Hello Heroes!
Since the release of the latest update, we’ve been genuinely impressed by your talent for pushing Monsters Are Coming! further than we expected and, sometimes, for completely breaking the game in ways we didn’t think were possible.
Endless Mode especially has already shown us how creative, determined, and terrifyingly efficient some of you can be. We did a lot of QA before releasing the update, but with a game built around stacking systems, scaling power, and letting players create absurd builds, there are always surprises once the update reaches the community.
As always, we want to stay reactive. This patch focuses on fixing the main issues reported after the update, including crashes, softlocks, unexpected damage values, visual problems, and some balancing adjustments.
Thank you again for all your reports, screenshots, saves, and feedback. It helps us a lot.
Hello, Heroes. This is Edouard, Game Director on Monsters Are Coming!
This one has been requested for a while. Since launch, many of you have asked for a way to keep a great run going after reaching the Ark. You had the builds, the towers, the city, the momentum… and then the road stopped.
Not anymore.
With this new update, Endless Mode arrives in Monsters Are Coming! — alongside leaderboards, a new Rainbow Road, new interactive elements across every road, balance changes, readability improvements, and bug fixes.
The city doesn’t stop. Let’s dive in.
When the Ark is reached, you now have a choice: conclude your run, or continue into Endless Mode.
In Endless Mode, the rules change a bit. Your city will now travel from Ark to Ark, with each Ark separated by two sections.
At every Ark, you will receive a new resource: Gears.
Gears can be spent at the Architect, a special shop that appears only at the Ark. The Architect allows you to reshape and improve your city in powerful ways:
Switch building positions
Merge identical buildings
Increase the max level of your towers
Increase the max level of buildings with adjacency bonuses
This means Endless Mode is not only about surviving longer. It is also about adapting your city, optimizing your layout, and pushing your build far beyond what was previously possible.
But beware: the farther you go, the angrier the monsters become.
How far will your city survive?
It is time to see who the greatest heroes really are: leaderboards have arrived in Monsters Are Coming!
At the end of each run, you will now receive a score based on:
Monsters defeated
Resources remaining at the end of the run
Distance travelled
Additional bonuses are also applied based on:
Selected difficulty
Chosen road
Number of bosses defeated
Number of sections cleared in Endless Mode
The first version of the leaderboard focuses on the weekly Top 7. Additional details, including improvements to Town Hall and difficulty display, are planned for the first hotfix.
The leaderboard will reset every Sunday at midnight.
We can’t wait to see your names fighting for the top spots each week.
A new road is now available: Rainbow Road.
This road allows you to travel through the different roads in a single run, with a difficulty level equivalent to the Ashes Road.
It is a new way to experience the variety of Monsters Are Coming! in one continuous journey — and a strong challenge for players ready to test their adaptability.
We have added new unique interactive elements across the different roads.
These can be obstacles, traps, opportunities, or small situations that create more activity and decision-making during your runs.
You can now encounter:
Ancient Wood Road
Falling Tree
Rolling Stone
Leaf Pile
Seed Bomb
Frozen Road
Shard Crystal
Ice Mushroom
Sands Road
Dynamite Crate
Shard Cactus
Sand Maw
Stone Slide
Ashes Road
Meteor Swarm
Lava Geyser
And across the roads…
Vicious Mimic Chests
Some of them are dangerous. Some of them can be used to your advantage. Most of them will probably try to ruin your day.
Fixed an issue where Blizzard Bellows’ pre-shot could stun enemies with the Rock family bonus.
Obstacle colliders have been scaled up vertically to make them easier to break when the hero is standing on the city.
Fixed an issue where the flaming zone of the Incendiary Catapult could stun enemies with the Explosion family bonus.
Range meta upgrade bonus: +3% → +1.5% per level
The city now destroys ice and gold statues in one hit, so builds using these elements are not penalized.
Gold Alchemist cooldown reduction: 5% → 3%
Explosion and Fire visual effects have been rescaled and toned down to improve readability in late/end-game runs.
