Monsters are Coming! Rock & Road
by Ludogram · 20 Nov, 2025
117 downloads
About the Game
In Monsters are Coming! Rock & Road, gather what resources you can to defend an ever-moving city. Are you ready to take on a never-ending army of darkness in a tower-survivor, action-rogue-lite on wheels?
- Fortify: The city must endure! Choose from a selection of town halls, place towers and create your own builds to maximise destruction. Equip defensive structures to repel monsters from the gates and keep the city moving forward, else the darkness will consume you!
- Forage: Gather wood, stone and gold as a persistent, multi-tasking hero. You must constantly balance risk vs reward while fighting back endless armies of monsters. Stray from the beaten path to find richer rewards or keep heading due south towards the safety of shelter.
- Fight: Beat Bad-Ass bosses, improve your abilities, overcome environmental obstacles and take charge of special weaponry to continually adapt your strategies. Or see your city turned to ash!
You’re the last hope for humanity, but it’s a long road to the Ark.
- Build your city your way. Reach shelter and buy new districts from the city shop. Then strategically choose where to place them based on the needs of each run.
- Defend yourself. Choose from a variety of unique Town Halls, then add archery outposts, necromancer towers, and even fire-breathing dragons to protect it from the dangers beyond the walls.
- Unlock new possibilities: Find a build that works for you, keep upgrading and try to stay alive against increasingly powerful monsters the closer you get to the Ark!
- Keep the city stocked: Gather wood to keep the engines burning and increase tower efficiency, chisel stone to help repair and rebuild, and mine gold to expand your moving fortress of destruction.
- Never stop moving: Collect compasses at the end of each run and pay your attempts forward, making it easier for future cities to find their way to the Ark!
- Explore for bonuses: Look for hidden secrets in shelters and tackle side hordes to find richer, rarer rewards. Just make sure you get back to your city in time!
- Progress to Prevail: Level up, increase your potential through vast player progression, and protect the city at all costs, even at the hero’s expense!
- The City Still Stands: Even if the Hero falls, it’s not game over! A run only ends once the city is destroyed, so quickly jump back into the fight before all hope is lost.
- Bad Ass Bosses: Getting to the Ark won’t be easy and there may be some larger monsters waiting for you at the periphery…
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
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.
Endless Mode
When the Ark is reached, you now have a choice: conclude your run, or continue into Endless Mode.
[img src="{STEAM_CLAN_IMAGE}/45645246/b152dd2408b6fc558ef4726a78db006d37cee5f8.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/45645246/a1aed27b5cf160f4c001e8b7b6a1933e2542b4eb.png"]
[img src="{STEAM_CLAN_IMAGE}/45645246/b4b67be962cf576f88cb7798c58f69b87d484ce6.gif"]
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?
Leaderboard
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.
Rainbow Road
A new road is now available: Rainbow Road.
[img src="{STEAM_CLAN_IMAGE}/45645246/d2c781d7bb7567412f422b5660ec0a72dac7de72.png"]
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.
New Interactive Elements on the Roads
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
[img src="{STEAM_CLAN_IMAGE}/45645246/5e9952ca751acdfc5571f3b7ab556e4b4f5c634d.png"]
Some of them are dangerous. Some of them can be used to your advantage. Most of them will probably try to ruin your day.
Bug Fixes
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.
Various Changes
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.
Thank you, Heroes
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 Steam 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!
🛠️ Patch Notes
🐛 Bug Fixes
Fixed an issue where, with a 9-building city aligned on the top row, the horde would immediately damage the city upon leaving the Shelter
Fixed an issue where Raiders couldn't be hit by the sword when attacked from above or from behind
⚖️ Balancing
Adjusted Stone objective requirement:
1000 → 150
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.
