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Hello MT2 Fans! Although we don’t yet have new updates to share regarding Monster Train 2, we wanted to celebrate the summer season by highlighting a group of dedicated players who have been creating unique new MT2 content: the modding community!
Please keep reading to learn more about how to add your own twist to Monster Train 2, how to explore other players’ creations, and see a few examples of Monster Train 2 mods from balance tweaks, to entirely new clans, and more!
If you’ve ever wanted to add your own cards to the game, create a new Artifact, or even design an entirely new clan and play it, you can do so by modding Monster Train 2!
Thanks to the amazing Monster Train 2 modding community, there is already so much for you to draw from to get started. Trainworks Reloaded is a framework created by Brandon and crazyjackel that serves as the foundation for mods. To start, it’s really best to read the Trainworks Reloaded wiki which explains all about how it works and how you can create your own content.
There are so many projects available online for you to peruse and play today on Thunderstore.io. On it, you can find inspirations for mods such as…
Have you always thought that a clan of kitten fighters would be the perfect addition to Monster Train 2? Do you love roguelikes and would like to try balancing your own units, spells, or equipment cards? Then, consider modding MT2 with your own clan! Such as take a look at this mod in which a player made a whole, unique new clan called the Sandscourged (or on Github here).
The Sandscourged are a clan inspired by Ancient Egyptian mythology and are complete with two new champions, a full set of new cards, Artifacts, and interesting new mechanics. Take, for example, the ‘Ur-Pharaoh’ champion. I like the twist of the Soulmonger path where, if the Ur-Pharaoh dies, defeated units get a permanent boost to their attack.
Ur-Pharaoh Champion from Sandscourged clan in All_Outta_Bubblegum’s mod
But, that’s not all there is to explore with this mod! There are also unique new Units, Spells, Artifacts and game mechanics. The Sanscourged clan also has an interesting interaction with Blights and Scourges via the Accursed trigger, as is demonstrated below with the Superior Ego unit.
Vengeful Shard and Super Ego interaction in All_Outta_Bubblegum’s mod
The Ancient Egyptian themed cards are so much fun and, in my opinion, fit well within the core game! If you play and enjoy the Sanscourged clan as much as I do, please leave All_Outta_Bubblegum a kind word via his google form listed here or in the #mt2-modding channel in the Shiny Shoe server.
Gameplay showcasing the Revered Scarab from the Sandscourged clan in modded MT2 by All_Outta_Bubblegum
Three new cards in Sandscourged MT2 mod by All_Outta_Bubblegum
If you’re interested in designing and creating your own MT2 clan, check out the tutorial on Github here along with All_Outta_Bubblegum’s mod here!
Have you ever been curious what it would be like to play a run with shops offering upgrades on champions? Or one that offers a dizzying amount of drafts at the beginning of a run? Then you should check out the mods by Graviton Gamer! He is a master of mods that offer OP mechanics and each of them are more fun than the last. Check out the small clip below for a closer look at his Upgrade Champions 2 mod!
Clip from Upgrade Champions 2 MT2 mod by Graviton Gamer
A fun mod that replaces the Cult of the Lamb event followers with the Spikedriver Colony units from Monster Train. If you’ve ever thought, ‘I like this card but I think it would be so silly if I always got this other one instead,’ this is a great project to look at!
Screenshot showcasing the swapped card by Brandon
Everyone in the Shiny Shoe team personally thinks that Lady Gilda is magnificent as she is. However, we did have a good chuckle at this one. By modding MT2, you can use Spine2D to animate characters just as PattyHoswell did in Gilda Tank, which is a silly and fun example in which they replace Lady Gilda with a literal tank!
Gameplay of Tank Champion in ‘Gilda Tank’ by PattyHoswell
We hope that this post will be informative for all the players who are interested in modding MT2! As you can see, there are no limits to what you can do with Monster Train 2.
If you're interested in creating your own content, we highly recommend you begin with the wiki and read through the first tutorial here. There is also a very active and dedicated community in the Shiny Shoe server where you can ask questions and get tips! Spend time exploring the different mods and, if you play one you especially love or create one, please let us know!
Finally, on August 1st it is Shiny Shoe’s fifteenth year anniversary! If you’ve enjoyed any (or all!) of our games, please leave a comment here! If you would like to see a few pictures from our archives, subscribe to our newsletter and keep and eye on your inbox next week! Thank you so much for your support of our team and for playing Monster Train 2, we hope you are excited for what lies in our future!
Hi, Monster Train 2 Fans!
The Steam Summer Sale is finally here, starting today and running until July 9th, 2026 and 10:00 AM PT! This is a perfect chance to kick off the summer with Monster Train 2 or bundle it with any other Shiny Shoe game for an even greater discount! So, jump into a run, explore Soul Savior mode in MT2’s DLC: Destiny of the Railforged, or get the MT2 soundtrack and listen to Jordan Chin’s compositions on a summer road trip!
Here’s what’s included in the sale!
Monster Train 2, the OST, and the Digital Compendium on sale for 30% off!
The original Monster Train for 80%OFF!
Monster Train 2's first DLC, Destiny of the Railforged for 20% off!
Many Monster Train 2 bundles so you can get one or multiple games for less!
Check out a few of our past announcements for a closer look at all there is to offer in Monster Train 2 and learn all about bosses like the Fleshweaver, a brand new game mode in Destiny of the Railforged, and more!
Finally, thank you so much for supporting the Shiny Shoe team and for playing Monster Train 2! If you haven’t already, please come say ‘Hi’ in the Shiny Shoe server or sign-up for our newsletter for exclusive behind-the-scenes sneak peeks, concept art for your favorite characters, or tidbits about the Shiny Shoe team! Thank you so much and we hope you have an amazing summer!
To all the Monster Train 2 fans out there!
The official Shiny Shoe Monster Train 2 Community Challenge has officially concluded! A massive thank you to everyone who participated. We had some truly incredible runs!
Congratulations to these 15 WINNERS for winning a special MONSTER TRAIN 2 T-SHIRT!
Top 10 High Score Winners:
Breadcrumb trail
2580315641
Kryos
Gurg Manginex
German Jojo
ItsTangilicious
那时无雨
KosmosChao
Gork the 134th
gustave137
5 Random Draw Winners (drawn at 12:00 PM PST when the challenge ended):
Number 47: erasmus Number 260: Lou Sassol Number 102: mibcreative Number 289: 上校鸡块 Number 323: Spex
How do you claim your t-shirt? Please follow the steps below!
Be a Server Member: Join the Shiny Shoe server and leave a message in the #mt2-community-challenge channel with your Steam username and run score.
Wait for a DM: I will contact you directly and send you a form to submit your order.
To give everyone a chance to read this announcement, I am giving the winners until 12:30 PM on May 28th, 2026 to see this announcement, join the server, and leave a message in the #mt2-community-challenge channel. If they have not done so by then, I will draw new winners and update the list above.
A Quick Reminder!
Due to supplier limitations, we only have shirts in S, M, and L unisex sizes.
Our supplier cannot ship to certain areas of the world; please refer to the Steam announcement for more details here.
If you have any questions, please let me know in the comments below or in the Shiny Shoe server. Thank you again for celebrating Monster Train 2’s first anniversary with us and I hope that you all had a lot of fun! And please don't forget that this was one of many opportunities to celebrate Monster Train 2's anniversary and win prizes in the Shiny Shoe server! We still have our Fan Art and Memes Week in which you can submit your meme or fan art piece in the server for a chance to win one of 20 signed MT2 card printouts, along with the daily 'Guess that Card Competition' happening every weekday this week for a chance to win an MT2 Compendium or Soundtrack key.
Still looking for some Monster Train 2 anniversary deals? We also have special bundles available to celebrate Monster Train 2’s first birthday! Check out the links below! MT2 x RACCOIN:
MT2 x DUNGEON CLAWLER:
MT2 x DIE IN THE DUNGEON:
Finally, but by no means least, thank you so much to everyone who participated in the Community Challenge and a special thank you to all our players for supporting the Shiny Shoe team and for playing Monster Train 2!
Hello Monster Train 2 Fans! Today is a special day as we celebrate the very first anniversary of Monster Train 2! We cannot believe that the game is officially a full year old, as it feels like just yesterday we were pushing the launch button here on Steam and across platforms.
Before we get into some of the fun things we have planned, we want to send a massive thank you to each of you! Without you we could never have embarked on such an incredible journey we had this year. From launching two full, free content updates along with the first Monster Train 2 DLC: Destiny of the Railforged. All the hours you’ve played, your strategy guides, your memes, feedback, bug reports, and much more, have made it possible. And, for that, we could never thank you enough.
But the journey is far from over! To celebrate both Monster Train 2 and Monster Train’s birthday, we’re hosting a week full of challenges, giveaways, and livestream with even MORE giveaways during! Keep scrolling for more details on how you can enter to get a free Monster Train 2 t-shirt, a signed MT2 postcard, or, even, a free Monster Train 2 Digital Compendium or Soundtrack key!
To celebrate Monster Train 2’s birthday, we’re hosting another Community Challenge! This time, we’ve got FIFTEEN MONSTER TRAIN 2 T-SHIRTS to give out to the winners of the challenge! Here is how it works.
The Community Challenge starts right now on May 21st and will run until May 26th, 12:00 PM PST.
Players can enter the challenge by following these steps: 1. Open MT2 2. Go to 'Community Challenges' 3. Click on 'Join Challenge' 4. Copy-paste or type in the Sharecode below into appropriate space. 5. Click 'Enter Sharecode' 6. Start the run and have fun!
1. The top ten players on the leaderboard will be named the winners.
2. Five additional winners will be chosen from the remaining player pool and chosen using a random number generator.
3. Winners will be announced via Steam, Discord, and X.
4. Winners must be a member of the Shiny Shoe Discord server to collect their prize. This is because instructions for shipping will be handled via the server. Let me know that you have entered the challenge by posting your MT2 username and score in #mt2-community challenge.
1. Players must only enter the competition with one account. It is considered cheating if a player plays the challenge on one account and then replays the challenge on another.
2. Restarting your turn and battle is allowed.
3. Only your first completed run will be counted on the leaderboard and will be considered as your score for the challenge.
4. Do not post a screenshot in the server of your end of run screen as it will give an advantage to other players. It will not affect your entry in the challenge but your screenshot will be deleted.
5. Do not share details of the challenge with anyone else before they’ve played the challenge.
Unfortunately, because of limitations with our supplier, we cannot ship to players in Brazil, Russia, China, parts of Europe, and parts of North Africa. Also, we only have shirts in the sizes S, M, and L (all unisex). We have a limited number of each so please have a backup size in mind in case your first choice is already taken. If you would like a size in something other than what we have available, please let me know and I will do everything I can to make it happen. Please let me know if you have any questions in the #mt2-community-challenge channel. To all those interested in participating, good luck and I cannot wait to see your name on the leaderboard! And, to everyone, thank you so much for supporting our team!
But that’s not all! The Community Challenge is just the beginning of a full week of challenges and prizes!
Until May 28, 2026, we’re inviting all the amazing artists in our player community to please send us your art pieces! Do you have a sketch you’ve been working on but haven’t had a chance to finish it? Do you love Ekka and want to give her a new outfit? Do you have an excellent wit that must be shared with the world? We want to see your creations!
As a thank you for sharing your creativity with us, we’re giving out Monster Train and Monster Train 2 card print outs to 20 players chosen at random.
Here is how it works! 1. Post your fanart or memes to the #fan-art channel in the Shiny Shoe server until the end of the day on May 28, 2026.
2. On Friday, May 29th, all the usernames of members who posted art will be added to a sheet and a random number generator will be used to determine the winners.
3. Winners will be announced on May 29th, at 12:00 PM PST and contacted via Discord DM.
1. Please keep the art PG. Any art that shows sexual imagery, racist representations, contains hate speech, or vulgarities will not be considered in the giveaway and will be deleted. 2. Although players are free to post their art on Steam, X, or Reddit (and we hope you do!), the fan art must be sent to the #fan-art channel in the Shiny Shoe server to be considered in the giveaway. 3. All fan art must be original works of art that were not generated by AI. 4. All fan art must be Monster Train or Monster Train 2 focused.
5, Multiple entries are encouraged! If you do so, your username will be included in the sheet with each entry.
If the above just wasn’t enough, we have ONE MORE giveaway! Once a day starting on May 22nd and until May 28, 2026, we will be posting in the Discord a zoomed in detail of a random Monster Train 2 card in the Shiny Shoe server announcements at 12:00 PM PST. The first person to guess the correct card will win a key for the MT2 Soundtrack!
Everyday between May 22nd and May 28, 2026 (excluding the weekend and Memorial Day) at 12:00 PM PST, a new image of a zoomed section of a Monster Train 2 card will be posted in the #announcements channel here.
Players have 24 hours to guess which card is shown.
Players submit their guesses in the channel #mt2-guess-that-card.
When the next screenshot is posted, the winner from the previous day will also be announced.
The zoomed in card detail images will only be shared in the Shiny Shoe server.
With each image, the MT2Fans role will be pinged so check your app for a notification!
If no one correctly guesses the card, an extra image will be shared the next day so TWO people have a chance to win!
Last but not least, we are hosting a special YouTube Anniversary Stream today, May 21st, at 4:00 PM PST to 5:00 PM PST to celebrate Monster Train 2's one-year anniversary and Monster Train turning six!
During the stream, we'll dive into the details of our full week of challenges and giveaways. We have MT2 DLC and MT1 CODES to giveaway DURING the stream so mark your calendars so you don’t miss out!!
Join the livestream here!
