
GAME PROFILE
MonsterLegion2MonsterLegion2
Your units do the fighting. Your job is everything before that. MONSTER LEGION is an asynchronous online auto-battler. Pick four monsters, place them on a 3x3 grid, equip them, and send them into battle. Once the fight begins, you only watch — except to choose an augment at the start of each round. Everything is decide…
Your units do the fighting. Your job is everything before that.
MONSTER LEGION is an asynchronous online auto-battler.
Pick four monsters, place them on a 3x3 grid, equip them,
and send them into battle.
Once the fight begins, you only watch —
except to choose an augment at the start of each round.
Everything is decided before the first blow lands.
■ A demo is planned
A demo is planned ahead of release.
We're also considering joining Steam Next Fest.
Play data from the demo will be used to help balance the game.
If this looks interesting, adding it to your wishlist would mean a lot.
■ Your opponent is a team someone else built
Every opponent is a team registered by another player,
controlled by a fully rule-based AI.
・No matchmaking wait — battles start the moment you press the button
・No disconnects, no penalties for dropping out
・Play at 3 a.m. or on a dead server. There's always someone to fight
・Your results feed into a shared rating ladder
You never see their face, but the intent is there.
Why did they put that unit up front? Why that item on that monster?
Win or lose, you come away knowing a little about how they think.
That's what makes asynchronous play interesting to us.
■ A run lasts 15 battles, or 5 losses
You're matched only against players with the same record.
At 3 wins and 1 loss, you face someone else's 3-1 team.
Win and you climb. Lose 5 times and the run ends.
Survive all 15 and you've completed it.
You'll scrape by early with cheap blue units and basic gear,
and by the end you'll be fielding a team loaded with gold equipment.
That whole transformation happens inside a single run.
■ The shop decides everything
Between battles, you shop.
Buy monsters, give each one up to three items,
and pick up augments that reshape how your entire team fights.
Gold is always tight.
Rerolls get more expensive every time,
and anything you don't buy is gone by the next round.
If there's something you want to hold onto, you get exactly one reserve slot.
Buy now, or save and gamble on the next round?
That single decision shapes the run.
■ Few inputs, plenty to think about
・Over 70 units across four rarities and six roles
・Over 100 items — swords, armor, orbs, snacks, and stranger things
・Over 90 augments that rewrite how your team fights
・Faction synergies that reward committing to a theme
・Physical and magic damage, poison, burn, stun, shields, mana
A single run shows you only a fraction of it.
■ Reading the board
Turn order is set by Speed and locked at the start of each round.
Move first, and you can kill before they ever get to act.
Melee units have to walk to you. Snipers reach from the back row.
Whoever stands in front draws fire, and the mage behind them lives.
Area attacks have shapes —
some spread in a cross, some pierce a column, some sweep sideways.
Cluster up and you all get caught. Spread out and you get picked apart.
It's four units on nine tiles.
But there's a real read happening there.
■ Solo mode
Play a full run against bot teams, with no effect on your rating.
Test an idea, learn a synergy, or just play without pressure.
A dragon waits at the end.
Reach it undefeated, and something else is waiting instead.
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