$. Still fun to see in the 3d perspective. Like many reviewers are saying you don't see the whole map like first game just part of it which some players may dislike. My main complaint on the other hand is the terran not being flat and hard to walk on. Indeed it is not has smooth just walking on trees or over mountainous terrain. Feels like the character struggles or just bad collision mapping. Of course the leaderboard is filled with hackers. I saw the first 3 did not look legit at all unless you modded the game. The game still has that Pixeljunk monster charm it had on ps3.
PixelJunk™ Monsters 2 takes the familiar framework of tower defense and reshapes it into something more physical and character-driven, blending strategic planning with constant player movement in a way that gives the genre a slightly different rhythm. Developed by Q-Games Ltd. and published by Spike Chunsoft, it builds upon the foundations of the original PixelJunk Monsters while shifting the presentation into full 3D, introducing both a stronger sense of immersion and a few new complications. The result is a game that feels at once traditional in its mechanics and distinctive in how those mechanics are delivered. At its core, the gameplay revolves around defending a small group of creatures from waves of enemies by constructing and upgrading towers. What sets it apart is that instead of issuing commands from a detached perspective, you directly control Tikiman, a character who physically runs around the map gathering resources, placing towers, and upgrading them by interacting with the environment. This creates a more hands-on experience, where success depends not only on strategic planning but also on how efficiently you move and react in real time. Collecting coins and positioning yourself correctly becomes just as important as choosing the right tower type, giving the game a constant sense of motion that many tower defense titles lack. The strategic layer is built around understanding enemy types, map layouts, and tower synergies. Different towers serve specialized roles, from targeting ground units to handling aerial threats or applying status effects that slow or weaken enemies. As waves progress, the game demands more careful planning, requiring players to anticipate enemy paths and allocate resources efficiently. While the mechanics themselves are not overly complex, the combination of real-time movement and limited resources creates a steady pressure that keeps players engaged. Small mistakes in placement or timing can quickly escalate into larger problems, especially as enemy waves grow more aggressive. The transition to a fully three-dimensional presentation is one of the game’s most defining features. Visually, it adopts a soft, almost handcrafted aesthetic, with environments that resemble miniature dioramas brought to life. The colorful landscapes, stylized characters, and smooth animations give the game a warm and inviting appearance that contrasts with the intensity of its gameplay. However, this shift to 3D also introduces challenges. Camera angles can sometimes obscure important details, making it harder to track enemy movements or manage multiple entry points at once. While the game provides options to adjust the view, these issues are not entirely eliminated and can occasionally disrupt the flow of play. Difficulty is a central component of the experience, and it leans toward the demanding side even on standard settings. The game expects players to learn through repetition, gradually refining their strategies with each attempt. Completing levels perfectly—by preventing any enemies from reaching your base—is a key objective, and achieving this often requires multiple retries and careful optimization. This structure can be highly rewarding for players who enjoy mastering systems and improving performance, but it may feel unforgiving for those looking for a more relaxed or forgiving experience. Content is structured around a series of maps with increasing difficulty, each offering multiple challenge levels that significantly alter enemy compositions and pacing. While the number of unique environments is not particularly large, the layered difficulty system and the emphasis on perfect runs add replay value. Unlocking new items and progressing through the game often requires revisiting earlier stages and improving performance, reinforcing the idea that mastery is the primary goal rather than simple completion. Cooperative play adds another dimension, allowing players to tackle levels together either locally or online. Working alongside another player introduces new strategic possibilities, as tasks can be divided and coordinated in ways that are not possible in solo play. However, the cooperative mode largely mirrors the single-player experience rather than offering distinct content, making it feel more like an extension of the core game rather than a separate feature. Despite its strengths, the game does show some limitations over time. The core mechanics remain largely consistent throughout, with few new systems introduced as the game progresses. While the combination of movement and strategy keeps the experience engaging initially, the lack of significant evolution can lead to repetition during longer sessions. Additionally, certain design elements—such as the reliance on resource collection in a 3D space—can occasionally feel more cumbersome than challenging. Ultimately, PixelJunk Monsters 2 succeeds by refining a well-established formula and presenting it in a way that feels both charming and active. It doesn’t attempt to dramatically expand the genre, but it introduces enough variation in how players interact with the game to give it a distinct identity. The combination of real-time movement, strategic planning, and a visually appealing world creates an experience that is consistently engaging, even if it occasionally stumbles in execution. For players who enjoy tower defense games with a hands-on twist and are willing to embrace a challenging progression system, it offers a rewarding and memorable experience. While its difficulty and occasional frustrations may limit its appeal for some, it remains a strong example of how a familiar concept can be reinterpreted with personality and care. Rating: 7/10
UI超改悪、特に操作性はほんとに最悪、前作以上に理不尽すぎる初見殺しが多く、負けては何度も挑戦してというものが楽しいのレベルを超えている気がします。簡単モードの通常ステージも前作のチャレンジ並みに鬼畜に感じました。 でも新要素が少ないのが一番残念。前作を3D化しただけで他の要素が少ない。 ゲーム性は前作とそんな変わってないんで楽しいですけど前作よりも飽きやすい気がします。
Super Tower Spiel was ich noch gar nicht kannte...
Nice and simple 👌
w gsme
super good game for the game play. solid graphics and color
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