We’re so excited to celebrate Monster Train 2’s first anniversary with all of you! Please don’t forget to join this week’s festivities including the Community Challenge, Fan Art & Memes Week, and the Guess the Card Competition, for your chance to win prizes like a free t-shirt, signed MT2 card, or a MT2 Soundtrack key.
Thank you all again for your incredible support this past year. We can’t wait to see your username on the leaderboard, your art, and more on the Shiny Shoe Discord server!
Fixed regression caused in 2.2 where hovering artifact rewards in Celestial Alcove events could apply their effects in deck view when hovered even before the choosing the reward.
Fixed regression caused in 2.2 where duplicating units in battle could lead to duplicated triggers, lack of status effects on the duplicated unit that should be present, and other similar issues.
Fixed a rare soft lock in Soul Savior when a specific situation combining Witherbloom and splitter units like Legion of Wax could interact in a problematic way.
Fixed Pyreshot showing two attack VFX, one on Pyre floor and one on Pyreshot floor, when Pyre has Burst.
Fixed some English typos.
Fixed a few translation issues in Traditional Chinese, German, and Russian.
Restored some text that was accidentally deleted in some story events.
Hi everyone, today we are launching a new update focused on QoL and bug fixes. There are a few balance changes as well.
Let us know if you have any feedback - we'll be watching and ready to respond if there are any new issues.
Thanks for playing!
Added calculation of scaling value in the description for several artifacts. This includes artifacts like Historian’s Razor or Twisting Mycelium showing their impact in parentheses based on current gameplay state.
Added calculation of scaling values (e.g. health for number of cards in deck) in Celestial Alcove event reward descriptions.
Updated Freezestone to be able to be placed on cards with Permafrost.
Updated Holystone to heal based on the spell's base cost instead of modified cost except for X-cost cards.
Changed unit cloning (Assembly Room, Replicator Ray, etc.) to copy equipment.
Improved performance of scaling upgrades that can stack many times, like Pyre of Savagery or Bolete’s Hive Minder upgrade line.
Improved speed of Undo.
Reduced RAM consumption in a few areas.
Updated stat scaling in Overgrowth difficulty. Earlier battles should now be easier and scale up more gradually after each region.
In the first battle of Soul Savior, removed the enemies that were added in Tangle difficulty.
In the second battle of Soul Savior, regardless of region, removed one enemy on Tangle and Overgrowth difficulties.
Fixed Soul upgrades like Butterball Eaten trigger and Buffet stacks being transferred to units copied by Assembly Room or other similar effects.
Fixed Dutiful Sentinels battle in Soul Savior showing incorrect boss during preview.
Fixed Mother's Fleshfruit granting Titanskin instead of Burst.
Changed Grump's Strike trigger to Action. Increased the health gain on Grump III from 2 >> 3.
Reduced the health given by Showtime II and III from 35 >> 30.
Butterball II health given reduced from 25 >> 15. Butterball III health given reduced from 40 >> 25.
Meanmug base avarice reduced from 12 >> 9. Avarice given by Celebrate reduced from 5 >> 4.
Fixed upgraded armor from Slacy not showing up on grafted equipment tooltip.
Fixed Soul attachment card selection UI sometimes showing too soon when Quick Restarting a run.
Fixed Soul equipped cards put in a Jack-in-the-Box or Small-Gift-Box retaining Soul upgrades if those Souls are moved to other cards later.
Fixed bug where a card with Bougie that was duplicated in battle would sometimes have Attuned applied to magic power granted through non-Bougie effects.
Blacksmith Herzal stats increased from (20/30/40 atk, 10/12/15 health) >>> (30/40/50 atk, 15/20/25 health).
Fixed intermittent Undo failure for Fused Weaponry.
Fixed Magnetic Relay from units with Enchant not causing Enchant effects to be removed from floor.
Fixed Juggernaut's Summon trigger not being affected by silence.
Updated Pyre Plating to not move the camera to the Pyre. It was causing issues with other interactions such as with Spell Sanctum.
Converted Steelguard from a trait into a status effect under the hood so that it can be transferred by Superfood Primordium and removed by Eel Gorgon.
Fixed Anvil Breaker damaging front friendly unit if no enemies in room.
Fixed Herzal's Hammer granting extra armor to units with Dualism, even if the unit applying armor does not have Dualism.
Fixed Craft tooltip incorrectly saying it shows 3 options instead of 2 options.
Changed wording on a few Railforged pieces of content that should have said apply instead of grant.
Fixed Magnetic Relay when recast by Abyssal Prism incorrectly returning Champion units to the player's hand.
Added Logbook tracking for Boilerplate permanent armor gain.
Fixed Egg hatch previews only working the first time you trigger it, then failing to preview upon additional cards being played/additional card play hovers.
Fixed Echo Vault not granting Charged Echoes when triggering with Infused cards.
Fixed Wurmkin unit banners on the map always offering rare units with Shattered Halo.
Fixed several unit cards not gaining Infused in drafts.
Fixed Glugsider ability Eat not triggering Slay.
Fixed Eagleheart not causing immobile units to attack immediately if they are in the back of the room.
Fixed Fel's Valiant III multistrike preview only working the first time you trigger it, then failing to preview upon additional cards being played/additional card play hovers.
Fixed Fae's Nook Conduit persisting after death.
Fixed Evolutionary Instinct causing softlock with Lifemother debuff transfer variant.
Fixed units with Grafted equipment having duplicate equipment when spawning into a room with Hall of Mirrors.
Fixed an issue where Abyssal Prism + Weaponized Prosthetic did not apply the attack bonus to the non-primary target if other units on the same floor also had equipment removed.
Fixed Adaptive Mutation not properly healing units with Old Growth in some circumstances.
Added Sting tooltip to Channelheart and Thorncasing artifacts.
Changed food units to not be eaten if silenced or muted.
Fixed Resin Blades not returning to hand when grafted.
Fixed Resin Blades not returning to hand when a unit with Hatch dies or hatches.
Fixed Rector Flicker character VFX not being visible in battle.
Fixed instances of Misshapen Fiend's extinguish trigger still occurring when Muted.
Ensured certain Soul Savior mutators aren’t available for Daily Challenges.
Fixed Fancy Footwork attack granted not persisting after death.
Changed Abyssal Prism to only work with cards that directly target a unit.
Fixed bug with navigation (keyboard/controller) where you could use a room ability when not looking at the room you are activating it from.
Fixed Historian's Razor event softlock occurring when you remove an artifact with only the Wurmkin starter artifact and a Boss artifact.
Fixed Echo Vault attempting to preview random effect cards, which shows wrong information and is misleading.
Fixed Wurmkin and Railforged drafts not working with Banner-ed, Our Powers Combined mutators, and Pact of the First Armageddon artifact.
Fixed Banner-ed mutator causing Melting Remnant banner drafts to give Pyreborne cards.
Added MT2 clans and Wurmkin to A New Challenger mutator card pool.
Fixed regression in Dominating Authority event card upgrade that allowed it to pick cards from hand. Now it should be back to how it worked pre-Railforged DLC release.
Fixed Uncoordinated mutator lowering the Pyre's attack.
Fixed Savage Heart having two Rage tooltips.
Fixed Train Room ability icon appearing in preview on hover when it should not.
Removed Echo Bloom from It's Free Real Estate mutator card pool.
Removed Forgotten Trade and Ambient Charge from Truffles card pool and Enchanted Armory mutator card pool.
Fixed Dominating Authority making an undiscardable unit card, if it picked a unit from the discard pile.
Fixed various text issues in multiple languages.
The wait is finally over! We are so thrilled to announce that Monster Train 2 merch is now available for pre-order for US & Canadian players as well as international fans! Celebrate your love for your favorite deck-building roguelite with a brand new shirt that features a high quality, original line art version of Monster Train 2’s iconic key art.
Don't miss out on our first-ever Monster Train 2 merch drop! Head over to the Devolver Digital store now to secure your pre-order!
US & Canada: Pre-order here!
International: Pre-order here! Love the design? Want even more options? Let us know in the comments or vote in the announcements channel in the Shiny Shoe server! Finally, thank you so much for your continued support and for playing Monster Train 2! We are so grateful that we get to do what we do and none of it would be possible without you.
The flames of Hell have heated up, and a new mechanical army has emerged in Monster Train 2! Since the launch of Monster Train 2’s first DLC, Destiny of the Railforged, we’ve been so pleased to see your best runs and OP builds. However, we’ve also seen quite a few questions, and so we’ve put together this closer look at the Railforged. Read on to learn more about Monster Train 2’s newest clan and the new mechanics that define it!
Along with his daughter, Heph, Herzal has rallied his Stewards–machines originally created for times of peace–and altered them to form new and exciting designs like the ones below!
The Railforged Clan is defined by Stewards and machines engineered to fight the new wave of enemies pushing to escape the Soulstream. Within them come several fun and exciting new mechanics such as Forge, Smelt, and Refine.
The core mechanics of the Railforged maximize opportunities for players to scale units in combat. Forge is one such mechanic. Although many of the Railforge units begin weak compared to other clans, the capabilities of some of them to Forge can offer a boost to other spawned units or even equipment.
But before we go into those units, let’s look at how Forge works.
When playing the Railforged, players will notice a new icon at the top left part of the screen in the same place that Dragon’s Hoard is shown for the Pyreborne.
Monster Train 2 screenshot 1: Forge Points shown at top-left of the screen
This anvil icon and the number atop it shows how many Forge Points a player has to use during combat. When the Forge icon is selected (shown below with flames surrounding the anvil icon), players spend all the Forge Points the next time they equip or spawn a unit in combat. At the end of battle (except with a specific Artifact), all the Forge Points are lost.
Monster Train 2 screenshot 2: Close-up of Forge Points icon with corresponding description text.
Players can accumulate Forge Points through various means. Some Champion Paths, units, and spell cards offer opportunities to increase your Forge Points. Some units and spells offer ways to quickly accumulate Forge Points in combat. Take the Forge Steward, for example. This Steward generates one Forge Point each time it takes damage. Put this Steward at the front of your floor and you can quickly tally up Forge Points to use later in combat.
Monster Train 2 Forge Steward card
There is also another method to generate Forge Points, which leads us to the next mechanic introduced by the Railforged: Smelt.
Railforged Cards With SMELT Ability
Foundry Line
Mettalurgy
Salvage
Smelt is a mechanic that Consumes a card in hand, and grants Ember and Forge Points. Smelt can be useful for whittling down your deck if you have too many cards, and getting rid of high cost cards that you don’t plan on using for the combat. And since it technically Consumes the card, it has synergy with triggers such as Etch!
Monster Train 2 'Crucible Steward' card There is also a new keyword, Refined is a card trait that increases theyields gained when you Smelt that specific card.
With the introduction of Forge, Smelt, and Refine, players must carefully manage their Forge Points and choose when they utilize this mechanic to produce powerful new Units or Equipments. Have you played the Railforged? How have you found the core Forge ability? Do you find that Smelt and Refine offer a strategic way to scale your resources or thin your deck? Let us know what you think here in the comments or in the Shiny Shoe server! Want to see some of the concept art behind the new Railforged units? Sign-up for the Shiny Shoe newsletter and keep an eye on your inbox for future updates! Want more closer looks at the newest additions to Monster Train 2, keep checking back here for future deep dives! Finally, as always, thank you so, so much for supporting the Shiny Shoe team and for playing Monster Train 2. We are so grateful that we get to do what we love and none of it would be possible without you!
We hope you are enjoying the Wurmkin and the Destiny of the Railforged DLC! We have been carefully watching feedback and have added a few new features on top of additional bug fixes in this update.
Soul Savior Win Streak Tracking - one streak for each of the difficulties.
Soul Savior Stat Tracking - a separate section in the Logbook for your best stats specifically in Soul Savior mode.
Soul randomization updated to work like clan randomization. You cannot see the randomized Souls until the run begins and the decision to choose random Souls is persisted across runs.
Added ability to detach souls directly from the Soul list in the HUD. Also, Soul attaching and detaching should now be allowed in most areas excluding in battle. It wasn't previously possible in the merchant screen, for example.
The number of allowed Soul draft rerolls are now limited per-run rather than per-draft.
Changed Soul Savior upgraded Merchants to no longer apply a discount to the Purge and Reroll options for consistency and improved communication.
Fixed Showtime triggering the unit stat boost in the Deployment Phase. It now only happens at the end of combat outside of the Deployment Phase. This makes Showtime consistent with other similar effects.
Fixed incorrect Gorgon soul bonus stat scaling when equipped on Hammerfall.
Fixed a bug where rapid inputs in certain UI situations could result in Soul duplication.
Fixed Mimic soul sometimes being offered as a draft reward when it should be excluded.
Fixed inconsistent Stackstone/Entropic Stone Merchant filtering for cards with the Mollis Soul present.
Soul upgrades on cards will no longer cause normal Merchant upgrades to be excluded.
Souls presented for draft rewards will be skipped on the next re-roll, if enough unlocked Souls are available to make that possible.
Fixed bug in where upgrading a Champion for the 4th time after fully upgrading one path would only provide one option.
Fixed Slacy spelling when applied to card.
Fixed Metamind soul showing doubled bonus text.
Athane the Fallen in Soul Savior now Incants rage instead of infested. She also Retreats on Strike.
Fixed Lifemother stat values not scaling with the Difficulty setting in the battle intro screen.
Fixed Soul Savior negative mutator Sadist applying additional Witherbloom when Troop stacks are added.
Fixed Herzal permaforge upgrade line tiers 2 and 3 not persisting attack increases correctly across battles.
Fixed Heph's Weaponsmith buffs being applied to enemies when equipping them.
Changed Burst to only decrement after all attacks from Multistrike have occurred.
Car Collapse cost reduced from 2 >>> 0. Added Consume.