🎯 Achievements
Fixed a duplicate achievement:
“Reach the Ark with 10 different Townhalls” → now correctly set to 5 different Townhalls
🐛 Bug Fixes & Improvements
🧱 Gameplay & Systems
Fixed an issue where the game could softlock after disabling all Relics and returning to the Main Menu
Fixed Mobile Tower disappearing near Shelter gates
Fixed an exploit allowing the Hero to leave the playable area on Road of Clovers
Fixed Fire Aura attack speed upgrades not working properly
Fixed Risky Draw and Backfire challenges being selectable while Corruption is disabled
Fixed Mule trail damage being higher than intended
Fixed enemy knockback direction being incorrect (based on Hero facing)
Fixed street length calculation issues
Fixed Rampart streets not counting toward Civilians at Arms unlock
Fixed Lootbag pathfinding issues
Fixed BigBloatoad linking outside playable area
Fixed moving tower walls spawning incorrectly at high Corruption
🧠 Monsters
Fixed some bosses T-posing while moving
Fixed enemies spawning incorrectly when Corruption = 0
🏙️ Level & Environment
Fixed City getting stuck on bridges (Road of Sands)
Fixed collision issues (Hero entering rocks, gaps in level geometry)
Fixed windmill blades floating after destruction
Fixed invisible broken Ramparts on the grid
🎮 Controls & UX
Fixed Inspect City shortcut not working
Fixed music navigation issue in Audio Settings
Fixed input loss in Main Menu leading to potential softlock
Fixed issue where Exit during Mobile Tower placement grants XP
Fixed ability to enter banning mode during Mobile Tower placement
🖥️ UI & Visuals
Fixed incorrect biome background in selection screen
Fixed End Stats displaying incorrect enemy kill count
Fixed incorrect values in Explosion Family bonus
Fixed missing UI feedback for:
Fire damage scaling
Minion bonus scaling
XP bonus description
Great Dragon scaling
Fixed Golden Dragon unclear transformation description
Fixed Leprechaun “Luck” text color inconsistency
Fixed inconsistent Compass rewards display
Fixed Hero X-Ray silhouette not appearing on some assets
Fixed missing UI info when breaking Family links
🎵 Audio
Added missing Road of Clovers music to Custom Music settings
⚡ Performance
Improved performance on Road of Ice
⚖️ Balancing Changes
🔫 Coin Handcannon
Special bullets now match standard stats:
Damage: 55 → 35
Knockback: 1.5 → 1
Delay between multi-projectiles increased:
0.25s → 0.4s
Max special bullet stock reduced:
50 → 20
⚔️ Weapon Upgrades
Damage upgrades adjusted:
25% / 40% / 60%
🗿 Buildings
Golden Idol rarity changed to Rare
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.
☘︎
🍀 New Stat: Luck
A new global stat has been added: Luck.
Luck increases:
The chance to find rewards with a rarity above Common
The chance to drop Power-Ups
Luck is displayed as a percentage, and can scale infinitely
💥 New Critical Hits System
A new Critical Hits mechanic has been added.
Every time an attack hits an enemy, it has a chance to deal a Critical Hit
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:
Big — Doubles the size of the Hero and their Weapons
Freeze — Turns all monsters within range into Ice Statues
Frenzy — Increases Hero movement speed and reduces cooldowns
Magnet — Collects all resources within range
Nuke — 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.
[img src="{STEAM_CLAN_IMAGE}/45645246/0b94fc682278224821564be0fb17bf7871220e56.png"]
Available Mobile Towers:
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
🗿 4 New Major Relics
Shiny Rock Grants a damage bonus to nearby buildings for each Uncommon, Rare, and Epic building placed within its range, scaling with rarity.
Treasure Sling While standing still, allows the Hero to throw the resources from their bag and trail.
Sharp Chisel Deposit Rocks now scale Critical Hit damage bonus.
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:
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
[img src="{STEAM_CLAN_IMAGE}/45645246/32e275b6b4b0c9b4ff881c51cbe59bafcd6b86be.png"]
Tower — Boulder Crank
Rolls a boulder toward enemies. Each Critical Hit makes the boulder grow. Deposit Rocks increase the damage of the next boulder thrown
Tower — Precision Syringe
Fires rapidly. Can generate XP when landing a Critical Hit
Support — Clover Houses
Increases Luck. Forms a Street
Support — Garden Plaza
Grants a damage bonus that scales with Luck
Support — Golden Pavilion
Critical Hits have a chance to drop Gold
Support — Hunter Houses
Increases global Critical Chance. Forms a Street
👹 New Monster
Chest Lootbag
Tries to reach the horde
Drops a Golden Chest when killed
⚖️ Balancing & Improvements
Rock family scaling buff : +0.25 → +0.2 rock heal per point above the threshold
Added a small amount of knockback on all buildings attack
Civilians at arm relic’s projectiles are now tagged as “projectiles” and can now synergise with more bonuses
Reworked the Golden Dragon attack to increase it’s accuracy and efficiency
XP curve reworked to make it scale more above the level 25. Previous levels are strictly the same as before.
Buffed Ice drake :
Cooldown 6 → 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.
⊰══════════════════════════════════════════════════════════════════⊱
🌑 DLC — Power Corrupts
☠️ New Corruption System
A new mechanic has been introduced:
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:
New powerful enemies
Stronger spawns as Corruption increases
⚠️ Temptation brings power... but also danger.