DLC Power’s Corrupt: Raiders’ moving towers now have better knockback resistance.
DLC Power’s Corrupt: It is now possible to stack corruption bonuses on the same building, for example when leveling up a tower.
Endless Mode is a big step for the game. It opens the door to longer runs, stronger builds, harder challenges, and a new way to compete with the community every week.
As always, thank you for your feedback, your ideas, your bug reports, and your support. It genuinely helps us decide what matters most for the next updates.
And if you enjoy Monsters Are Coming! but haven’t left a review yet, it really does make a difference. Reviews help the game stay visible, help new players understand what makes it special, and directly support the future of the project.
Thank you for being part of the journey.
Glory to the Ark!
Greetings, Heroes!
We've just rolled out a small hotfix to address a few issues and make some balance adjustments. We'll continue keeping an eye on our main channels, so please don't hesitate to reach out if you encounter any problems. We'll do our best to investigate them as quickly as possible.
Thank you, as always, for your continued support and reports. They help us tremendously!
Hello Heroes!
Thank you so much for the amazing reception to the DLC patch. We put a lot of QA and care into this update before release, but with a patch this big, a few issues can still slip through once thousands of Heroes start pushing the game in every direction.
We’re closely following your reports and are already working through every problem you’ve brought to us. This hotfix is a first step to clean things up and make your runs smoother.
Thanks again for playing, reporting, and supporting the game.
Hello Heroes!
This is Edouard, Game Director, and 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 it created. Bringing Mobile Towers into the game is our way of reconnecting with that original feeling: letting you take part in your city in 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.
☘︎
Hello Heroes,
We are back with another tiny hotfix focused on correcting one thing:
Fixed a bug that made the streets' members give less stats than the displayed bonus
As always, thank you for your continued support and onward to the Ark!
Edouard, one of the folks making this game.
Hello Heroes,
We wanted to start the week with a very small patch focused on fixing a rare save issue that was impacting some players. Since it only focuses on one issue, the notes are very short this time around.
Fixed a save issue affecting unlocked content: in rare cases, if players quit the game before the autosave had triggered and then launched the updated version, some items (specifically heroes, weapons and Town Halls) could appear as needing to be purchased again.
Thank you as always for your continued support of us and the game!
Edouard, one of the folks making this game.
Hello Heroes,
Thank you so much for all the early encouragement we’ve received following this week’s update. The team has put a lot into it, and reading your feedback is a huge boost. We’ve already fixed the first bugs that were reported.
Hello Heroes, this is Edouard, Game Director, one of the folks making this game.
First of all, thank you. To everyone who posts comments, chats on Discord, leaves reviews, or shares feedback: it all helps. It guides our thinking and decisions, and helps us push the game further while strengthening the game’s identity.
With that spirit in mind, this is how we approached this patch. Among the many improvements, we focused on two main priorities:
After strengthening heroes (their diversity and power - especially through relics), we wanted to expand city-building options and the city’s power potential. From day one, our goal has been to give you as many ways as possible to create varied city builds, and to reward players who truly master Monsters Are Coming’s building rules. That’s why this patch brings new Districts & Streets features, along with a Townhall rework.
We also wanted to reduce the grindy feeling that was still coming through in your feedback, especially around Nightmare mode. At the same time, we needed to keep enough challenge for our most experienced players… so we reduced meta upgrade costs, adjusted difficulty, and added new difficulty-focused Challenges.
Here’s the detailed list:
Hello Heroes,
This is Edouard, Game Director, one of the folks making this game.
The team is busy at work preparing exciting new things for our next update but before then, we wanted to get a hotfix out to directly address some of the feedback we’ve been seeing. Specifically, we’ve focused on fixing blockers, improving overall stability and cleaning up the rough edges that we’ve seen disrupting your runs.
Our goal with this was to act quickly and precisely to further improve the overall clarity and flow during your gameplay, rather than wait until the new features were ready. With that said, there is more coming soon, and as always, we are grateful for your messages, reports and constant improvements as we build the next steps together with you.