Magnetic Relay updated from "Return a friendly unit..." >>> "Return a non-champion friendly unit..."
Fixed Magnetic Relay not returning grafted equipment on units that are not the original grafted unit.
Pyre Steward updated. Removed ability 'Pyre Repair'. Now has "Slay: Restore 2 Pyre Health." Stats updated from 10 atk/30 health >>> 30 atk/10 health.
Made Forge buffs apply when playing Penitent's Bloodsuit or Penitent's Deathsuit on player's units.
Fixed Herzal's Blacksmith champ path incorrectly rendering green text when viewed from the Logbook.
Fixed Herzal's Hammer accidentally showing Titanskin tooltip.
Boilerplate removed from Red Crown event pool and Grafted Equipment event pool, due to it not synergizing with other clans that might draft it.
Added missing Forge and Smelt tooltips to some Railforged artifacts.
Fixed Heph's hand overlapping on Hammer handle.
Updated Fleshweaver enemy compositions for each variant. The more difficult versions should be slightly easier now.
Dazed, Suppressed and Inert status effects no longer block "Attack Immediately" effects.
Fixed various visual issues with the unit limit indicator that appears when a room has 7 units.
Fixed awkward camera motion when a boss is killed while entering Relentless by the Sentry Turret.
Fixed bug where it was possible to play cards immediately after an Undo before some artifacts could trigger, which could break Undo.
Fixed Endless restoring grafted equipment to revived unit card.
Fixed Abyssal Prism not granting card draw bonuses for Beelziebub soul correctly.
Fixed bug where Pyreborne's Insignia would be impacted by Dualism.
Fixed Dusk Mantle granting extra Titanskin when unit is silenced or muted. This should also fix anything else that instantly grants an upgrade related to Full Moon or New Moon triggers while interacting with silenced/muted.
Fixed characters with Vanguard not losing their bonuses if Silenced or Muted when at front of room.
Fixed Wurmkin map banner position.
Improved text consistency in error message when trying to play unit or room in Pyre room.
Scrivener ability Spellweave updated to only target non-starter cards.
Rootseeds atk increased from 2 >>> 3.
Removed mention of test mechanic 'Dormant' in Fuel tooltip.
Fixed 'Forgone Power' incorrectly attempting to discard Persistent cards such as 'Scrap Metal'.
Fixed Pyre Heart dialog title in Run Setup screen not properly updating.
Fixed slowdown when using Boilerplate equipment with a lot of Forge Points.
Fixed an undo failure related to rapidly ending your turn before all of a played card's triggers fire, most commonly seen with Wurmkin.
Fixed Smelt effects sometimes softlocking card selection when recast by Echo Vault and playing with a controller or keyboard.
Updated Mollis Soul to no longer be attachable to cards unless they directly apply Status Effects.
Fixed a few typos.
Hi everyone, we are continuing to work on fixing various issues and are preparing a few small new features for the Railforged DLC for future release. In the meantime, today we are releasing the following set of improvements:
Fixed an undo failure that was possible when using a combination of rooms with abilities and the Manifold Mirror artifact.
Fixed Heph's Weaponsmith buffs being applied to enemies when equipping them.
Fixed Geared Gauntlet preventing Sentry Turret from attacking.
Fixed Red Crown, Truffles Fetch ability, and Plague Doctor event incorrectly handing out broken Railforged-only equipment when the DLC is not installed.
Fixed Improved Deployable upgrade in Soul Savior reducing ember cost of cards by more than it should.
Controller/Keyboard - added hotkey for toggling Forge Points (default is right stick click on controllers, H on keyboard).
Improved clarity of Herzal's Enduring Steel upgrade line in English.
Fixed a typo that said "friendy." Thanks Rhapsody for being a friendy.
Fixed uncommon hang while killing Infested units with other Room effects present.
Fixed Wurmkin eggs potentially hatching multiple times when silence is removed.
Fixed Railforged Spike unintentionally showing Burst tooltip.
Fixed an issue where Wurmkin progress would not animate correctly in the Logbook if the DLC was not owned.
Updated Burst wording for clarity. "Attacks an additional time. Remove 1 stack on Strike." >>> "Attacks an additional time per stack. Remove 1 stack after each attack made this way."
Updated Multistrike wording for consistency. "Attacks an additional time each turn." >>> "Attacks an additional time per stack."
Improved mousewheel scrolling in Soul Progression UI.
Thank you to everyone who has been playing our latest update and Destiny of the Railforged. We are committed to fixing all major bugs. Today, we are starting with resolving a few priority and small issues, but will be releasing more updates in the coming days.
Fixed bug where sometimes a Soul Savior run could not be fully generated and would leave some sections empty.
Fixed unlocalized button on region select screen.
Fixed Boilerplate and Geared Gauntlet being missing from some card pools, like Swordmaiden's.
Fixed Juggernaut text showing +20/+20 instead of +30/+30.
Fixed Forged UI not activating when a unit with a Forge effect is added from an Event or Mutator.
Prevented Railforged DLC upgrades from being applied by Malicka's Shifting Pyre.
Fixed issue on some Macs with older operating systems where a native library would fail to load and make the game unplayable.
Fixed issue where Railforged Logbook progress page could initialize improperly in some situations if the DLC is not installed.
Fixed text wrapping looking ugly in some languages in some new UI labels.
This update adds support for our newly released DLC, Destiny of the Railforged! The two big features in the DLC are:
The Railforged Clan
Soul Savior game mode
Herzal and Heph, the father-daughter blacksmithing duo behind the Rail and the Banished Outpost, have put their heads together to create an army of unique Stewards and machines like you have never seen before. Lead the Railforged clan and master their unique abilities to defeat the greatest threat Hell and Heaven have ever seen! Use Forge to upgrade powerful soldiers and weapons and deploy a new army of Stewards and machines.
Follow the Rail to the Rift Station, the outpost for Hell’s clans against the latest threat to the Banished Outpost. There, dive into the Soulstream and play Monster Train 2 in Soul Savior mode. Hone your strategies and optimize your deck to face new enemies across four different runs before meeting the final boss.
The Lifemother returns for revenge against Herzal after millenia trapped inside the Soulstream. With her, she brings her new family, one that she vows to not lose. Defeat her Children and Their armies before reaching the Lifemother herself. But remember, the order you battle Them is a vital choice that should not be taken lightly.
The Wurmkin clan is back and rebalanced for MT2! In a free update to the base game we’ve added the Wurmkin clan with a variety of balance updates and card redesigns to fit in better with the design changes in Monster Train 2. There’s even a new card!
For a full list of content changes, please see this detailed post. Note: Charged Echoes can also now be utilized in the Pyre Room.
See a few of your favorite Wurmkin units below, now with the Monster Train 2 card art!
Note that accessing the Wurmkin requires making a certain amount of progress in the main storyline of the game. New players may need to unlock a certain number of Pyre Hearts before they become available.
And more!
Look below for the full list of bug fixes, balance changes, and other tweaks. We hope you’ll enjoy all the new content, thanks for playing!
—
Wurmkin clan - free update, redesigned for MT2.
Railforged clan - part of the Destiny of the Railforged DLC, a new clan lead by Herzal and Heph.
Soul Savior mode - part of the Destiny of the Railforged DLC, a major new gameplay mode with a new type of run, new enemies, unlockable Soul upgrades, new music, and more.
For a detailed look at the major new content, scroll past the General Gameplay Changes. Please be aware, however, that that section contains major spoilers.
New achievements added for Wurmkin and Destiny of the Railforged.
Updated Artificer trigger to count when equipping any unit (not just allies).
Fixed bug where spawner-type units like Legion of Wax could spawn in the wrong location if another unit on the floor died during combat during the same turn the spawn/hatch happens. This issue dates back to MT1.
Updated behavior of units that split into other units to copy the parent unit’s equipment into the spawned unit. This affects Legion of Wax and Bog Chrysalis for example.
Changed various status effects to have their stacks properly removed if something triggers them during the Deployment phase. This applies to armor, life steal, spell shield, spell weakness, damage shield, and melee weakness.
Updated card text for cards that exclude themselves with new keyword Distinct. Stardust Invocation and Unearth Treasure are examples.
Rally updated from “Triggers when you play a unit card on this floor.” to “Triggers when a friendly unit is summoned on this floor.” Rally now triggers for cardless units.
Holdover now works for spells cast in the Deployment Phase. They will be drawn on the next turn.
Celestial Sails artifact’s ember reduction now persists for the battle instead of only during the Deployment Phase.
Truffles ability Fetch cooldown decreased from 3 to 2.
Changed Reanimate behavior so units killed because their Max HP dropped to 0 will have their Max HP set to 1 upon reanimation. This fixes a rare softlock.
Consumer of Crowns ability Warlord’s Tithe cooldown decreased from 2 to 0.
Remnant Pact updated to clarify "for the rest of battle."
Bounty Stalker’s attack increased from 10 to 30. Attack gain on Extinguish increased from 8 permanent attack to 10 permanent attack.
Fixed rare softlock when discarding Offering cards and unit cards through a single effect like Deep Offering.
Shadowsiege cost decreased from 6 >>> 4. Atk/Health increased from 200/150 >>> 250/250. Now starts with Emberdrain 3.
Fixed Abyssal Prism incorrectly applying attack from each teammate instead of just the front unit when Cleave is cast.
Fixed Abyssal Prism incorrectly scaling X Cost effects on friendly units.
Fixed Abyssal Prism targeting units with Stasis.
Added Cardless state to Jack in the Box units when they spawn.
Fixed bug where Crystallized Wings would sometimes break Undo.
Updated Wing Clippings to trigger Etch when a Consume card is preserved.
Fixed bug with Gear Up mutator where rerolling in one shop could disable rerolling in a separate shop.
Fixed Historian's Razor artifact to not count starter artifacts.
Dante’s Footstool and Attuned Whetstone artifacts’ ember reduction now persist for the battle instead of only during the Deployment Phase. They also now are able to draw Deployable cards, however they prefer to draw non-Deployable cards if available.
Changed Titan fight so all “front in room” and “random in room” effects will skip over Savagery if he's at 1 HP.
Fixed the combat preview in certain circumstances when the Pyre was dying during the Titan fight.
Fixed rare issue where friendly unit spawns that happen post-turn sometimes causing an existing unit to get kicked out of all spawn points, if the enemy attacked and killed a friendly unit at the same time.
Fixed bug where boss rush score would not be calculated correctly when Stryx and Hallow are killed early.
Fixed a rare bug where the game could softlock if Stryx and Hallow were killed under certain conditions.
Removed Redhot Renovations and Wave Shuffle mutators from daily challenges.
Added Wurmkin and Railforged (if owned) to a variety of events that randomly select rewards from clans.
Removed Stoic Platemail from Red Crown and Graft event equipment pools due to it having the potential to be overly punishing when randomly applied to a unit.
Fixed Mirror Mirror (Card Copy) event art to remove texture seam/halo.
Added custom text to an event that Heph appears in if you are playing Railforged and using Heph as your champion.
Fixed Dominating Authority upgrade not summoning a unit in some instances.
Added Support for Railforged and Wurmkin clan win tracking.
Added Soul Savior enemy list.
Added stat tracking for newly added mechanics related to Railforged and Wurmkin clans.
Judge's Scales re-added to the artifact list, was erroneously removed.
Added Echoes from the Void challenges to the Logbook progress tracker for Dimensional Challenges.
Made it so only base game content tracking is required for certain cosmetic unlocks.
Fixed Titan Essence icons not always using the correct icon in all contexts.
Tweaked the Titan battle outro such that certain events can't turn the UI back on, leading to ugly visuals and some interactability.
Added visual effects to redesigned MT1 cards that turned into rooms and equipment.
Fixed accidentally skipping Battle Start screen if rapidly clicking while it is animating in.
Fixed visual glitches when drawing cards when you have both Volatile Gauge and Crystallized Wing.
Fixed Winstreak text overflow in game over screen.
Removed a few personal records from displaying in an Endless context (deck size and run time).
Fixed missing sounds on these units: Shadowsiege, Morselmaker, Holy Cherub, and Disciple of Ruin.
Updated Celestial Storm sound.
Disabled all character buff/status effect related sounds while in logbook.
Pyresmith Path
Enduring Steel Path
Blacksmith Path
Pyrespeak: Cooldown 6 Add a 0 EMBER Pyreshot to your hand with Consume. Pyreshot -3 EMBER Spell. The Pyre immediately attacks enemies on this floor.
Forge:
Add to your Forge Point total. When yo uplay a unit or equipment card, spend all your Forge Points, and grants it bonus ATTACK and ARMOR for each Forge Point spent.
Burst: Attacks an additional time. Remove 1 stack on Strike.
Weaponsmith
Metalworker
Handy
Weaponcraft: Cooldown 2. Add a +5 ATTACK AND +5 HEALTH Crafted Equipment to your hand. Artificer: Triggers when equipment is attached to any unit.
Refined: Increases Forge Points and EMBER gained from Smelt by 1 per stack.
Weaponcraft: Cooldown 2. Add a +5 ATTACK AND +5 HEALTH Crafted Equipment to your hand
Anvil Breaker
Armament Drive
Assembly Room
Assemble: Cooldown 2. Create a copy of the front friendly non-champion unit and DESCEND it.
Boilerplater
Bonk
Car Collapse
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Conductor Steward
Crafted Equipment
Crucible Steward
Train Whistle: Cooldown 3. Friendly units attack immediately.
Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.
Disassemble
Forge Steward
Foundry Line
Sacrifice:
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Revenge: Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.
Full Throttle
Fused Weaponry
Geared Gauntlet
Burst: Attacks an additional time. Remove 1 stack on Strike.
