Game review
Masters of Mayhem Review
6.8 / 10
- Developer
- Super Studios
- Publisher
- Super Studios
- Released
- 1 September 2026
- Platforms
- ["Windows", "macOS"]
- Genre
- Action
Among Us, But With Monsters and a Battle Pass
Masters of Mayhem wears its inspiration openly: it's a free-to-play social deduction game for 4 to 15 players, where a handful of secretly assigned Impostors sabotage a group of Innocents trying to complete tasks and survive. What separates it from the genre's obvious touchstone is a layer of roguelike-flavored perks and abilities — players can pick up powers that let them shrink, push, or otherwise mess with each other physically, and matches periodically erupt into "monster mayhem" standoffs that inject chaos into what would otherwise be a straightforward voting cycle.
The reception has been strong for a launch-day free-to-play title: 51 of 60 English-language reviews are positive (Very Positive), and the broader all-language pool sits at 60 out of 72 (83 percent). Developer and publisher Super Studios ran an unusually long public testing cycle before the September 1 launch — multiple closed betas, an open beta that ran continuously from July 13 through launch day, appearances at digital expos, and a Steam Next Fest demo in June — and that visible groundwork shows up constantly in the review pool, where a large share of reviewers explicitly identify themselves as returning playtesters rather than new players discovering the game cold.
Perks, Monsters, and Genuine Chaos
Reviewers consistently single out the ability system as the game's real differentiator from Among Us and its many imitators. "Perks are a great touch and allow for many different play styles, which makes being an innocent just as fun," one wrote, while another called it "a fresh take on social deduction/party action with roguelike abilities, cool characters, and dynamic maps." The monster-mayhem standoffs get particular praise for turning what could be a dry voting phase into something more physical and unpredictable — one reviewer described using a shrink ability to turn a friend into a box, then launching them "into space" with a terrain-blocker perk during pre-match downtime.
That said, several reviewers flagged the abilities as underdeveloped rather than essential: "abilities are largely useless it seems to me... stuff like pushing players away, shrinking or growing are more for memes than any meaningful gameplay." It's a fair complaint given how much of the marketing leans on the perk system as a headline feature, and it points to an ability roster that may need more mechanical teeth to fully justify the comparison to a roguelike.
A Steep Learning Curve With No Map and No Tutorial
The most consistent complaint across the review pool isn't about the core loop — it's about how poorly the game explains itself. Multiple reviewers independently asked for a proper tutorial, and the absence of an in-match map came up repeatedly as a real barrier: "there is also no map so you have no idea where the hell you're going ever," one reviewer wrote, adding that the ping system meant to compensate "goes away in like 2 seconds." Another reviewer who'd logged over 40 hours still wished for "a way to still see how to complete certain tasks while in-game" to help new players get oriented.
Community toxicity surfaced as a sharper concern for a smaller but vocal group. One reviewer with over 400 minutes played described being "screen sniped," repeatedly killed as a non-impostor, and force-voted out "for no reason," concluding the game had become "unplayable" for them despite giving it six hours. That's a minority experience within an otherwise strongly positive pool, but it's a real one, and it's worth flagging for players who are sensitive to lobby behavior in open-matchmaking party games — a risk baked into any title built around anonymous accusation as its core mechanic.
A Live Game Still Actively Shipping Updates
Super Studios' post-launch cadence has been genuinely active. A patch landed just two weeks after release adding lobby voting options, a vote-kick feature to remove disruptive players, voice settings, HUD improvements, and general bug fixes — directly addressing some of the toxicity and usability complaints raised in early reviews. Reviewers repeatedly credit the developers for being responsive: "the devs are responsive to bugs and issues and they're pretty speedy about fixing them," and "the devs listen to their community and just keep bringing more and more great things to the game."
Monetization draws consistent praise for staying restrained. The game is entirely free to play, with a Founder's Pack DLC and a battle pass offering cosmetics rather than power. One reviewer who'd put over 5,000 minutes into the game (after 300 hours in the playtest alone) called the battle pass "less than a cup of coffee" and appreciated that it stayed that way. For a genre where free-to-play often means aggressive monetization, that restraint has clearly bought Super Studios real goodwill.
Verdict
Masters of Mayhem takes a well-worn social deduction formula and genuinely finds new angles in it — roguelike-style perks, chaotic monster standoffs, and a visibly active, responsive development team who spent the better part of a year testing in public before launch. The core loop is fun enough that longtime playtesters describe it as their "main game," and the free price with restrained monetization makes it an easy recommendation to try. But the launch build leans heavily on community goodwill to paper over real onboarding gaps: no tutorial, no in-match map, and a ping system that vanishes before new players can use it. Add a vocal minority reporting toxic lobbies, and Masters of Mayhem reads as a promising, actively improving free-to-play title that launched slightly ahead of its own new-player experience — worth trying for free, but bring patience for the learning curve.
Screenshots
-
The task list tracks objectives across every room on the map at once, from thawing water pumps to sealing crystal cracks in the Research Lab.Image: Super Studios via Steam -
Tasks like sealing a cracked crystal play out as short first-person minigames rather than simple progress bars.Image: Super Studios via Steam -
Outdoor areas gather the whole lobby together, where abilities like this knockback item can turn a routine task run into sudden chaos.Image: Super Studios via Steam