Here’s the changelog for Patch 1.1.3.0:
• Fixed an issue where the Restart button could be clicked with the mouse while inspecting the City, causing a blocker.
• Fixed a null reference error related to Hero Avatar.
• Fixed an issue with incompatible Townhall (LUR).
• Fixed an issue where the first level-up could be skipped with Minimalist++.
• Temporarily disabled Spawn Point Override outside of Floor Is Lava mode to prevent player stuck issues.
• Multiple Side Path fixes.
• Fixed Royal Mausoleum interaction input.
• Fixed grid color display on forbidden slots.
• Fixed best difficulty selection.
• Fixed Death Blast not killing invincible monsters.
• Fixed Unlock screen showing incorrect minimum objectives.
• Fixed Defense Activity shop.
• Fixed Ice Drake size.
• Fixed Forest Boss section.
• Fixed an issue where Resource Cart tracks could lead directly into shops or walls in the Roads of Sands biome.
• Fixed Spider Mama hitbox.
• Fixed an issue where the player could not select anything after leaving the Objectives screen.
• Added an Activate / Deactivate button in the Relic Progression tab.
• Fixed a delay in the inspector for Relic and Hero progression tabs.
• Fixed Replace / Upgrade button size in the District Placer menu.
• Fixed weapon background not being properly set up in some scenarios.
• Fixed Back button in the Credits menu.
• Fixed language switching issues in the pause menu:
– City attack speed section
– Challenge label
• Fixed Hard difficulty unlock counter.
• Fixed FMOD City Health parameter.
• Fixed Scepter audio.
• Fixed custom music swap.
• Fixed tutorial side music.
• Fixed redundant Ice audio.
• Added new localizations.
• Gunner Brigade: Range increased from 3 → 3.5.
• Burning Banner:
– Burning damage on minions reduced from 6 → 2.
– Tick rate changed from 0.3 → 0.5.
(Minions now die more slowly.)
• Sharpener: Damage bonus reduced from +15% → +10%.
• Golem Hero:
– Damage scaling per eaten stone: 3% → 2%.
– Explosion size per eaten rock: 2% → 1.5%.
• Fixed an issue where adding a bonus projectile upgrade caused each projectile to hit an incorrect number of times.
And that’s it from us! Now, back to the road. Kill monsters. Save cities. Build Arches. Create legendary builds. Push further.
We’ll see you in the next update.
Hello Heroes!
This is Edouard, Game Director, one of the folks making this game.
If Monsters teaches one lesson, it’s this: survival is earned by action. So we acted with focus, urgency, and a lot of work. I’ve been following your feedback closely, and we’ve aimed this patch straight at what matters most in your runs. New Heroes, new Relics, new Challenges, and key weapon changes that make choices sharper and progression cleaner. This is a major milestone and a launchpad for 2026. Thank you for believing in the game. The journey doesn’t slow down here. It starts now.
Here's the changelog for the Heroes are Coming Update:
Hello Heroes,
We hope you’re looking forward to the Holiday Season! We are happy to share our final patch before the vacation period kicks off.
Here’s the changelog for Patch 1.0.15.0.
Farmhouses unlock condition has been shortened in all languages
The objective of destroying 5 graves has been clarified: you need to destroy 5 minion graves.
Fixed the display of some objectives during gameplay
All objectives of the “less than XXX” type were displayed incorrectly in-game (objectives menu)
Some objectives were incorrectly configured for real-time display: SlimeVat, MiniatureIdols, FarmerHouses, MinerStatue, ServantsCrypt, Graveyard, WoodenIdol
Information that the Farmers District must be unlocked on Nightmare difficulty is now displayed correctly.
Fixed the compass outline on the end-of-game screen
The Fire Dragon and Golden Slingshot now cost the same as the other Rare towers.
The other topics we are working on require more time for development. New features, new content, quality of life improvements… There is still much in store for Monsters next year, and we are excited to share those plans with you on the other side of the new year.