Wind-up Punch: Cooldown 2. Attack immediately. Remove all stacks of Burst.
Hammerfall
Herzal's Hammer
Juggernaut
Knuckler Steward
Machinist's Tome
Magnetic Relay
Burst: Attacks an additional time. Remove 1 stack on Strike.
Steelguard: Cannot lose more than 15 Armor per hit.
Mass Production
Masterwork
Metallurgy
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.
Pyre Plating
Pyre Steward
Pyreshot
Pyre Repair: Cooldown 2. Spend your remaining EMBER. Restore health to the Pyre equal to EMBER spent.
Quenching Oil
Railforged Spike
Railgun
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Immobile: Can't move between floors or change positions on this floor. Burst: Attacks an additional time. Remove 1 stack on Strike. Overdrive: Cooldown 1. Spend your remaining EMBER. Gain Burst 1 for each EMBER spent.
Renovate
Salvage
Salvage Machine
Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.
Harvest Scrap Harvest:
Scrap Metal
Sentry Turret
Smith
Refined: Increased Forge Points and EMBER gained from Smelt by 1 per stack.
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.
Spikedriver Factory
Spikedriver Spider
Steel Pulley Claw
Spider Assembly: Cooldown 2. Add a Spikedriver Spider to your hand then Craft it.
Craft: choose between 3 random upgrades to apply to a card.
Burst: Attacks an additional time. Remove 1 stack on Strike.
Hoist: Cooldown 1. Move a non-boss unit to this floor.
Steel Steward
Trap Chute
Weldling
Steelguard: Cannot lose more than 15 Armor per hit.
Pyrebound: Can only be played to the Pyre Room and the floor below it.
Trapdoor: Cooldown 3. DESCEND enemy units to the bottom floor. Apply Dazed 2.
Beeziebub
Bougle
Butterball
Daemos
Tier I: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards.
Tier I: Gain Attuned and +10 Magic Power per EMBER.
Tier I: +10 HEALTH. This unit can be Eaten to gain its ATTACK and HEALTH.
Tier I: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn.
Tier II: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards and apply -1 EMBER.
Tier II: Gain Attuned and +20 Magic Power per EMBER.
Tier II: +25 HEALTH. Buffet 2. This unit can be Eaten to gain its ATTACK and HEALTH.
Tier II: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent PYREHEALTH.
Tier III: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 5 cards and apply -2 EMBER.
Tier III: Gain Attuned and +30 Magic Power per EMBER.
Tier III:+40 HEALTH. Buffet 3. This unit can be Eaten to gain its ATTACK and HEALTH.
Tier III: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent PYREHEALTH and +1 permanent Pyre ATTACK.
Dipper
Elle
Equilibrius
Ghastbud
Tier I: Summon: Apply 50% of this unit's Buff stacks to friendly units.
Tier I: 2 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.
Tier I: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 9 cards, permanently draw +1 each turn.
Tier I: Gain Titanite and -2 EMBER.
Tier II: Summon: Apply 75% of this unit's Buff stacks to friendly units.
Tier II: 3 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.
Tier II: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 7 cards, permanently draw +1 each turn.
Tier II: Gain Titanite, Endless, and -2 EMBER.
Tier III: Summon: Apply 100% of this unit's Buff stacks to friendly units.
Tier III: 4 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.
Tier III: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 5 cards, permanently draw +1 each turn.
Tier III: Gain Titanite, Damage Shield 4, Endless, and -2 EMBER.
Goldie
Gorgon
Grump
Heartbreaker
Tier I: Gain Holdover. When played, gain 10 GOLD per EMBER cost.
Tier I: Slay: +1 CAPACITY. Friendly units gain +2 ATTACK and +4 HEALTH.
Tier I: Revenge: Gain +1 ATTACK permanently. Strike: Gain +1 HEALTH permanently.
Tier I: Gain Fragile. Extinguish: Apply Fragile to the non-boss unit that killed it.
Tier II: Gain Holdover. When played, gain 20 GOLD per EMBER cost.
Tier II: Slay: +2 CAPACITY. Friendly units gain +2 ATTACK and +4 HEALTH.
Tier II: Revenge: Gain +1 ATTACK permanently. Strike: Gain +2 HEALTH permanently.
Tier II: Gain Fragile and Reanimate 1. Extinguish: Apply Fragile to the non-boss unit that killed it.
Tier III: Gain Holdover. When played, gain 30 GOLD per EMBER cost.
Tier III: Slay: +2 CAPACITY. Friendly units gain +4 ATTACK and +8 HEALTH.
Tier III: Revenge: Gain +2 ATTACK permanently. Strike: Gain +2 HEALTH permanently.
Tier III: Gain Fragile and Reanimate 2. Extinguish: Apply Fragile to the non-boss unit that killed it.
Karma
Lamb
Lil' Cap
Maniac
Tier I: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 3.
Tier I: Endless. Extinguish: Draw +1 next turn.
Tier I: Units gain +2 ATTACK and +4 HEALTH for every 10 cards you have in your Deck.
Tier I: Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.
Tier II: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 2.
Tier II: Endless. Extinguish: Draw +1 next turn and apply -1 EMBER.
Tier II: Units gain +4 ATTACK and +8 HEALTH for every 10 cards you have in your Deck.
Tier II: Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.
Tier III: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 1.
Tier III: Endless. Extinguish: Draw +2 next turn and apply -1 EMBER.
Tier III: Units gain +6 ATTACK and +12 HEALTH for every 10 cards you have in your Deck.
Tier III: Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1 and +5 ATTACK.
Meanmug
Metamind
Mimic
Mollis
Tier I: Gain Avarice 12.
Tier I: When played, add 1 upgrade slot. Spells have a max of 5 upgrade slots.
Tier I: Gain the allied champion. It gains a random upgrade the next time you use a lightforge.
Tier I: Gain Triplestack.
Tier II: Gain Avarice 12. Celebrate: Gain Avarice 5 permanently.
Tier II: When played, add 2 upgrade slots. Spells have a max of 5 upgrade slots.
Tier II: Gain the allied champion. It gains a random upgrade the next 2 times you use a lightforge.
Tier II: Gain Triplestack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.
Tier III: Gain Avarice 12. Celebrate: Gain Avarice 5 permanently. For every 100 GOLD spent, gain +10 ATTACK.
Tier III: When played, add 3 upgrade slots. Spells have a max of 5 upgrade slots.
Tier III: Gain the allied champion. It gains a random upgrade the next 3 times you use a lightforge.
Tier III: Gain Quadrastack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.
Red Hot
Sarge
Savanta
Showtime
Tier I: Gain Explosive and +5 Magic Power.
Tier I: Celebrate: Gain 1 upgrade slot and +10 HEALTH permanently. Units have a max of 5 upgrade slots.
Tier I: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost.
Tier I: A random floor has +3 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +5 ATTACK and +25 HEALTH if there is CAPACITY available (max 6 CAPACITY).
Tier II: Gain Explosive and +5 Magic Power. Slay: Apply -1 EMBER to a random card.
Tier II: Celebrate: Gain 2 upgrade slot and +20 HEALTH permanently. Units have a max of 5 upgrade slots.
Tier II: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost -1 EMBER.
Tier II: A random floor has +3 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +10 ATTACK and +35 HEALTH if there is CAPACITY available (max 6 CAPACITY).
Tier III: Gain Explosive and +10 Magic Power. Slay: Apply -1 EMBER to a random card.
Tier III: Celebrate: Gain 3 upgrade slots and +30 HEALTH permanently. Units have a max of 5 upgrade slots.
Tier III: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost -1 EMBER. Spellchain.
Tier III: A random floor has +5 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +10 ATTACK and +35 HEALTH if there is CAPACITY available (max 6 CAPACITY).
Silver
Slacy
Solaris
Sparky
Tier I: Your Pyre randomly gains either +5 HEALTH or +5 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next flying boss is defeated.
Tier I: Equipped: The attached equipment gains +5 ATTACK permanently. Slay: The attached equipment gains +1 ATTACK and Armor 5 permanently.
Tier I: Gain 3 EMBER. Reduce this amount by 1 each turn.
Tier I: Your Pyre gains +1 ATTACK and +2 HEALTH permanently when a Champion kills a unit. Champions gain +2 ATTACK and +2 HEALTH permanently when the Pyre kills a unit.
Tier II: Your Pyre randomly gains either +7 HEALTH or +7 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next 2 flying bosses are defeated.
Tier II: Equipped: The attached equipment gains +7 ATTACK permanently. Slay: The attached equipment gains +2 ATTACK and Armor 7 permanently.
Tier II: Gain 4 EMBER. Reduce this amount by 1 each turn.
Tier II: Your Pyre gains +2 ATTACK and +3 HEALTH permanently when a Champion kills a unit. Champions gain +3 ATTACK and +3 HEALTH permanently when the Pyre kills a unit.
Tier III: Your Pyre randomly gains either +10 HEALTH or +10 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next 3 flying bosses are defeated.
Tier III: Equipped: The attached equipment gains +10 ATTACK permanently. Slay: The attached equipment gains +3 ATTACK and Armor 10 permanently.
Tier III: Gain 5 EMBER. Reduce this amount by 1 each turn.
Tier III: Your Pyre gains +3 ATTACK and +4 HEALTH permanently when a Champion kills a unit. Champions gain +4 ATTACK and +4 HEALTH permanently when the Pyre kills a unit.
Sprout
Thik
Warborne
Wizlord
Tier I: Gain ATTACK equal to all Infested stacks.
Tier I: Each time you draft a card, gain a second copy. Your Pyre has +3 PYREHEALTH for each card in your deck.
Tier I: Draw +1 for each floor that has enemy units on it at turn end.
Tier I: When played other spells in hand gain +1 Magic Power permanently. Consume: Double the effect.
Tier II: Gain ATTACK equal to all Infested stacks. Siphon: Gain +2 ATTACK permanently when an Infested unit dies.
Tier II: Each time you draft a card, gain a second copy. Your Pyre has +4 PYREHEALTH for each card in your deck.
Tier II: Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless.
Tier II: When played other spells in hand gain +2 Magic Power permanently. Consume: Double the effect.
Tier III: Gain ATTACK equal to all Infested stacks. Siphon: Gain +4 ATTACK permanently when an Infested unit dies.
Tier III: Each time you draft a card, gain a second copy. Your Pyre has +5 PYREHEALTH and +2 ATTACK for each card in your deck.
Tier III: Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless. Draw 2 after playing 10 cards in a turn.
Tier III: When played other spells in hand gain +3 Magic Power permanently. Consume: Double the effect.
Wormgut
Tier I: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER.
Tier II: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER. If you are filling at least 20 capacity, gain 1 EMBER.
Tier III: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER. If you are filling at least 20 capacity, gain 2 EMBER.
Maera the Dutiful
Lylith the Spurned
Tivi the Unruly
Thaddeus the Indulgent
Fleshfruit
Glutmass
Jeermask
Longlash
Ossivane Sentinel
Plaguehost
Witchwarden
Zephyrite
Hello to all the Monster Train 2 fans out there! Prepare for a massive update that will shake up the Banished Outpost as the fan-favorite Wurmkin clan comes to Monster Train 2 on February 2, 2026! The addition of the clan to the base game will be a free content update alongside the paid DLC, Destiny of the Railforged.
For those who mastered the first Monster Train and are familiar with the Wurmkin’s unique playstyle, we hope that you will enjoy this newly balanced clan. For those new to the series, we promise that the Wurmkin is a favorite for a reason. Set off on the Rail on February 2, 2026 and explore the strategic depth the Wurmkin offers!
In anticipation of the Wurmkin’s arrival at the Banished Outpost, we’ve balanced the cards to fit seamlessly into Monster Train 2’s playstyle. If you want to see exactly which changes were made, we’ve gathered the full list of all the card changes and updates. Scroll down now to see the full, detailed list of the balance changes and get a head start on your Monster Train 2 strategy!
Thoughts? Questions? Please leave a comment or come join the official Shiny Shoe Discord server! Want to ask the devs more about the DLC? Join Shiny Shoe game designers Albert and Colin on February 2, 2026 at 11:30 AM PST for a special launch day stream here!
Now onto the Wurmkin clan!
Path
Monster Train Stats
MT Attack
MT Health
Monster Train 2 Stats
MT Attack
MT Health
Decayer I
Inspire: Apply Reap 2 to enemy units.
10
45
Inspire: Apply Reap 2 to enemy units.
20
50
Decayer II
Inspire: Apply Reap 3 to enemy units.
15
90
Inspire: Apply Reap 3 to enemy units.
30
90
Decayer III
Inspire: Apply Reap 5 to enemy units.
20
140
Inspire: Apply Reap 4 to enemy units.
40
120
Corruptor I
Friendly units have +5 ATTACK per ECHO
5
30
Friendly units have +5ATTACK per ECHO
10
40
Corruptor II
Friendly units have +10 ATTACK per ECHO
5
60
Friendly units have +10ATTACK per ECHO
10
70
Corruptor III
Friendly units have +20 ATTACK per ECHO
5
100
Friendly units have +15ATTACK per ECHO
10
110
Infector I
Strike: Gain 1 ECHO.
25
40
Strike: Gain 1 ECHO.
25
45
Infector II
Multistrike 1. Strike: Gain 1 ECHO.
25
80
Multistrike 1. Strike: Gain 1 ECHO.
25
80
Infector III
Multistrike 2. Strike: Gain 1 ECHO.
25
120
Multistrike 3. Strike: Gain 1 ECHO.
25
110
Path
Monster Train Stats
MT Attack
MT Health
Monster Train 2 Stats
MT2 Attack
MT2 Health
Shellsmith I
Etch: Apply Armor 4 to friendly units.