👺 New Monsters
Raiders
Corrupted heroes who attempt to destroy your city with spears.
[img src="{STEAM_CLAN_IMAGE}/45645246/51bfd48218d60e660be810e287e368e433d6aec5.png"]
Raiders can also appear with Their own Mobile Towers.
🍀 New Biome
Road of Clovers
A sun-dappled path lined with endless fields of clover. A place of luck, calm, and not-so-quiet discovery...
[img src="{STEAM_CLAN_IMAGE}/45645246/8c45d407ed3ae9211c737199d121661ac1c49b8b.png"]
🏛️ 2 New Townhalls
🟣 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.
🏛️ 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.
🍀 1 New Weapon
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
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.
[img src="{STEAM_CLAN_IMAGE}/45645246/c7ddbbad8750487704c5105d4bb2886e6666e52e.png"]
🗿 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
Corrupted Medal
Major Relics
Corrupted Sample
Corruption Catalyst
Doom’s Clock
Raider’s Skull
Spoils of War
🎯 2 New Challenges
Risky Draw
Each reroll adds +1 Corruption
Backfire
Spawns a group of Raiders at each Level Up
🧡 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 🍀☠️
- Ludogram
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.
🐞 Fixes & Improvements
Fix the regeneration of PV from boss and mobs on high difficulty and during challenges.
Fix some interactions between towers, relics and townhall (Ice churchs, ammunition Mimic)
Fix missing families icons
Fix Ashes City’s projectiles not landing
Fix performance issues with ice build
⚖️ Balance Changes
Ashes City: Ice Statues are at x2 XP instead of x4
Gold Family: the chances increase by 0.2% per additional point instead of 0.5%
Ice Church: changed from +2 to +1 projectile
In some cases, some players may see certain previously unlocked elements appear as locked again. If that happens, please contact us at [email protected]. We’ll help you recover what was lost. A fix to prevent this issue from happening is coming very soon. We’re sorry for the inconvenience.
Edouard, one of the folks making this game.
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 on Steam: 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:
🆕 New Systems & Content
New District System
Build more varied, readable, and powerful cities with the new district mechanics: the more you connect buildings that share the same tag, the more specific powers you unlock.
[img src="{STEAM_CLAN_IMAGE}/45645246/2b54b6f03231f7f8ab074a34099daa3026e6a50d.gif"]
New Streets System (replaces previous adjacency bonuses)
The goal is now to connect as many buildings as possible:
A line of 4 buildings grants the same bonus as a 2x2 square.
This allows greater flexibility and more diverse city-building strategies.
[img src="{STEAM_CLAN_IMAGE}/45645246/2bd7ce0c445151b0f8e4c49b8db745b6e50d26a1.gif"]
Town Halls Reworked
Each Town Hall now has its own unique attack.
Town Halls are now considered towers, meaning they benefit from adjacency effects.
[img src="{STEAM_CLAN_IMAGE}/45645246/8f92237c046f53e87d612720cd4c3bbf3e9b3547.gif"]
Great Dragon Rework
You can now trigger the Dragon’s Fury remotely via a button, allowing you to:
Support the Hero during combat
Clear a path strategically
[img src="{STEAM_CLAN_IMAGE}/45645246/6ec8357748809aa2efada90185e944278b8df7e5.gif"]
New Building: Rampart
New Objectives added.
New Challenges for experienced players who want to push the difficulty further.
2 New Relics
Quiver
Dowsing Rod
[img src="{STEAM_CLAN_IMAGE}/45645246/17e091ab53962d1169a4e320f4b15ae09fb1b830.png"]
⚖️ Balancing
Improved RNG system for more consistent and satisfying runs.
Reduced Meta stat upgrade costs.
Reworked difficulty curve:
Less grind required to reach Nightmare mode.
Additional optional Challenges available for those seeking more difficulty.
Rework of the Fire Dragon and Frost Dragon towers.
More opportunities to earn Compasses:
Bonus Compasses awarded after a successful run.
+1 Compass in Compass Towers.
Collectible object HP has been capped for smoother and more enjoyable harvesting.
🖥️ UI / UX Improvements
Buildings can now be placed with the mouse.
Menu improvements:
Relics are clearer and easier to browse.
The Hero is more prominently displayed.
Enemies can no longer spawn under the City.
Enemy spawn timing adjusted to provide a better dodge window.
Improved Game Over flow when the City is destroyed.