Thanks again for your feedback and your support, it has been really appreciated, and we are looking forward to keep growing and improve the game with you in 2026.
Onward to the Ark!
-
Ludogram & Raw Fury
Hello Heroes,
We hope you’ve been enjoying the recent tweaks we’ve made to Monsters, and as always, we welcome your feedback on this latest patch.
As we mentioned in our previous notes, our focus for this update covered a wide range of areas, including new meta-upgrades, fine-tuning the difficulty, and a bunch of balancing tweaks.
Here’s the changelog for Patch 1.0.13.0.
Balance and Changes
Content balancing:
Bug fixes
Fixed Gold Church that could incorrectly trigger its effect
The effect of Ice Church now applies to your Hero’s weapon as well.
Fixed a crash that could occur because of a video player
Fixed a bug that could lock the game by pressing several inputs at the same time in a menu
Haunting Puppet is now displayed as a district when you unlock it at the end of your run.
Weapon statistics are now correctly updated after changing the language during a game.
Minor localization updates.
Hello Heroes,
We hope you’ve been enjoying the recent changes to Monsters, including the new Pick & Banish feature. As we’ve gotten closer to the Holiday Season, we wanted to make sure we got at least one more patch out.
This new update focuses on the UI and UX elements of the game surrounding how the various building types are presented, as we’ve read that several of you have found it confusing and unclear. Alongside some additional quality of life improvements and balancing tweaks, we are hoping this will address some of the pain points you have had.
As always please let us know your thoughts over on Discord and we are excited for that 2026 has in store for Monsters.
Craftmen’s Houses, Farmhouses and Statue Plaza now affect both your Hero and your city.
Supporting Crowd now increases Hero damage by 7% (instead of 5%).
3 new meta-upgrades have been implemented.
Reinforced Tank Tracks: Increase the city's damage to obstacles
Bank: Start every game with a certain amount of Gold
Stone Pile: Start every game with a certain amount of Rocks
The "Rerolls" meta-upgrade has been moved to a new section called "Special Upgrades."
Building categories now have distinctive icons that are displayed in gameplay effects and objective descriptions.
Filters have been implemented in the Collection:
Type (Weapons, Towers, Adjacent Supports, etc…)
Locked/Unlocked
Picked/Banned
Tags (Hero, Fire, Gold, Minion, etc…)
There is now a button in the Collection to pick or ban all the available items at once.
A preliminary version of the weapons and city statistics is now accessible via the Pause menu.
The Farmhouses unlocking condition has been clarified. It is now ”Road of Ice – Hard: Reach the Ark without ever placing more than 4 different buildings (multiple copies of the same building are allowed).
The Servants’ Crypt unlocking condition has been clarified in French.
Added security checks to prevent corruption of saved data.
If you launch the game with a corrupted save, the save will be reinitialized. Progression will be lost but the save won’t cause critical issues, such as recurrent crashes or shelters gates that won’t close).
4 backup saves are now stored locally: the 2 most recent saves from your last or ongoing session, and 1 save from your 2 most recent sessions.
Fixed a bug that could prevent confirmation of the Pick and Bannish pop-up at the end of the run in certain circumstances.
The BigBloatoad boss can no longer corrupt items that are out of Hero’s reach. You should now be able to destroy them all to break its invincibility.
The 3 copies of Vacated Houses and Farmer Houses can no longer appear during your run if these buildings have been banned in the Collection.
Fixed an issue with minions behavior that could occur when the building that generated these minions was replaced.
Stability improvements
More balancing! Some towers will become more powerful. Others might be slightly nerfed. We are also fine-tuning the overall difficulty as well. We are developing new upgrades that will allow you to ban certain buildings during your run or to skip a level-up if you don’t like any of the available options. We are doing our best to meet your expectations and implement as many changes as possible before the Holiday Season. We are also working on other topics for 2026.
This is just the beginning of the road for Monsters are Coming! We’re glad you’re joining us on this journey. Thank you for your feedback and support!
Onward to the Ark!
-
Ludogram & Raw Fury