15
15
Etch: Apply Armor 5 to friendly units.
40
20
Shellsmith II
Etch: Apply Armor 8 to friendly units.
30
25
Etch: Apply Armor 10 to friendly units.
80
30
Shellsmith III
Etch: Apply Armor 14 to friendly units.
60
35
Etch: Apply Armor 20 to friendly units.
160
40
Marshlord I
Summon: Summon 1 Bog Chrysalis with +20HEALTH.
Etch: Remove 1 Shell from Eggs.
20
10
Summon: Summon Bog Chrysalis.
Etch: Remove 1 Shell from Eggs and apply +2ATTACK to friendly units.
20
15
Marshlord II
Summon: Summon 1 Kinhost Vessel with +40 HEALTH.
Etch: Remove 2 Shell from Eggs.
40
20
Summon: Summon Kinhost Vessel.
Etch: Remove 1 Shell from Eggs and apply +2ATTACK to friendly units.
40
25
Marshlord III
Summon: Summon 1 Bogdeep Cocoon with +60 HEALTH.
Etch: Remove 3 Shell from Eggs.
80
30
Summon: Summon Bogdeep Cocoon.
Etch: Remove 2 Shell from Eggs and apply +2ATTACK to friendly units.
80
40
Repeater I
Resolve: Return a random consumed spell to your hand.
25
5
Resolve: Return a random consumed spell to your hand.
30
10
Repeater II
Resolve: Return a random consumed spell to your hand.
75
15
Resolve: Return a random consumed spell to your hand. Apply -1EMBER.
80
20
Repeater III
Resolve: Return 2 random consumed spells to your hand.
100
25
Resolve: Return 2 random consumed spells to your hand. Apply -1EMBER.
120
30
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Unit Type:
Spell
Unit Type:
Equipment
Stats:
Extract 3. Draw 3. Apply Consume to drawn spells.
Stats:
Ability: Echoburn. Echoburn: Cooldown 2. Extract 3. Draw 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Deal 5 damage to enemy units per ECHO.
Stats:
Deal 8 damage to enemy units per ECHO.
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Shell 5. Hatch: Summon 2 Bog Fly Units.
Stats:
Shell 5. Hatch: Summon 2 Bog Fly units.
Attack:
0
Attack
0
Health:
1
Health:
10
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
+5 ATTACK per ECHO
Stats:
+8 ATTACK per ECHO Ability: Echoflight. UNIT ABILITY: Extract 1. Move to a targeted location on any floor.
Attack:
0
Attack:
0
Health:
5
Health:
10
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Trample. Etch: +10 ATTACK and +10 HEALTH.
Stats:
Trample. Etch: +15 ATTACK and +15 HEALTH.
Attack:
90
Attack:
90
Health:
60
Health
60
Monster Train
Monster Train 2
Type:
Unit
Type:
Unchanged
Stats:
Shell 12. Hatch: Summon Bog Wurmling
Stats:
Unchanged
Attack:
0
Attack:
Unchanged
Health:
1
Health:
30
Unchanged between Monster Train and Monster Train 2.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Unit:
Spell
Unit:
Room
Stats:
Consume. Return 3 random spell cards from the discard pile to your hand and apply Consume.
Stats:
At the end of the turn, return a random consumed spell to your hand.
Monster Train
Monster Train 2
N/A
Type:
Room
Stats:
Gain 4 ECHO SLOT. Gain 1 ECHO. Ability: Bloomburst. Bloomburst: Cooldown 4. Gain 4 ECHO.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Unchanged.
Stats:
Extract 1. Apply +10 HEALTH.
Stats:
Extract 1.
Apply +15 HEALTH.
Monster Train 1
Monster Train 2
Type:
Spell
Type:
Unchanged
Stats:
Consume. Apply Reap 2 to enemy units.
Stats:
Consume.
Apply Reap 5 to enemy units.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Apply +6 ATTACK per ECHO. Clear ECHO.
Stats:
Apply +8 ATTACK per ECHO. Clear Echo.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Etch +5 ATTACK
Stats:
Etch +15 ATTACK
Attack:
30
Attack:
45
Health:
55
Health:
55
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Extract 3. Apply Melee Weakness 3.
Stats:
Extract 3. Apply Melee Weakness 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Equipment
Stats:
Consume.
Gain 1EMBER per ECHO.
Stats:
Emberdrain 2.
Revenge: Gain 1 ECHO.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Sweep.
Etch: Aply Reap 2 to enemy units.
Stats:
End of Turn: Gain 1ECHO on all floors.
Ability: The Reaping.
UNIT ABILITY: Apply Reap 6 to enemy units on all floors
Attack:
5
Attack:
15
Health:
20
Health:
30
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Extract 4.
Inspire: Restore 5 health.
Revenge: Apply Reap 5 to the attacking unit.
Stats:
Inspire: Restore 10 health.
Ability: Eat.
UNIT ABILITY: Extract 4.
Kill an enemy non-boss unit.
Attack:
0
Attack:
0
Health:
200
Health:
100
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Consume.
Deal 13 damage to a unit and move it to the back.
Stats:
Consume.
Retreat. Deal 13 damage.
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Inspire: Apply +1 ATTACK and +1 HEALTH to friendly units.
Stats:
Inspire: Apply +2 ATTACK and +1 HEALTH to friendly units.
Attack:
5
Attack:
5
Health:
20
Health:
20
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
When played, gain +10ATTACK, +10HEALTH, and +1CAPACITY per ECHO.
Stats:
Ability: Echoed Growth.
UNIT ABILITY: Gain +2 ATTACK and +2 HEALTH per ECHO permanently. Clear ECHO.
Attack:
10
Attack:
10
Health:
10
Health:
10
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Armor 20. Multistrike 1.
Strike: Apply Reap 1 to enemy units.
Stats:
Armor 20. Multistrike 2.
Strike: Apply Reap 1 to enemy units.
Attack:
30
Attack:
30
Health:
10
Health:
10
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Shell 8.
Hatch: Summon Kinhost Pupa.
Stats:
Shell 8.
Hatch: Summon Kinhost Pupa.
Attack:
0
Attack:
0
Health:
1
Health:
15
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Deal 15 damage for each consumed spell.
Stats:
Deal 20 damage for each consumed spell.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Attuned. Extract 2.
Deal 50 damage to the front enemy unit.
Stats:
Attuned. Extract 2.
Deal 80 damage to the front enemy unit.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Return a spell from the discard pile to your hand. Apply Infused, -1EMBER, and Consume.
Stats:
Distinct.
Return a spell from the discard pile to your hand. Apply Infused and Consume.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Extract 1.
Deal 5 damage, twice.
Slay: Gain 2 ECHO.
Stats:
Extract 1.
Deal 8 damage, twice.
Slay: Gain 2 ECHO.
Monster Train
Monster Train 2
Type:
Unit
Type:
Unit
Stats:
Inspire: +2 ATTACK and Armor 2.
Stats:
Inspire: +3 ATTACK and Armor 3.
Attack:
20
Attack:
20
Health:
30
Health:
30
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Consume.
Apply Reap 13.
Stats:
Consume.
Apply Reap 15 and Rooted 1.
Unchanged between Monster Train and Monster Train 2.
Type:
Spell
Type:
Spell
Stats:
Extract 3.
Apply Dazed 3 to a unit and move it to the back.
Stats:
Extract 3.
Retreat. Apply Dazed 2.
Unchanged between Monster Train and Monster Train 2.
Unchanged between Monster Train and Monster Train 2.
Unchanged between Monster Train and Monster Train 2.
Monster Train
Monster Train 2
Type:
Spell
Type:
Spell
Stats:
Consume.
Apply 4X Reap to enemy units.
Stats:
Consume.
Apply 6X Reap to enemy units.
Calling all Monster Train 2 Fans!
We’re so excited to announce that on February 2, 2026, we will be launching not one but two content updates on the same day! The first will be the next chapter of Monster Train 2, the paid DLC, Destiny of the Railforged, available for $9.99 on PC, PlayStation 5 and Xbox Series X|S. Destiny of the Railforged will also launch on Nintendo Switch, but shortly after. The second, will be a completely free content update for all Monster Train 2 players! Keep reading to learn more about each!
Wishlist Destiny of the Railforged by clicking on the link below!
A rift in the bounds between Limbo and the next dimension fractures open to reveal a whole new evil set on revenge against Hell’s clans. In Destiny of the Railforged, explore new champions, enemies, and a whole new game mode.
The Railforged Clan: Herzal and Heph have come together and formed their own clan made of soldiers of their own designs.
A new game mode: Monster Train 2’s DLC will include a brand new game mode! Players can explore Soul Savior mode, a new roguelite game mode in which the order you defeat bosses on the way to the final boss impacts your rewards. Now only that, but this mode contains gamebreaking power boosts you can collect and combine for new, powerful runs!
A brand new final boss and enemies: Heaven and Hell is threatened yet again! This time not by the Void, but a new enemy from within the Soulstream. Enter Soul Savior mode and battle a new final boss and Her warriors before they break free!
Along with the release of Destiny of the Railforged, we’re including a completely and utterly free update. With the launch of the DLC, we’re also launching a free content update in which we’re bringing back the Wurmkin Clan! Your runs will have even more depth and replayability possibilities–no DLC required.
Can’t wait for more info? Sign-up for the Shiny Shoe newsletter for concept art and early reveals from the DLC. Are you so excited you need to share it with others? Come hang out in the Shiny Shoe server here. We’ll also be hosting a special launch day stream during which Shiny Shoe game devs Albert and Colin will be able to answer all your most burning MT2: Destiny of the Railforged questions! Join the stream at 11:30 AM PST here.
Finally, as always, thank you so much for your passion and continued support of the Shiny Shoe team.We feel so lucky to have such an amazing community such as yourselves and we can’t wait for you to play Monster Train 2: Destiny of the Railforged!
Season’s Greetings, Monster Train 2 fans!
Get ready to get out of the cold and cozy up by the fire with a 20% discount off MT2!
Don’t miss your chance to grab your favorite roguelike deckbuilder! The sale runs from now through January 5. 2026 at 10:00 AM PT.
Need a last minute gift for a friend or family member who needs a new obsession? Want to prepare for the next Community Challenge with your fellow players? Do you know someone who keeps saying they’d get Monster Train 2 on sale, but they never do? If any of those rings true, now is the perfect opportunity to give them all MT2 or to grab the game yourself!
Start browsing the sale now on our Steam store page. Thank you all so much for your incredible support this year, Happy Holidays, and see you in the New Year!
Release notes:
Requires Mac with Apple Silicon
Supports Steam Cloud saves, including transferring existing saves from Windows or Steam Deck
Players on Mac who transfer saves from Windows or Steam Deck may need to turn down Scroll Sensitivity in the Gameplay settings
Have any feedback? Let us know in the comments or in our Discord.
Hello to all the MT2 Fans out there!
Since the launch of Monster Train 2, many of us at Shiny Shoe have had a chance to speak with you, our players. We’ve gotten boasts about the number of hours you’ve played, screenshots of the ultimate Cov 10 run, a new personal best Daily Challenge score, and some killer MT2 memes.
We’ve also received lovely stories that have meant a lot to us. Quick DMs on Discord about how you were playing Monster Train since the original game launched, your family has grown and now you play Monster Train 2 with one hand on the mouse and the other cradling your sleeping newborn. Longer messages about how you were experiencing health issues and you appreciated having a game to play for hours on end as you recuperated. And follow-up messages about how you’ve since gotten better! Messages that contained fan art, elaborate or short doodles but just as beautiful, which we love to share with one another. Each and every one of these messages we’ve loved, deeply, and are a huge part of why we love our jobs so much.
We greatly appreciate the love you send our way and hope we could get your vote in this year's Steam Awards. If you are someone like the players described, someone who has been touched by Monster Train 2, if our game has brought you joy, given you an experience you won’t forget, helped you make a new friend, or you even just thought was cool, please consider nominating Monster Train 2 for the Best Game on Steam Deck award for our work in ensuring that the game ran just as well on Valve’s portable gaming system as it does on PC. Since you can only nominate Monster Train 2 in a single category, we think Steam Deck best encompasses our overall work as a team. However, if you loved Jordan Chin’s music or Genevieve Bega’s character art, please consider nominating us for Best Soundtrack, Outstanding Visual Style, or even, maybe, Game of the Year!
A nomination from you, our players, would mean so much more to us as a team than just a vote. It would be a deep recognition of the sleepless nights, the endless passion everyone at Shiny Shoe has put into Monster Train 2.
We hope you’ll consider us for Best Game on Steam Deck and, if you would like to vote for us, you can do so by visiting this page or by clicking the link above!
Thank you again for being the most incredible community an indie dev team could ever hope for!
With deep gratitude,
The Shiny Shoe team
Hey MT2 Fans,
As a special Thanksgiving-time thank you to our community, we are hosting an exciting Community Challenge!
When: The challenge begins today and runs through December 1st, 2025, at 12:00 PM PST.
How to Enter:
Join the challenge using this sharecode: LaunchedImprovedMidnight
Complete your run.
Submit a screenshot of your finished run, which must also display your username in the Shiny Shoe Discord server’s #mt2-community-challenge channel. This is an important step as it will make it much easier for the team to contact you for your prize!
Important Scoring Rule: Only your first run score will be accepted as your official score. While you may play as often as you like, only the first submission will count toward the challenge.
The top ten players will each win a special postcard-sized print of Monster Train 2 units signed by CEO Mark Cooke and Creative Director Andrew Krausnick!
On December 1st, 2025 at 12:00 PM PST, we will review the scores and runs of the top ten players to ensure that there is no cheating. Afterwards, we will announce the winners!