It is once again possible to farm XP at the City gate (at your own risk).
Rarity is now displayed on locked buildings.
Improved damage feedback: size and color scale with damage dealt.
[img src="{STEAM_CLAN_IMAGE}/45645246/c472503b51bad8948ef0c879561b3733655fa2b0.gif"]
⚙️ Options
New option to disable controller vibration.
New option to disable screen shake.
🚀 Performance
General performance optimizations and stability improvements.
Many more things are still coming, always with the same goal on our side: to bring you even more epic, varied, and intense moments on the roads of Monsters Are Coming. Glory to the Ark!
- Ludogram
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:
🐞 Fixes & Improvements
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.
🎮 UI & UX
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 End Run objectives UI being too small and unreadable on Steam Deck.
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.
🔊 Audio
Fixed FMOD City Health parameter.
Fixed Scepter audio.
Fixed custom music swap.
Fixed tutorial side music.
Fixed redundant Ice audio.
🌍 Localization
Added new localizations.
⚖️ Balance Changes
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.
[img src="{STEAM_CLAN_IMAGE}/45645246/989fcc48dd8bf02f1a5c7243a997528e0510fdf8.png"]
Here's the changelog for the Heroes are Coming Update:
🧑🚀 New Hero System & Content
Overview
Heroes can now be purchased in the Meta Shop.
A dedicated Hero Selection Screen has been added.
Each Hero starts with unique weapons, stats, and passive effects.
Completing a run with a Hero unlocks their weapon for all other Heroes.
New Heroes
The Guard (formerly the Main Hero)
Lumberjack
Golem
Mayor
King
⚔️ Weapons & Upgrades Rework
New Weapon
Scepter
Unlocked by completing a run with the King Hero
Fires multiple short-range attacks
Pushes enemies back and deals medium damage
Weapon Reworks
Fire Aura
No longer consumes wood
Pebbles Catapult
Projectiles no longer fragment before landing
Now creates an explosion at the Hero’s position on launch
Knocks back enemies and deals damage
Coin Handcannon
Now behaves like a cannon instead of a mortar
Upgrade icons have been reworked and are now displayed as scrolls (to better distinguish them from weapons)
Weapon Acquisition Changes
Chests have been removed from Shelters
Chests now have a chance to offer weapons or weapon upgrades
🗿 New Relic System & Content
Overview
Minor and Major Relics can now be discovered in City Ruins.
Major Relics are sold by the Relic Merchant in Shelters.
Collected Relics are now visible in the Pause Menu.
New Relics
Major
Ancient Pavement
Armament Grant
Bellows
Bloody Compass
Burning Banner
Civilians at Arms
Firework
Fog Horn
Glory Gear
Icebox
Mason’s Trowel
Piggy Bank
Ressentful Spirit
Snowman
Timber Bomb
Minor
Alambic
Ammunition Mimic
Bat Claw
Broken Heart
Credit Note
Holy Wheelbarrow
Mule Boots
Sharpener
Spiky Armor
Straw Hat
XP Bucket
🎯 New Challenge System
Overview
Challenges let you add special constraints to your run in exchange for a Meta Multiplier.
Available Challenges
Hermit
Floor Is Lava
Fuel
Minimalist
Minimalist +
Minimalist ++
🖥️ New Selection Screen UI
Added a unified selection screen for Heroes and Run Options.
🏁 Objective Changes
Hard Mode is now unlocked by completing all Biomes on Normal Mode.
All previously locked or hidden objectives (Weapons, Town Hall, Districts) are now available from the start.
🛠️ Minor Improvements & Quality of Life
Monsters can no longer spawn directly in front of the City.
Added a Restart button in the Pause Menu to quickly relaunch a run.
New accessibility option to disable enemy flashing when they take damage.
Development Roadmap
What comes next?
The city doesn’t stop. Neither do we. We’re heading into 2026 with clear intent: more content, more systems, more quality-of-life.... and longer runs? The goal is to make a stronger game with every update. Thank you for every report, clip, and message: we read them, we use them, and they help steer the Ark.
Until the next patch: keep the city rolling, keep making the hard calls, and keep pushing forward. Onward to the Ark!
- Ludogram & Raw Fury
Current Release
21129725
Uploaded Feb 17, 2026
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System Requirements
How to Install
MonstersComing.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
627 MB
21129725
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View AllDownload Monsters are Coming! Rock & Road for PC with a direct link or via torrent. Get the full version of Monsters are Coming! Rock & Road for free. Monsters are Coming! Rock & Road is a Action released by Ludogram.