Hello Heroes!

This is Edouard, Game Director, one of the folks making this game.

If Monsters follows one law, it’s this: you survive by changing faster than the danger around you. So for Patch 3, we pushed in a direction that matters a lot to us: giving you more ways to fight, more ways to build, and more ways to shape your runs.

That’s a big reason why we added Luck and Critical Hits. From the start, our goal has been to make every run open the door to more distinct builds, stronger synergies, and sharper strategic choices. We want the game to reward experimentation, and we want each new stat or system to create more variety in how you survive.

We also wanted to bring more madness into the run itself, with bigger swings, riskier moments, and more battlefield chaos. That’s what led to the new Power-Ups: tools that can suddenly shift the pace of a fight and create the kind of high-impact moments we want more of in Monsters Are Coming.

And then there are the Mobile Towers. This feature goes back to something from the early days of the project. At one point, the city could move freely across the map, and we always loved the energy and freedom that created. Bringing Mobile Towers into the game is our way of reconnecting with that original feeling: letting you take part of your city into the fight and use it directly against the monsters.

We’re especially eager to hear your thoughts on that feature, because it’s exactly the kind of system that could grow a lot further with your feedback.

More broadly, please keep sharing your thoughts with us. The team reads everything. Every report, every message, every reaction helps us improve the game and keep pushing it forward.

πŸ€ New Stat: Luck

A new global stat has been added: Luck.

Luck increases:

β€’ The chance to find rewards with a rarity above Common

β€’ The chance to drop Power-Ups

Luck is displayed as a percentage, and can scale infinitely

πŸ’₯ New Critical Hits System

A new Critical Hits mechanic has been added.

β€’ Every time an attack hits an enemy, it has a chance to deal a Critical Hit

β€’ This applies to Weapons, Towers and Minions

Critical Chance starts at 5%. It is a global stat and can be increased. Above 100%, all hits are Crit., and the chance surplus can make it Overcrit. Critical Hits deal x1.5 final damage by default. In some cases, this multiplier can be increased.

⚑ 5 New Power-Ups

Temporary boosts can now be found during runs:

β€’ Big β€” Doubles the size of the Hero and their Weapons

β€’ Freeze β€” Turns all monsters within range into Ice Statues

β€’ Frenzy β€” Increases Hero movement speed and reduces cooldowns

β€’ Magnet β€” Collects all resources within range

β€’ Nuke β€” Destroys all monsters and destructible elements within range

🚜 14 New Mobile Towers

Mobile Towers can now be found throughout the environment and driven by the Hero.

Available Mobile Towers:

β€’ Blast Cannon | Boulder Crank | Cursed Zigurrat | Ember Tower | Fire Dragon | Fragmentation Mortar | Frost Dragon | Golden Fragon | Gunner Brigade | Ice Basllista | Javelin Scorpio | Precision Syringe | Slime Vat | Swing Saw

πŸ—Ώ 4 New Major Relics

β€’ Shiny Rock Grants a damage bonus to nearby buildings for each Uncommon, Rare, and Epic building placed within its range, scaling with rarity.

β€’ Treasure Sling While standing still, allows the Hero to throw the resources from their bag and trail.

β€’ Sharp Chisel Deposit Rocks now scale Critical Hit damage bonus.

β€’ Golden Spinning Top Grants a stacking Luck bonus after each reroll, which resets after choosing a reward.

🫏 New Hero: The Mule

A new Hero joins the roster:

β€’ The Mule.

– Starts with no weapon. Can hold up to 3 weapons maximum

– Its trail constantly orbits around it, damaging enemies on contact

– Always has 4 horseshoes in its trail

Trail damage scales with Wood Level. Trail size scales with City Level

β€’ Tower β€” Boulder Crank

– Rolls a boulder toward enemies. Each Critical Hit makes the boulder grow. Deposit Rocks increase the damage of the next boulder thrown

β€’ Tower β€” Precision Syringe

– Fires rapidly. Can generate XP when landing a Critical Hit

β€’ Support β€” Clover Houses

– Increases Luck. Forms a Street

β€’ Support β€” Garden Plaza

– Grants a damage bonus that scales with Luck

β€’ Support β€” Golden Pavilion

– Critical Hits have a chance to drop Gold

β€’ Support β€” Hunter Houses

– Increases global Critical Chance. Forms a Street

πŸ‘Ή New Monster

β€’ Chest Lootbag

– Tries to reach the horde

– Drops a Golden Chest when killed

βš–οΈ Balancing & Improvements

β€’ Rock family scaling buff : +0.25 β†’ +0.2 rock heal per point above the threshold

β€’ Added a small amount of knockback on all buildings attack

β€’ Civilians at arm relic’s projectiles are now tagged as β€œprojectiles” and can now synergise with more bonuses

β€’ Reworked the Golden Dragon attack to increase it’s accuracy and efficiency

β€’ XP curve reworked to make it scale more above the level 25. Previous levels are strictly the same as before.

β€’ Buffed Ice drake :

– Cooldown 6 β†’ 4 seconds

– Added a small knockback

The city keeps evolving. So do we. Patch after patch, the goal stays the same: more builds, more madness, more reasons to come back stronger. Thank you for every report, clip, and message: we read them all, and they help us keep steering the game in the right direction. Until the next patch: keep the city rolling, keep adapting, and keep pushing toward the Ark.

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πŸŒ‘ DLC β€” Power Corrupts

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☠️ New Corruption System

A new mechanic has been introduced:

β€’ Corruption

– Buildings found in Level Ups and Shops can now appear as Corrupted

– Corrupted buildings gain a random bonus

– Placing a corrupted building increases your Corruption Level

As Corruption rises, it begins to attract the Raiders:

β€’ New powerful enemies

β€’ Stronger spawns as Corruption increases

⚠️ Temptation brings power… but also danger.

πŸ‘Ί New Monsters

β€’ Raiders

– Corrupted heroes who attempt to destroy your city with spears.

Raiders can also appear with Their own Mobile Towers.

Your Content Goes Here

πŸ€ New Biome

β€’ Road of Clovers

– A sun-dappled path lined with endless fields of clover. A place of luck, calm, and not-so-quiet discovery

πŸ›οΈ 2 New Townhalls

β€’πŸŸ£ Cursed Lighthouse

– An ancient Lighthouse that illuminates specific building cells. These cells corrupt the buildings placed on them. The illuminated cells change of place and of bonus between each game.

– Emits a purple light ray aimed at an enemy.

β€’ πŸ›οΈ Grand Concord

– A strange city’s ruin, overwatched by two big statues. Shuffle its columns at each level up. The quality of the level up depends on the number of common tags on the middle line.

– Shoots slow and piercing light Orbs.

πŸ€ 1 New Weapon

β€’ Clover Fan

– Shoots a static piercing fan of clovers

– Luck increases the chance for it to become a Four-Leaf Clover

– Four-Leaf Clovers split into 4 projectiles on death

🌈 1 New Hero

β€’ The Leprechaun

– Clover Fan weapon

– +0.5% damage per luck

– Can find hidden rainbows by exploring, with a cauldron full of gold at its base.

πŸ—Ώ 6 New Relics

these relics bring various ways to use the corruption in the builds or to increase the corruption level of the city.

Minor Relic

β€’ Corrupted Medal

Major Relics

β€’ Corrupted Sample

β€’ Corruption Catalyst

β€’ Doom’s Clock

β€’ Raider’s Skull

β€’ Spoils of War

🧑 Thank you for playing!

As always, thank you for supporting Monsters Are Coming!

We hope you enjoy Patch 3 and the arrival of Power Corrupts πŸ€β˜ οΈ