If you are one of the top ten winners, you will be contacted directly via a Discord DM with instructions on how to claim your prize.
Via this Discord DM, you will be asked for your preferred address for shipping the signed print. Your address will only be used for the purposes of sending your prize and will never, ever be used for any other purpose.
The challenge is open to both US and International players!
We hope you're excited and look forward to your submissions! Thank you for playing Monster Train 2!
Thank you to everyone who participated in the MT2 Thanksgiving Community Challenge!
The challenge officially closed today, December 1st, 2025, at 12:00 PM PST.
We are now reviewing all the scores of the top players to ensure that the scores are valid. In the next day or two, the top ten players who submitted their screenshot in the #mt2-community-challenge channel in the Shiny Shoe Discord server will be contacted directly via a Discord DM with instructions on how to claim your signed Monster Train 2 print.
Thank you again for being an incredible community!
This update focuses on fixing bugs with the recent Echoes from the Void release. Here is the full list of changes:
Fixed Influential mutator not loading character art correctly.
Fixed card art not loaded when you obtain characters like Lunar Priestess when not playing Luna Coven who then creates a Moon Ritual card.
Fixed card and character art not loaded with Our Powers Combined mutator in some cases.
Fixed the first tier of Bolete Executioner's path missing text that described the Troop benefit.
Fixed an issue where the Titan Trial "More Mass" variant of Fleshweaver had fewer stacks of Mass then intended. All Trial versions gain an additional 4 stacks of Mass, which is now correctly added to the additional 3 stacks that this variant gains, putting it at 12 stacks of Mass with the Trial enabled.
Changed Fleshweaver's "Mass" status so that it is no longer removable via effects that remove Buffs.
Fixed bug where killing Stryx or Hallow would sometimes give the other boss double status effects.
Fixed bug where you could not Ascend Stryx or Hallow after the other is defeated.
Fixed Crystallized Wing only working with Spell type cards. It now works with all card types.
Made it so new Logbook statistic victory tracking doesn't count if the run had mutators enabled.
Fixed unit abilities not going into cooldown when the unit has Purified Essence upgrade.
Fixed Purified Essence not being properly applied when a unit card with Purified Essence is duplicated.
Added new Dimensional Challenges to the number of challenges to complete in the Logbook progress page.
Reduced the Covenant Rank on "Moving Madness" dimensional challenge from 3 >> 1.
Fixed various champion stat tracking issues where gains to certain stats should only be tracked if they come from the champion's upgrades.
Echoes from the Void is now live! Monster Train 2’s second FREE update is now available across all platforms the game is available!
This update features:
The Fleshweaver and its Fleshlings, alongside the angelic twins Hallow and Stryx, join the roster of new bosses in Monster Train 2’s second free major content update, Echoes from the Void.
Defend the Banished Outpost against Heaven with ten new Artifacts to choose from.
You can enjoy two new room cosmetics for you to enjoy and choose from in the Train Depot. Already mastered all the Dimensional Challenges? Enjoy 22 more in Echoes from the Void! Want more variation in your run? Mix things up with 54 New Mutators! Do note! Some of these may be considered spoilery, so please proceed with caution!
The full Patch Notes, icons, art, and screenshots are all included below for players who want a closer look at Monster Train 2: Echoes from the Void. Please let us know your thoughts either here in the comments or in the official Shiny Shoe Discord server. That’s also where you’ll get reminders for Shiny Shoe events, giveaways, dev-authored community challenges, and more! Want to see concept art and behind-the-scenes tidbits? Subscribe to the Shiny Shoe newsletter. From the bottom of all our hearts here at Shiny Shoe, thank you so much for playing Monster Train 2: Echoes from the Void and for your incredible support!
Alternate to Arkion in battle 3.
Alternate to Cael in battle 6/
All of the 54 new mutators can be used in custom and community runs, and some of them will show up in daily challenges.
Agony
Artificial Intelligence
Attrition
All your units gain Corruption 1 after combat.
Pyre Abilities now have a two turn Cooldown.
Friendly unit's health persists between battles.
Banner-ed
Bloodlust
Brains and Brawn
Banners no longer give Banner units.
All non-boss units fully heal on Slay.
Your units gain +2 ATTACK and +2 HEALTH per 10 cards in your deck.
Bulked Up
Cardcuffs
Chronic Pain
Enemy units have double health.
Purging costs much more gold.
Add Curse of Entropy to your deck at the start of every battle.
Circle of Life
Cult of the Moon
Die By the Sword
Friendly units Propagate 1 on Slay.
Friendly units gain Conduit 1 and lose -2 ATTACK on Mooncycle.
Friendly units gain Corruption 2 on Strike.
Divine Flame
Dominion's Reign
Downright Deployable
Start with 2 copies of Torch that have Entropic Growth.
Friendly units have one of Dominion's Boons at random.
-1 EMBER per turn. +10 DEPLOYEMBER.
Early Boarding
Economy Class
Empty Pockets
On the turn after Deployment Phase, the first enemy wave ascends and the second wave enters.
-2 CAPACITY on each floor.
No longer gain card packs from non-Flying Boss battles.
Fabulous Four
Fancy Footwork
Frontline Fighter
Gain all other Champions for your clans. They gain a random upgrade each time you use the Light Forge.
All units gain +2 ATTACK on movement.
Enemy units get Titanite when they are in the front.
Full Of It
Gear Up
Gladiatior's Boon
The Full Moon is always active.
A Merchant of Arms appears in the middle of the tracks after the first battle.
Start with Golden Idol.
Grow Up Big and Strong
Grubbery
Half a Heart
Friendly units gain +1 ATTACK permanently when healed.
Friendly units enter with Avarice 5.
Friendly units have double health, but it is unhealed.
Hammer Time
Heavy Burden
Imaginary Armor
Start with Heph's Hammer and it has Deployable.
Units cost 1 more EMBER.
All damage is now Piercing.
Lootsplosion
Money is Power
More Damage, Less Time
Gain an extra card pack for each clan from Flying Bosses.
Spells gain 1 Magic Power per 100 GOLD you start the turn with.
Frostbite and Decay deal an extra 1 damage per stack.
Ninja's Best Friend
Not So Free Range
On Strike
Start with Shadow's Sheath.
Start with 4 copies of Alchemy.
Steward units are removed from the deck.
Organic
Our Powers Combined
Paid in Blood
Replace Train Stewards with Graft units.
Drafts can have cards from any clan.
Take 4 Pyre damage when purchasing any merchant option.
Perma Scaling
Point of Entry
Pyre of Glass
Start with Blood of the Apex and Advanced Growth.
During Deployment friendly units can only be summoned on the top floor.
Your Pyre takes an additional 3 damage from all sources.
Redhot Renovations
Savagery's Champion
Scrumptious Snacks
At the start of battle, apply Inferno Room on all floors.
Your Champion gains all of Savagery's Boons.
Summon three Morsel units on random floors at the start of each turn.
Soft Handed
Soul Exchange
Soul Harvesters
Your units no longer deal any damage to enemy units.
Start with Soulsmelter and it has Deployable.
Enemy units gain +3 HEALTH on Harvest.
Stoneform
Super Glue
Top Heavy
Enemy units enter with Armor equal to 50% of their HEALTH.
Train Rooms can not be replaced.
+10 CAPACITY on the top floor and -5 CAPACITY on the other two.
Uncoordinated
Weapon Master
Zombies!
Friendly non-Champion units' ATTACK is halved.
Draft 2 cards added in Lost Arsenal.
Enemy units enter with Reanimate 3. Friendly units enter with Reanimate 1.
Departure Manifest
Void Fragment
Non-banner units have Deployable.
At the end of the entire battle, purge a card.
Judge's Scales
Crystallized Wing
On Deployment Phase, discard any number of cards, then draw that many.
X Cost cards and cards that cost 3 EMBER or more have Permafrost.
Abyssal Prism
Pact of the First Armageddon
The first time each turn you target a friendly unit with a spell, non-move effects also hit all other friendly units on the floor.
Drafts only offer selections from your allied clan.
Shardsoul
Lifemother's Seed
+1 EMBER per turn. +1 DEPLOYEMBER. +2 CAPACITY on each floor. Draw +1 each turn
At the end of combat, create a permanent copy of a random non-champion card in your deck.
Lifemother's Bloom
Lifemother's Remnant
At the end of combat, create a permanent copy of a non-champion card in your deck.
Create a permanent copy of the first non-champion card played each turn.
Rootbound Alcove adds a rustic feel with wood walls and some undulating vines creeping throughout.
Add a high-class carriage to your train with Dante’s Chambers
We’ve added a second page of Dimensional Challenges, 22 new runs in all, with 54 new mutators added to the game to mix up the new challenge runs. Quality of Life Update: When leaving a Dimensional Challenge, the game will return to the Dimensional Portal and select the challenge in-progress instead of returning directly to the Outpost.
We have added four new Celestial Alcove events with fresh gameplay twists to mix up your runs.
Pyreborne Changes
Fenix killing himself with activated ability will now trigger Conjure effects.
Luna Coven Changes
Fixed Dusk Mantle not properly enabling Moon mechanics when acquired when playing clans other than Luna Coven.
Fixed Heavenfall doing only 60 damage instead of 80 in certain cases.
Underlegion Changes
Fixed Emot Tome incorrectly copying cost bonus from Ancient Roots onto its Ephemeral duplicate card.
Unearth Treasure wording changed from "Draw a random spell from your consume pile..." >>> "Return a random spell from your consume pile..." due to 'draw' being inaccurate to what the card is actually doing.
Fixed an issue with Funguy incorrectly resetting equipment cooldowns when adding Troop stacks.
Clanless Changes
Titanite no longer reduces piercing damage.
Changed Dominion Titan's Resolve effect to skip over units with Stasis instead of failing against them.
Changed interaction between Stasis and cards with Spawn to still increase Troop size.
Changed interaction between Stasis and Unstable so that units in Stasis will not be killed by Unstable since they're not supposed to take damage.
Changed interaction between Stasis and Captain's Halo / Martyr's Signet so they will skip over units in Stasis who can't technically be "targeted" by the artifacts, and will instead apply their bonus to the next unit in line.
Made Rooms no longer apply direct bonuses to units in Stasis to resolve inconsistency where some rooms were applying bonuses and some weren't, and to better match behavior in comparison to AOE spells and abilities that also omit Stasis units.
Fixed bug where cards that would transfer statuses like Balmabello would include Stasis units in their transfer.
Fixed Split Anvil artifact not applying if it is acquired before Ancient Roots artifact.
Made Entropic Growth cards resolve their upgrades simultaneously, speeding up the end of turn animation.
Fixed Frontload mutator saying it will add +20 ember next turn, even though the ember was already added before the deployment phase.
Made Twinstone remove itself when its Spellchain trait is removed, to make the remaining card text and tooltips less confusing on the copied card.
General Bug Fixes & Text Clarification
Fixed Echo Vault not correctly previewing unit Incant effects for its recast spell.
Fixed bug where combining the Graft event and Red Crown events could lead to a unit having two equipment on at once.
Fixed an Overgrowth Carapace bug allowing upgrade to apply to a unit's card when the spawned unit was no longer eligible.
Fixed cards that copy themselves which are then upgraded with Spellchain causing copies to go to the discard pile with Ephemeral applied to them.
Fixed some artifacts not working correctly in Endless Mode.
Fixed Purified Soul Shard artifact and Savage Shackles blight modifying combined unit card cost incorrectly.
Fixed a bug with X cost spells upgraded with Holystone when recast by Echo Vault.
Fixed Titan of Dominion floating above floor when viewed from floor below.
Fixed bug where several passive abilities would not function while a unit is in Stasis.
Fixed undiscovered enemy silhouette in logbook not being shown for multi-variant enemies.
Removed run type counter stats from end run comparison/highlight. No more new records for doing one more run than before. This information is still in the logbook though.
Added missing sounds for some spells, status effects, and equipment.
Fixed a few glitches in event art where objects weren't sorting correctly.
Fixed boss trials sometimes showing duplicate trigger tooltips.
Updated Piercing tooltip to reflect it also ignores Titanskin.
Fixed Historian event not telling Russian players what artifact they will lose in the first event option.
Fixed Dimensional Portal title label overflowing outside the box in Russian.
Integrated a number of Chinese, Russian, and German text suggestions.
Fixed missing artist attribution on a few cards.
Past this point are the patch notes that contain spoilers for content after unlocking 6 pyre hearts. Please only keep scrolling if you are alright with this.
Awoken Changes
Fixed an Awoken card param swap text issue in Korean, Japanese, and Spanish.
Stygian Guard Changes
Fixed text on card Offering Monument shrinking too much.
Fixed an undo failure related to Offering Token.
Fixed an undo failure related to Drain.
Fixed undo of Echo Vault with Offering Token showing choice at start of turn.
Excluded cards that can't have their damage upgraded in shop (ones that damage the pyre) from Tethys's Runespeak ability, and Gifts for a Guard spell.
Umbra Changes
Teeth of Gold artifact now does Piercing damage.
Fixed the strongest tier of Blazing Bolts erroneously dealing damage 5 times instead of 4.
Melting Remnant Changes
Fixed Hallowed Halls failing to put cards back in the Consumed pile if the units die while being spawned. Originally reported in the context of Curse of Friendly Fire endless mode artifact.
Fixed a bug when activating the Worthy Sacrifice ability on Legion of Wax wouldn't work.
