I asked Google Gemini to recommend games to me based on my love for Monster Train, and after looking at the suggestions in Steam, I think it did a pretty good job, so I'm going to paste it here:
If you loved
Monster Train for its tower-defense lanes, insane unit synergies, and "broken" card combos, there are several titles on Steam that capture that same magic.
1. Monster Train 2 (Released 2025/2026)
The most obvious recommendation is the official sequel. It maintains the vertical "three-floor" defense system but introduces "Alternate Acts," where each run can take you through radically different environments with unique bosses. It features new clans (like the
Lazarus League) and a much deeper persistent progression system.
2. Wildfrost
If the "lane-based" unit placement of
Monster Train was your favorite part,
Wildfrost is the best modern alternative.
- The Vibe: Charming but punishingly difficult.
- The Twist: You manage a "Battlefield" where turn timers are the most important resource. You have to physically move your units between rows to dodge incoming attacks or protect your leader.
- Synergy: Like Monster Train, it encourages you to find "broken" charms and combos to scale your damage exponentially.
3. Decktamer (New in 2025)
This is a newer title that heavily blends
Monster Train's laned combat with creature-catching mechanics (think
Pokémon meets deckbuilding).
- Unique Hook: You don't just draft cards; you "tame" the monsters you defeat to add them to your deck.
- Risk/Reward: It features permanent death for your individual monster cards within a run, forcing you to be much more protective of your "tank" units.
4. Across the Obelisk
If you enjoyed the "Clan" system where you mix and match different factions,
Across the Obelisk offers a similar depth with its party-based system.
- The Vibe: High-fantasy RPG.
- The Twist: You control four distinct heroes, each with their own deck. It’s highly focused on multiplayer co-op (though great solo), and the synergy between your four decks is just as satisfying as the primary/secondary clan combos in Monster Train.
5. Cobalt Core
For fans of the "positioning matters" aspect of
Monster Train.
- The Vibe: Retro sci-fi with talking animals.
- The Twist: You control a spaceship. Instead of lanes, you move your ship left and right to dodge enemy cannons or line up your own shots. It’s very fast-paced and rewards "perfect" tactical play.
Summary Recommendation Table
| If you liked... | Try this game... | Why? |
| Laned Defense | Wildfrost | Uses rows and positioning to defend a central leader. |
| Clan Synergies | Across the Obelisk | Mix and match 4 heroes with unique, interacting decks. |
| Big Number Combos | Balatro | A "poker roguelike" where score multipliers reach Monster Train levels of insanity. |
| Monster Customization | Decktamer | Focuses on taming and evolving specific units in your deck. |
So naturally I had to ask CoPilot. I haven't checked this list (I deleted as much of it's arse kissing as I could without messing with it's actual description of the games)
# 🎮 Top-Tier “Monster Train Brain” Recommendations
## **1. Inkbound** (Shiny Shoe’s other child)
If you haven’t touched it yet, this is the closest thing to “Monster Train but sideways.”
- Same devs, same philosophy: *tight runs, escalating choices, absurd synergies*.
- Co-op is shockingly good for theorycrafting.
- Combat is more positional, but the buildcrafting is pure Shiny Shoe DNA.
---
## **2. Balatro**
This one scratches the “absurd synergy engine” itch better than almost anything since MT1.
- Deckbuilding, but with poker hands as the core mechanic.
- Jokers = relics that stack into runaway nonsense.
- If you enjoy finding degenerate loops, this is basically a playground.
---
## **3. Across the Obelisk**
Think “Slay the Spire meets party-based RPG,” but with **deep** build interactions.
- Tons of classes, tons of synergies.
- Linear map progression like MT.
- Co-op if you want to test builds with friends.
---
## **4. Roguebook**
Richard Garfield (Magic: The Gathering) co-designed it, and it shows.
- Two-hero deck system = constant combinatorial discovery.
- Very synergy-forward, very “breakable.”
- Great for someone who likes MT’s “what if I stack this with *that*?” energy.
---
## **5. Vault of the Void**
This is the “I want perfect information and tight mechanics” pick.
- Extremely deterministic — great for someone who likes reproducible systems.
- Deck manipulation is deeper than in most roguelites.
- Feels like a lab for testing card interactions.
---
## **6. Griftlands**
A narrative deckbuilder with two separate combat systems (negotiation + fighting).
- Tons of build variety.
- Great if you enjoy systems that evolve over a run.
---
## **7. Inscryption**
Not a pure deckbuilder, but the *first act* alone is worth it if you like MT’s tension + discovery.
- Deckbuilding + puzzles + weird meta layers.
- If you enjoy “what is this system hiding?” moments, it’s a treat.
---
## **8. LONESTAR**
A newer roguelite with modular ship builds.
- Very “engineering sandbox” energy.
- Tons of combinatorial weapon interactions.
## **9. Through Hell and Back**
Another MT-adjacent card battler with tactical layers.
- Not as polished, but interesting if you like experimenting with unit interactions.
## **10. Forestygian**
Weirder, darker, more experimental — but has that “stack synergies until the game buckles” feel.