- Release Year: 2013
- Platforms: Linux, Macintosh, Windows Apps, Windows
- Publisher: QuadraTron Games
- Developer: QuadraTron Games
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Shooter
- Setting: Fantasy
- Average Score: 74/100

Description
Monsters! is an action-packed shooter game set in a fantasy world, where players take on the role of a hero battling against hordes of monstrous creatures. The game features a diagonal-down perspective with fixed/flip-screen visuals, offering a classic yet engaging gameplay experience. Developed by QuadraTron Games and released in 2013, Monsters! challenges players with direct control mechanics and a variety of enemies to defeat, all while navigating through a richly designed fantasy setting.
Where to Buy Monsters!
PC
Monsters! Patches & Updates
Monsters! Reviews & Reception
metacritic.com (86/100): A triumphant return to form for the series.
steam250.com (96/100): Tomb Raider Game of the Year is a top-rated adventure game of 2013.
metacritic.com (80/100): 28 Years Later: The Bone Temple received a generally favorable score.
ign.com (35/100): Adventure Time: Explore the Dungeon is a stunning disappointment.
Monsters! Cheats & Codes
PlayStation 2
Hold L1 + R1, then press the specified button sequence during gameplay.
| Code | Effect |
|---|---|
| Circle(3), Square(2), X, Triangle | Full scare meter |
| Circle(3), Square, Triangle, X, Triangle | Full health |
| Circle(3), Triangle, Square, X, Triangle | 99 lives |
Monsters!: A Retrospective Analysis of a Forgotten Arcade Revival
Introduction: The Ghost in the Machine
In the annals of video game history, some titles fade into obscurity not because they were flawed, but because they were overshadowed by the titans of their era. Monsters!, a 2013 dual-stick shooter developed by QuadraTron Games, is one such title—a game that dared to revive the arcade spirit in an age dominated by narrative-driven blockbusters and open-world epics. Released on March 5, 2013, for Windows (with subsequent ports to Linux, Macintosh, and Windows Apps), Monsters! is a love letter to the golden age of arcade shooters, wrapped in a pixel-art aesthetic and fueled by a relentless, score-chasing gameplay loop. Yet, despite its ambitions, the game remains a footnote, a curiosity buried beneath the weight of its more celebrated contemporaries.
This review seeks to exhume Monsters! from the digital graveyard, examining its development, mechanics, and legacy with the rigor it deserves. Was it a misunderstood gem, or a relic doomed by its own retro aspirations? By dissecting its design, narrative (or lack thereof), and reception, we can uncover why Monsters! failed to leave a lasting mark—and whether it deserves a second chance.
Development History & Context: A Kickstarter Dream in the Indie Boom
The Studio: QuadraTron Games and the Indie Renaissance
Monsters! emerged during the indie gaming renaissance of the early 2010s, a period where small teams, armed with tools like Unity and crowdfunding platforms, could challenge the dominance of AAA studios. QuadraTron Games, the brainchild of designer Zenas Bellace and programmer Keith Nieves, was one such studio. Their vision was clear: to craft a game that distilled the essence of arcade shooters like Robotron: 2084 and Geometry Wars into a modern, accessible package.
The game’s development was fueled by a successful Kickstarter campaign, a testament to the era’s faith in indie creativity. Backers like Jeff McCord and Beau Wells (“Scruff”) helped bring the project to life, their names immortalized in the credits alongside a cadre of 163 contributors. This grassroots funding model was emblematic of the time, where games like Shovel Knight and FTL: Faster Than Light proved that passion projects could resonate with audiences.
Technological Constraints and Design Philosophy
Monsters! was built using the Unity engine, a choice that reflected the indie scene’s shift toward accessible, cross-platform development tools. The engine’s flexibility allowed QuadraTron to focus on tight gameplay mechanics rather than grappling with low-level programming. However, Unity’s limitations in 2013—particularly in rendering and optimization—may have constrained the game’s visual ambition.
The team’s design philosophy was unapologetically retro. The game’s fixed/flip-screen perspective and diagonal-down viewpoint were deliberate callbacks to arcade classics, eschewing the cinematic camera angles of modern shooters. This was not a game interested in storytelling or environmental immersion; it was a pure, unadulterated test of reflexes and strategy.
The Gaming Landscape of 2013: A Crowded Field
The year 2013 was a banner year for gaming, with titles like The Last of Us, Grand Theft Auto V, and BioShock Infinite dominating headlines. Even within the indie space, Monsters! faced stiff competition. Games like Rogue Legacy and Spelunky redefined the roguelike and platformer genres, while Outlast and Amnesia: A Machine for Pigs pushed horror in new directions. Monsters!’s arcade purity, while admirable, struggled to stand out in a market that increasingly valued narrative depth and innovation.