Echoes from the Void is launching soon on November 5th, 2025 and will include two new room cosmetics and for you to enjoy and choose from in the Train Depot. Personalize your journey with the Rootbound Alcove and Dante’s Chambers, both of which you can see for the first time below! In addition, Echoes from the Void will have new challenges and strategic possibilities with ten powerful new Artifacts to master. Continue reading for a first look at the Room Cosmetics and Artifacts coming to Monster Train 2 on November 5th, 2025!
Something grows from behind the walls of the Skull Crusher. Vines twist and push into the train.. They are the roots of something unknowable, incomprehensible, beyond the scope of our wildest imaginations. What are they searching for? What whispers from where the roots grow? Perhaps the cosmic horrors of the void were growing beneath our feet this whole time.
Take a seat by the fireplace and immerse yourself in the dark elegance of Dante’s Chambers. With the intricate details and subtle accents, Dante’s personal room is befitting of his character. But who is Dante? Whose skull does he keep on his side table? Do you think he'll be mad if he discovers all of these horrible monsters have been fighting all over his freshly shampooed rugs?
Excited to add some flair to your runs? Both the Rootbound Alcove and Dante's Chambers will both be available in Echoes from the Void for free on November 5th! Next, please continue reading for a first look at the ten new Artifacts coming soon to Monster Train 2!
The Skull Crusher's manifest, a grim tome bound in the hides of fallen foes, meticulously records every warrior who dares to march against the celestial legions of Heaven. This clanless artifact transforms non-banner units, granting them Deployable.
Through a mysterious, unknown magic, a sliver of the great darkness from which the Titans emerged has been confined within an orb. At the end of the entire battle, this Artifact allows players to purge a card immediately.
An item from Herzal’s past, this artifact has mysteriously made its way into the hands of Hell’s soldiers. During the Deployment Phase, discard any number of cards. Then, this Artifact draws that same number of cards to the player’s hand.
Encased in crystal, a wing from Heaven has long puzzled archivists, who wonder if it belonged to a lost Angel or something more mysterious. This Artifact gives Permafrost to cards that cost three or more Ember.
A distorted mirrored object that distorts and reveals what the holder most fears. The first time each turn you target a friendly unit with a spell, non-move effects also hit all other friendly units on the floor.
A horrid plant emerges from the earth. Each artifact offers a different opportunity to create a permanent copy of a card to your deck. Players will have to roll the dice and decide if they wish to continue and get a potentially higher reward, or take the option before them.
The first option, Lifemother’s Seed, creates a permanent copy of a random non-champion card in your deck.
The second option, Lifemother’s Bloom, creates a permanent copy of a non-champion card in your deck.
The third option, Lifemother’s Remnant, creates a permanent copy of the first non-champion card played each turn.
A relic from the time of the First Armageddon, this artifact only offers selections from your allied clan.
The most mysterious and (perhaps) powerful of the ten newest Artifacts, the Shardsoul grants an extra ember per turn, one more ember during the Deployment Phase, an increase in capacity on each floor, and draws an extra card each turn. An incredible artifact, if you can find it!
With these powerful new artifacts, Echoes from the Void promises to shake up your strategies and test your deckbuilding prowess. Is there an Artifact that you just can't wait to use in a run? Let us know in the #mt2-future-content-chat channel in the official Shiny Shoe Discord server! We hope you’re as excited as we are for Monster Train 2: Echoes from the Void, the second FREE content update launching on November 5th, 2025! This is the last sneak peek on Steam but, if you want to get a spooky look at the boss designs that never were, please subscribe to our newsletter, which will be sent out on October 31st! See you on November 5th!
There is no respite for the angels of Heaven as the reach of the Titans goes beyond the cold defeat of Death. Fleshlings are transformed, stitched together by Dominion’s forbidden power into a horrifying amalgam of flesh, wings, and soul fragments.
The fight against the Fleshweaver is all about carving its mass down to size. With each hit, a piece of its form breaks away and fights back. The Fleshweaver weakens as it loses mass, but your train risks becoming completely overrun!
Do you chip away at the Fleshweaver early, and deal with its spawns right away, or take care of the first wave of enemies and face his full force later? These are the questions players will have to ask themselves when facing the newest boss coming to Monster Train 2.
Your health is a resource, use it wisely to survive to the Relentless Phase, when the Fleshweaver can no longer shed bodies from its mass. Would you rather risk a horde of Undying Wretches at your Pyreheart, or contend with the Fleshweaver’s full might?
The Fleshweaver joins the roster of new bosses in Monster Train 2’s second major content update: Echoes from the Void, coming soon to Steam and all platforms Monster Train 2 is available. Want to stay in the loop and see behind-the-scenes designs for the Fleshweaver? Subscribe to the Shiny Shoe mailing list! The next newsletter will show off some early concepts for the Fleshweaver. Want to talk to other players or ask the Shiny Shoe devs questions during our server exclusive AMA events? Hop into the official Shiny Shoe server here. There, you’ll also get reminders for future streams. Finally, thank you all for your passion, feedback, and support as we continue building Monster Train 2. We hope you’re as excited for Echoes from the Void as we are and keep an eye out for more sneak peeks in the near future!
Hey everybody! Recently revealed by PC Gamer in an exclusive interview with Shiny Shoe game designer Colin Krausnick, Echoes from the Void will launch on November 5th! The battle to save Heaven from the Titans’ corruption continues in Echoes from the Void! In Monster Train 2’s second major content update, more terrifying enemies than ever before crawl from the ravages of Heaven towards the Banished Outpost.
In the upcoming weeks, we’ll reveal Echoes from the Void sneak peeks. Keep an eye out for posts here on Steam that reveal all about…
More formidable than ever, Echoes from the Void will have two new bosses, each with unique mechanics and fresh opportunities for a bit of chaos to your run.
A new wave of Dimensional Challenges will soon be available in Monster Train 2! Test your mastery beyond the reaches you’ve ever had before and test your mettle against these challenges that are even harder than ever.
Your runs are about to get a bit more interesting and your Daily Challenge a lot more wild with 55 new Mutators! Mix up your runs, give yourself the edge you need to fight a particularly difficult boss, or just want to test your skills, these mutators will have something for every Monster Train 2 fan.
Echoes from the Void brings ten new artifacts to your repertoire, with some dropping via brand new random events and encounters.. We’ll dive much deeper into these powerful new artifacts and the gameplay change-ups they bring in an upcoming blog post.
Echoes from the Void will introduce new ways to track stats, compare personal bests, and prove who amongst your peers are proper Pyre Heart protectors or puny Pyre Heart posers.
Want to add a little bit of flair to your run? Echoes from the Void will have two new train cosmetics to choose from!
We hope you’re just as excited as we are for Echoes from the Void! Can’t wait? Subscribe to the Shiny Shoe newsletter for more behind the scenes tidbits and a look at Echoes from the Void concept art. Also, don’t forget to join the Shiny Shoe Discord server to participate in exclusive events like our most recent AMA event with Concept Artist Genevieve Bega! Finally, thank you so much for supporting the Shiny Shoe team and for playing Monster Train 2! Without you, we would not be able to do what we love.
Hi everyone, today we have another small update to fix a few bugs.
Changes:
Fixed Mix spells breaking Undo feature when recast by Echo Vault.
Fixed Echo Vault incorrectly resetting selected hand card after casting a spell.
Fixed an issue with Dominating Authority unit upgrade incorrectly over-triggering when equipped on multiple units
Spoiler Changes:
Fixed exploit where merging Organ Harvester and Resin Blades would allow the new equipment to be placed on enemies, instantly killing bosses.
Today's patch is another small bug fix follow up to the Lost Arsenal update. It also includes a few balance changes. Thank you to everyone who has reported issues.
Here is the full list of changes:
Fixed an undo issue affecting certain spells recast by Echo Vault.
Fixed Echo Vault previewing a Boss deathblow incorrectly disabling further hand card interaction.
Fixed Echo Vault incorrectly applying Freezestone bonus on recast spells.
Fixed Smelted Treasure spell with upgrades incorrectly requiring more than 50 gold.
Fixed Jackstrips dealing 2 damage instead of 3 damage when descending units.
Fixed bug where units in Stasis would not have their Rally effects triggered when a Troop unit is spawned.
Fixed bug where Mageblade would not incorporate the magic power of units in Stasis.
Ekka Celestial Spellweaver stats increased from 15/8, 25/8, 35/8 >>> 25/12, 30/12, 35/12.
Stasis Crystal ability 'Emerge' initial cooldown reduced from 3 >>> 1.
Weapons Cache Ember cost increased from 1 >>> 2.
Spoiler changes:
Fixed Echo Vault incorrectly sacrificing non-imp targets when recasting 'Imp-portant Work'.
Fixed Awoken's Railspike sometimes not applying cost bonus to drawn cards.
Fixed Awakening Thicket, Engine Upgrade, and Crucible Extension being missing from certain card pools.
Restoring Retreat's Ember cost reduced back down from 2 >>> 1. Healing reduced back down from 25 >>> 10.
Titanchannel Solgard tier I & II stat gain from Resurgence increased from 6/6, 10/10 >>> 8/8, 12/12.
Prevented Manifold Mirror artifact from incorrectly duping 'Siren's Song' room card to all floors.
This is a minor update focused on bug fixes for Lost Arsenal. We hope you are enjoying the new content! We are still working on a few other issues, including an Undo issue related to Echo Vault, but wanted to get this update out before the weekend.
Here is the full list of changes:
Fixed an issue with Echo Vault incorrectly recasting X Cost spells with zero ember.
Disallowed Infusion spells being recast by Echo Vault. Infusion cards are not meant to be copy-able for any reason.
Fixed bug where text on Fel's Unchained path would sometimes be incorrect.
Fixed bug where Fel's Unchained upgrade line would give extra Valor on Shift.
Updated Attuned Manacles to only trigger a maximum of once per turn. Cooldown reduction increased from 1 >>> 2. Now reduces cooldowns of all friendly units on all floors. This was done to fix an easy to obtain infinite interaction.
Fixed Titan Trial Default setting causing Titan Trials to be enabled even if the run type doesn't support Titan Trials.
Fixed Smelted Treasure still granting armor even with no gold.
Fixed a few room and equipment cards not appearing in proper card pools for shops and units.
Spoiler changes:
Fixed bug where Consumer of Crowns's ability could target other floors and cause game breaking issues.
Fixed Vinemother trigger procing during deployment phase.
Changed Siren Song to use its previous singing sound effect.
Fixed interaction between Animus of Speed and Iron Tongue where Animus of Speed's ability would not correctly Sweep.
Fixed an issue with Echo Vault targeting when recasting Tiresome Climb spell into an empty unit position.
Lost Arsenal is now live! Monster Train 2’s first free update offers plenty of new opportunities to hone your strategy and approach each run in new and exciting ways! In this update, you’ll find…
Every Monster Train 2 clan now has unique, powerful new cards to add to your arsenal and transform your run strategy. Whether you’re looking to scale your damage with Glutton’s Maw or reach new magical potential with Echo Vault, these new cards will open up a world of possibilities.
Strategize with a range of new room and equipment cards that bring additional layers of depth to your runs. Give the start of your turn an edge with cards such as Weapons Cache, which draws Equipment Cards and reduces its cost each time you spawn a new allied unit. This is just one of the many new cards to explore. See the full list with screenshots below!
Want the full breakdown of everything that’s been added and changed? You can now view the complete balance notes for Lost Arsenal in a two part series on Steam. The first part, which details major reworks to existing cards, and the second offers a complete list of balance changes made to Monster Train 2. The list below details every balance change and bug fix in one place for your convenience.
Lost Arsenal brings a fresh wave of strategic depth to Monster Train 2, so pick your champion, optimize your deck and prepare for the ultimate run! We can’t wait to see how you adapt your strategies to the latest additions in Lost Arsenal and what new synergies you’ll discover. Let us know your thoughts on the update either in the comments or in the Shiny Shoe Discord server and be sure to share your most creative builds for everyone to enjoy! Want more Monster Train 2 content? Subscribe to the Shiny Shoe newsletter for behind-the-scenes tidbits! And, finally, don't forget to join us for a special dev stream on Twitch at 12:00 PM PDT today, September 10th!
Thank you for supporting our team by playing Monster Train 2: Lost Arsenal!
Echo Vault
Weapons Cache
Exile's Diadem
Iron-tongue
Stasis Crystal
Heavensward - Banished Clan
Smelted Treasure - Pyreborne
Dusk Mantle - Luna Coven
The Great Decay - Underlegion
Mix-a-Lot - Lazarus League
Added "Titan Trial Default" option to gameplay settings to optionally automatically enable all Titan Trials. Added a tutorial to explain this.
Added new Titan Cup that tracks the win streak for Titan victories at Covenant 10.
When using controller or keyboard controls, added ability to move room targeted cards around so you can move it out of the way if it is blocking something. Added a tutorial to explain this functionality.
Made it so the battle intro screen enemy unit stats take into account mutators and other gameplay effects beyond Covenant levels.
Added visual UI difference in Dragon's Hoard to differentiate rewards with one artifact from an artifact draft.
Added a copy sharecode button that copies it to the clipboard when playing on PC desktop.
Penitent's Bloodsuit cost reduced from 1 >>> 0.
Spike of the Banished increased from 3X >>> 4X Valor.
Fixed various behavior and communication bugs related to the interaction of Celestial Cascade and Fel's Unchained upgrade path.
Fixed 'Wyngh's Radiance' not fully showing effects of Doublestack upgrade on card text.
Fixed keyboard/controller Flight ability target selection glitch when room is at max unit capacity.
Gilded Egg and the variants can now attack if given an attack bonus.
Fixed Pyreborne’s Insignia persisting until the end of battle instead of unit death.
Fixed 'Pay Off' spells rigged with Holystone upgrades incorrectly scaling the amount of bonus Pyre healing.
Pyreblooded cost reduced from 2 >>> 1.
Devilish Details pyre damage decreased from 10 >>> 8.
Fixed Scrivener ability Spellweave cost reduction not stacking.
Nightingale updated "New Moon: Multistrike 1 >>> 2."
Silver Empress stats updated from 15/10, 20/15, 30/20 >>> 20/20, 25/25, 30/30. Silver Empress I conduit increased from 15 >>> 20.
Hexscalation cost reduced from 2 >>> 1.
Updated Hierophant Arduhn. "Silent units gain double armor" >>> "Silent units gain +1/2/3 ATK."
Fixed spells copied when units with Conduit are present incorrectly doubling the Conduit bonus.
Sporesinger Madame Lionsmane III updated "When a unit gains Decay, it gains +4 >>> +5 stacks."
Underlegion Mossystone now additionally grants +10 HP on top of the existing 10 Regen.
Headsman III ATK increased from 100 >>> 160.
Executioner Bolete upgrade line updated from: "Harvest: Gain Regen 2/3/5 and Rage 2/3/5." >>> "Siphon: Spawn 2/2/3. Troop adds +1/2/3 HP per stack." Stats updated from 10/30, 30/60, 50/120 >>> 30/20, 50/50, 80/100.
Fixed bug where Evolutionary Instinct would count hidden statuses that drive abilities and some equipment.
Fixed bug where Evolutionary Instinct might trigger multiple times when adding statuses, especially on spawn.
Fixed an issue with Funguy incorrectly resetting equipment cooldowns when adding Troop stacks.
Organ Harvester ember cost increased 1 >>> 2.
Increased the cost of Test Subject Alpha from 2 to 3.
It's Alive ATK decreased from +10 >>> +7.
Baron Grael Learning Limb stats updated from 15/25, 30/40, 60/60 >>> 10/25, 20/45, 40/80. Permanent ATK granted to equipment increased from 2/4/6 >>> 3/6/9.
Baron Grael It Hungers HP reduced from 25/45/85 >>> 20/40/80.
Savage Spirit now grants 40 HP.
Wyngh's Spirit HP increased from 70 >>> 75.
Heart of the Pact Pyre Heart HP increased from 55 >>> 65.
Made Pyre Heart Savagery upgrade "unique" so it isn't copied by Fecundity.
Freezestone now grants -1 cost.
Benevolence ability updated from “Restore friendly units to full health” >>> “Restore friendly units to full health and grant +5 Max HP.”
Changed Enchant effects to use blue style 'state' display icons.
Fixed Triboulet artifact incorrectly removing health from purged Ephemeral cards.
Updated flavor text order in TitanEntropy event to match the order of the choices.
Fixed bug where Curse of Forgetfulness could trigger from unit abilities.
Changed Fecundity upgrade behavior so that the card copy mechanic only happens once. It had to be done.
Fixed 'Emot Tome' incorrectly copying cost bonus from 'Ancient Roots' onto its Ephemeral duplicate card.
Fixed exploit where cards that reduce a unit's Max HP could be used on the Titan fight to kill an individual Titan without the others being at 1 HP.
Fixed bug where various persistent effects granted by equipment/rooms/enchantments would be stripped off a unit upon removal of those things even if the unit had those effects previously already because it was provided by spells or was innate. Some examples: Trample, Quick, Silence, etc.
Changed equipment merging to no longer allow two pieces of equipment with abilities to be merged.
Updated Clan selection dialog to properly highlight currently selected Clan and Pyre Heart.
Updated hitbox of trial and start battle buttons in battle intro screen to reduce the likelihood of misclicks.
Fixed keyboard A/D key binds not navigating left/right.
Updated Mute and Silence tooltips to specify they will block "Enchants" from applying as well.
Fixed Heavenfall card saying "Russian>><<" in the middle of the card in that language (and others).
Fixed room navigation tooltip not showing up when you switch from mouse to keyboard.
Win streaks now have tooltips in the run summary screen.
Fixed rewards and cards from drawing over the deck screen during events.
Fixed sometimes clicking on a unit ability putting the game in a bad state.
Fixed bug where Slay triggers would not always happen if the unit with the trigger died or was reanimated simultaneously.
Fixed issue where a unit in Stasis could take damage from statuses if they were given to the unit before entering Stasis.
Fixed 'Vola's Tuning Fork' bonus being incorrectly duplicated by artifacts that copy cards.
Fixed Graft + Jack in the Box interaction if the box gets duplicated or upgraded with Endless.
Fixed bug where Loamcoat's Propagate was impacted by Dualism.
Fixed not being able to generate a Community Challenge from a custom run.
Fixed clicking on ability and activating other unit's ability under certain conditions.
Fixed quitting while card draft open and resuming showing different cards.
Fixed battle messages (e.g. "Hand full") sometimes coming up at the end of continue or undo.
Fixed units with Endless going to the Consume pile when killed on the same turn as a Cardless unit.
Added tutorial that appears when replacing an ability on a unit to explain that a unit can only have one ability.
Fixed wrong enemies shown in pre-battle screen on Quicksilver Cherubs (2), Penance Seekers (4), and Corrupted Crusade (5).
Fixed soft lock if no units in deck, and winning large wing in Clipped Wings story event.
Fixed soft lock when no movement keys are bound and card movement tutorials are displayed.
Added capacity tooltips to cards that were missing it.
Made some under the hood changes to reduce memory leaks.
Improved English text consistency on a variety of content.
Integrated various translation improvements into Russian, Japanese, and Chinese.
Note: If you care about spoilers that show up after unlocking 6 pyre hearts stop reading now, otherwise read on.
STOP SCROLLING NOW IF YOU DON'T WANT SPOILERS!!
Rage Room - Hellhorned
Oldgrowth - Awoken
Frostpiercer - Stygian Guard
Resin Blades - Melting Remnant
Glutton's Maw - Umbra
Fortify updated from Spell >>> Equipment. Renamed to "Fortified Pauldrons". "Apply Armor 8" >>> "Armor 6. Resolve: Gain Armor 6."
The Unbroken Horn artifact’s text updated to reflect it also conserves Ember in the Deployment Phase.
Imperialist Shardtail Queen effect updated to be an ability: "Action: Kill all Imp units. Deal 20 damage per Imp to enemy units." >>> Ability: Imp Toss. CD 1. "Kill all Imp units. Deal 20/40/60 damage per Imp to enemy units".
Wrathful Prince. Stats updated from 15/15, 25/25, 40/40 >>> 25/25, 35/50, 45/75. "Revenge: Gain Rage 3/4/6 >>> 4/5/6."
Reaper Prince. Added Ability: Culling. CD 6/3/1. “Attack immediately."
Branding Rite damage decreased from 5 >>> 3.
Imp-olate damage increased from 20x imps >>> 25x imps.
Consumer of Crowns cost reduced from 8 >>> 4. Updated effect from: "Costs -1 EMBER per Imp unit in your deck." >>> Ability: Warlord's Tithe. "Sacrifice Imp. Attack immediately. Cooldown 2."
Hellhorned Furystone updated from Rage 10 >>> Rage 12.
Inferno damage increased from 100 >>> 120.
Molting Imp damage increased from 8 >>> 10.
Vent damage increased from 3X >>> 5X.
Alloy of the Ancients armor increased from 25 >>> 30.
Horn Break damage increased from 5 >>> 8.
Spike of the Hellhorned armor and rage increased from 3X >>> 4X.
Shardtail Royalty stats updated from 10/10, 10/20, 10/40 >>> 10/15, 15/30, 25/60.
Awaken updated from Spell >>> Room. "Awaken" >>> "Awakening Thicket". "Restore 40 health. Apply Regen 3." >>> "Friendly units have +20 Max HP and restore 10 health on Resolve."
Husk Hermit HP increased from 30 >>> 35. Added new effect: "Revenge: +3 ATK."
Animus of Speed new ability "Swiftshot: Attack any enemy immediately."
Thornlord Wyldenten. Converted effect into an ability. “Summon: Add 3 Sting spells with Frozen to your hand.” >>> “Ability: Needlebloom. (Add 3 Sting spells to your hand).”
Awoken’s Rail Spike updated to not allow additional card draw during the current turn after casting to prevent infinites.
Changed 'Edge Prior' unit's healing spell cost bonus to also include Regen spells.
Vinemother updated from "Resolve: Add a Sting spell to your hand" >>> "Ability: Vinewrath (Add 2 Sting Spells to your hand. CD 2.). End of Turn: Sting Spells in your deck gain +4 magic power."
Spreading Spores. Regen 2 and Spikes 2 >>> Regen 3 and Spikes 3. Now also restores 3 health
Awoken Hollow Max HP increased from 15 >>> 25.
Thorned Hollow Max HP increased from 15 >>> 25. Spikes on Rejuvenate increased from 3 >>> 4.
Steelsinger buffed from permanent +1 ATK>>> permanent +3 ATK on Rejuvenate.
Updated Ensnare to be able to target any unit.
Focused Growth. "Restore 25 health. Draw +2 next turn" >>> "Restore 20 health, twice. Draw +2 next turn."
Restore regen increased from 1 >>> 2.
Razorsharp Edge ATK increased from 10 >>> 12.
Restoring Retreat cost increased from 1 >>> 2. HP restored increased from 10 >>> 25.
Sharpen. +4 ATK and Spikes 5 >>> +6 ATK and Spikes 6
Wildwood Sap. “Apply Regen 5” >>> “Apply Regen 4 and +4 max HP”
Husk Hermit attack 5 >>> 3
Siren’s Song updated from Spell >>> Room card. Effect now happens at the start of combat and only affects non-boss units. Cost increased 1 >>> 2.
Cuttlehex updated from: "End of Turn: Apply Frozen to a random card in hand" >>> "Ability: Freeze Ray: Apply Frozen to a card in hand."
Titanchannel Solgard updated to be an ability. Stats reduced from 60/60, 120/20, 250/250 >>> 0/5. "Incant: Gain Shard 1. At 4 Shard stacks, remove Stasis." >>> "Incant: Gain Shard 1. Ability: Resurgence. (Remove Stasis and gain +6/10/15 ATK/Max HP per shard.)".
Handheld Totem Tethys new ability "Runespeak: Draw a damage spell and apply +5/10/20 magic power." Cooldown 3.
Updated Offering Monument: "Incant: -5 Max HP. Draw 1." >>> "Incant: Draw +1 next turn." HP reduced from 40 >>> 1.
Updated Gifts for a Guard to have Consume and only target damage spells.
Deep Offering's Ember cost increased from 2 >>> 3.
Updated Energy Siphon to be able to target any unit.
Titan's Gratitude damage increased from 35 >>> 60.
Fixed Ancient Synergy counting ephemeral spell cards as "in deck".
Unnamed Tome mute reduced from Mute 5 >>> Mute 3.
Token of a Traitor damage increased from 2 >>> 3.
Crucible Extension updated from Spell >>> Room card. "+1 capacity on this floor" >>> "+4 capacity."
Engine Upgrade updated from Spell >>> Room card. Cost reduced from 1 >>> 0.
Morsel Made Atk and HP on Gorge increased from 2 >>> 4.
Teeth of Gold now damages the lowest health enemy unit instead of the back enemy unit.
Crucible Collector HP increased from 20 >>> 35.
Overgorger HP increased from 25 >>> 35.
Forever Consumed damage increased from 40 >>> 80.
Blazing Bolts damage at all tiers increased from 40 >>> 60.
Mine Collapse can now also target friendly units.
Alloyed Construct now starts with Fuel 2.
Cultivate effects no longer target Morsel units.
Glutton Penumbra stats increased from 20/20 (all ranks) >>> 20/20, 35/35, 50/50.
Made Retch only return units to hand, and not overflow to the draw pile when hand is full.
Fixed bug where Superfood Primordium would give double its status effects to a unit with Dualism.
Stalwart Snack III stats updated from 3/3 >>> 10/10.
Dark Calling Rector Flicker effect updated to be an ability: "Resolve: Reform 2 random units and apply +10/15/25 ATK." >>> Ability: Cryptcall. CD 1.
Little Fade path Little Icarus starting Spikes increased from 5 >>> 7.
Votivary updated from "Extinguish: Draw 1." >>> "Extinguish: Draw 2 next turn."
Changed Lady of the House to have +5 ATK for every stack of Burnout. Base ATK reduced from 45 >>> 25.
Memories of the Melted updated from Spell >>> Room. Renamed to "Memorial for the Melted". "Gain 1 EMBER for each friendly unit death this battle." >>> "Friendly units have Endless." Cost increased from 0 >>> 1.
Hallowed Halls increased to 3 cost.
Fixed bug where Resin Block would not interact with Reanimate correctly.
Resin Removal cost increased from 1 >>> 2.
Draff ATK increased from 10 >>> 15.
Legion of Wax base stats increased from 8/8 >>> 16/16. (Smaller versions updated to match).
Updated Hallowed Drippings: "Apply Burnout 5 to friendly Burnout units." >>> "Apply Burnout 5 and +5 ATK to friendly Burnout units." Cost increased from 0 >>> 1.
Fixed slow animation timing when cards with Offering are discarded.
Fixed buffs from Melting Spout, Grrrg's Goad, and Winged Technology being incorrectly duplicated by Fecundity.
Fixed Vine Grasp not targeting Titan of Dominion.
Fixed "ClassSpikes" event allowing Shroud Spike to show up when not playing Umbra. Now it should only appear when playing as Umbra, as in MT1.
Fixed bug where stats granted through Sacrificial Resurrection or Prism Retrieval would not carry over to a reformed unit.
Sped up delay after playing a unit card, so you can play morsels more rapidly.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Monster Train 2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Monster Train 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.