Moreover, the dual-stick shooter genre, while niche, was not without its standouts. Nuclear Throne and The Binding of Isaac: Rebirth (the latter released in late 2014) offered more dynamic gameplay and replayability. Monsters!’s lack of procedural generation or meta-progression made it feel static by comparison.
Narrative & Thematic Deep Dive: The Absence of Story
Plot: A Wizard, a Staff, and Endless Hordes
Monsters! is a game that wears its minimalism on its sleeve. There is no grand narrative, no lore-heavy codex, no emotional character arcs. The premise is simple: you play as a wizard armed with a magic staff, descending into “neverending dungeons” teeming with creatures like wyverns and beholders. The goal? Survive, rack up a high score, and climb the leaderboards.
This absence of narrative is both a strength and a weakness. On one hand, it allows the gameplay to take center stage, unburdened by cutscenes or exposition. On the other, it robs the game of personality. Compare this to The Binding of Isaac, where the grotesque, biblical themes and dark humor give the gameplay emotional weight. Monsters!’s dungeons feel sterile, its enemies generic.
Themes: The Arcade as a Time Capsule
If Monsters! has a theme, it is nostalgia—not for a specific era, but for the arcade itself. The game’s pixel-art aesthetic, chiptune soundtrack (composed by Shawn Pierre), and leaderboard-driven competition evoke the neon-lit arcades of the 1980s. It is a game that asks players to chase not just survival, but mastery, to etch their initials into a digital high-score table.
Yet, this nostalgia feels hollow without a deeper hook. Games like Shovel Knight and Stardew Valley use retro aesthetics to explore themes of perseverance and community. Monsters!’s homage to the arcade is purely mechanical, lacking the soul that makes other retro revivals enduring.
Dialogue and Character: The Silent Protagonist
The wizard protagonist is a cipher, a silent vessel for the player’s actions. There are no NPCs, no dialogue, no environmental storytelling. The game’s only “story” is conveyed through its Steam description: “How will you fare against the waves of failed creations who seek to destroy you?” This vagueness is intentional, but it leaves the game feeling empty. Even Geometry Wars, a game with similarly abstract visuals, has a sense of place—its geometric battlefields pulse with energy. Monsters!’s dungeons, by contrast, feel like a series of identical arenas.
Gameplay Mechanics & Systems: The Core Loop
The Dual-Stick Shooter Formula
At its heart, Monsters! is a dual-stick shooter, a genre defined by its simplicity: move with one stick, aim and shoot with the other. The wizard’s staff fires a variety of spells, each with distinct behaviors—some pierce enemies, others explode on impact. The game’s twist is that these spells “gain power from the abominations you destroy,” a mechanic that encourages aggressive play. The more you kill, the stronger you become, creating a satisfying feedback loop.
The controls are tight and responsive, a necessity for a game that demands precision. The wizard’s movement is fluid, and the hitboxes feel fair—a rarity in indie shooters, where imprecise collision detection can ruin the experience. The game’s difficulty curve is steep but fair, rewarding players who learn enemy patterns and master the art of kiting.
Progression and Replayability
Where Monsters! stumbles is in its lack of meaningful progression. Unlike Nuclear Throne, which unlocks new characters and weapons, or The Binding of Isaac, which introduces new items and synergies, Monsters! offers little incentive to return after the initial playthrough. The dungeons are not procedurally generated, and the enemy waves follow predictable patterns. The only real progression is the leaderboard, a feature that, while nostalgic, lacks the depth of modern roguelikes.
The game’s UI is functional but uninspired. The HUD displays your score, health, and spell charge, but there are no maps, no objectives, no hints. This minimalism aligns with the arcade aesthetic, but it also makes the game feel incomplete. A simple “daily challenge” mode or a survival mode with escalating difficulty could have added layers of replayability.
Combat and Enemy Design
The enemy roster is a bestiary of classic fantasy monsters: wyverns, beholders, and other “failed creations.” Each enemy type has distinct behaviors—some charge, others fire projectiles—but the lack of visual variety makes them blend together. The beholders, for instance, are little more than floating eyeballs, a far cry from the iconic design of Dungeons & Dragons lore.
The boss encounters, when they occur, are the game’s highlight. These battles require pattern recognition and quick reflexes, evoking the best of arcade boss fights. However, their infrequency (and the lack of a dedicated boss rush mode) means they are underutilized.
Innovations and Flaws
Monsters!’s most innovative feature is its spell-powering mechanic. By tying your offensive capabilities to your kill count, the game creates a risk-reward dynamic: do you play it safe and conserve health, or go on a killing spree to unlock devastating spells? This system is clever, but it is not enough to carry the game.
The biggest flaw is the lack of content. The “neverending dungeons” are, in practice, a series of repeating rooms. There are no secrets to uncover, no hidden paths, no alternate endings. The game’s Steam page promises “waves of failed creations,” but the waves feel more like a trickle.
World-Building, Art & Sound: A Retro Facade
Setting: The Dungeon as a Blank Canvas
Monsters! takes place in a series of dungeons, but these environments are devoid of personality. There are no environmental hazards, no interactive elements, no lore snippets hidden in the walls. The dungeons are functional but forgettable, serving as little more than backdrops for the combat.
This is a missed opportunity. Games like Enter the Gungeon and Dead Cells use their environments to tell stories, to create atmosphere. Monsters!’s dungeons, by contrast, feel like a series of identical boxes.
Art Direction: Pixel Art with Limited Ambition
The game’s pixel-art style is competent but unremarkable. The wizard and enemies are clearly defined, and the animations are smooth, but the visuals lack the charm of games like Hyper Light Drifter or Stardew Valley. The color palette is muted, the enemy designs generic. The beholders, for instance, are little more than floating orbs with eyes—a far cry from the intricate designs of Dungeons & Dragons lore.
The game’s art direction is functional, but it does not elevate the experience. There is no sense of place, no visual identity that sets Monsters! apart from its peers.
Sound Design: A Forgotten Score
Shawn Pierre’s soundtrack is a serviceable chiptune affair, evoking the arcade classics that inspired the game. The tracks are catchy but repetitive, and the lack of dynamic music means the same loops play ad infinitum. The sound effects—spell casts, enemy deaths, and the wizard’s grunts—are similarly functional but unmemorable.
The absence of voice acting or ambient noise further reinforces the game’s emptiness. Even a simple grunt or scream from the wizard could have added a layer of personality.
Reception & Legacy: The Silence of the Critics
Critical Reception: A Game Without a Voice
Monsters!’s reception is perhaps the most telling aspect of its legacy. On Metacritic, the game has no critic reviews—a rarity for a commercial release. On MobyGames, it holds a paltry 2.0/5 average score based on a single player rating. Steam’s user reviews are similarly sparse, with the game languishing in obscurity.
This lack of critical engagement is not necessarily a reflection of the game’s quality, but rather its inability to stand out. In a year that saw the release of Outlast, Gone Home, and Papers, Please, Monsters! was a blip on the radar, a game that failed to capture the imagination of players or critics.
Commercial Performance: A Kickstarter Success, a Market Failure
While Monsters!’s Kickstarter campaign was successful, its commercial performance was lackluster. The game’s $0.00 price tag on Steam (likely a promotional error or delisting) suggests it failed to find an audience. The lack of post-launch support—no DLC, no updates, no sequels—further underscores its status as a forgotten experiment.
Influence and Legacy: The Ghost of Arcade Past
Monsters!’s legacy is one of absence. It did not spawn imitators, nor did it redefine its genre. If anything, it serves as a cautionary tale: a game can be mechanically sound, aesthetically faithful, and still fail to resonate.
Yet, there is value in Monsters! as a historical artifact. It is a snapshot of a moment when indie developers were experimenting with retro revivalism, before the market became saturated with pixel-art platformers and roguelikes. It is a game that dared to be simple in an era of complexity, and for that, it deserves a measure of respect.
Conclusion: A Game Worth Remembering, But Not Revisiting
Monsters! is not a bad game. It is a competent, if unremarkable, dual-stick shooter that delivers on its promise of arcade-style action. Its controls are tight, its combat satisfying, and its spell-powering mechanic clever. But in a year that redefined what indie games could be, Monsters! felt like a relic—a game out of time.
Its greatest sin is not its simplicity, but its lack of ambition. In an era where games like The Stanley Parable and Papers, Please used minimalism to explore profound themes, Monsters! offered little beyond its core mechanics. It is a game that exists in a vacuum, untethered to narrative, atmosphere, or innovation.
For historians and retro enthusiasts, Monsters! is a curiosity worth examining. For modern players, it is a footnote—a game that, despite its charms, has little to offer beyond a fleeting nostalgia trip. It is not a masterpiece, nor is it a disaster. It is, simply, a game that was.
Final Verdict: 5/10 – A Competent but Forgotten Relic
Monsters! is a time capsule of an era when indie games could afford to be simple. It is not a game that will change your life, but it is a game that, for a brief moment, might make you feel like you’re standing in front of an arcade cabinet, quarters in hand, ready to chase a high score. And in a world where games are increasingly complex, sometimes that’s enough.