Key art for Monster Sanctuary

Game review

Monster Sanctuary

Metroidvania / Monster TamingWindowsmacOS

7 / 10

Developer
Moi Rai Games
Publisher
Team17
Released
8 December 2020
Platforms
Windows, macOS
Genre
Metroidvania / Monster Taming
Monetisation
Premium, one-off purchase — no in-game purchases
Players
Single-player or online co-op

The short version

Monster Sanctuary fuses Metroidvania exploration with Pokémon-style monster collecting far more successfully than the pitch alone suggests, layering a genuinely tactical turn-based combat system and a skill-tree web deep enough to reward real build experimentation. Its first fifteen to twenty-five hours are, by wide agreement, some of the best the genre-mashup has produced.

The recurring, specific complaint concerns what happens after that opening stretch. A large number of reviewers describe a level-scaling system on late-game and endgame bosses that turns an otherwise excellent game into a grind many explicitly say they couldn't justify finishing, with more than one recommending the game right up until a specific late point and no further.

Biggest strengths

  • A genuinely successful fusion of Metroidvania exploration and monster-taming collection, rare among games that attempt the combination
  • Turn-based combat with real tactical depth, built around positioning and a genuinely deep skill-tree web per monster
  • A large, varied monster roster with meaningful build diversity rather than clear best-in-slot choices

Biggest weaknesses

  • Late-game and endgame boss level scaling is a widely and consistently reported problem, turning an excellent earlier experience into a grind a large share of reviewers say isn't worth pushing through
  • Metroidvania elements are, by some accounts, thinner than the genre label suggests, with several traversal gates functioning as simple locks rather than genuine exploration puzzles
  • Several reviewers explicitly recommend stopping at a specific late point in the story rather than pushing to the actual ending

Who it's for: Fans of monster-collecting RPGs who want genuine Metroidvania structure and deeper tactical combat than Pokémon typically offers — go in prepared for the endgame to demand considerably more patience than the rest of the game.

Our recommendation: An easy recommendation for the first fifteen to twenty-five hours alone, especially at its usual steep discount. Go in aware that the late-game boss scaling is a widely reported problem, and consider treating the main story's natural stopping point as a legitimate place to put the game down with no regrets.

7 / 10

Monster taming and Metroidvania exploration sound like an obvious combination on paper — collect creatures as you traverse an interconnected world, using their abilities to unlock new paths — but few games have actually pulled it off convincingly. Monster Sanctuary is a genuine exception, and its reviews reflect real enthusiasm for how well the fusion works, at least for a while.

A tactical combat system that earns real depth

Where Monster Sanctuary distinguishes itself from the genre's usual template is combat and character building. Turn-based fights reward positioning and team composition rather than simple type-matchup logic, and each monster carries a genuinely deep skill-tree web offering real build diversity rather than converging on a handful of clearly optimal picks. Paired with a large, varied roster and online co-op for shared exploration, the core loop earns comparisons to the best the monster-collecting genre has to offer, and its first fifteen to twenty-five hours are, by wide agreement, close to the genre-mashup's high water mark.

Where the wheels come off

The specific, widely repeated complaint concerns what happens once that opening stretch ends. A large number of reviewers describe a level-scaling system applied to late-game and endgame bosses that transforms an otherwise excellent game into a grind — several explicitly say they couldn't justify finishing it, and more than one review structures its entire recommendation around a specific stopping point: play up to there, and drop it before the ending rather than push through. That's an unusually direct and consistent piece of advice to see across independent reviews, and it suggests a real design issue rather than a handful of players simply losing interest.

Metroidvania elements that are thinner than the label suggests

A smaller, related complaint concerns how genuinely "Metroidvania" the traversal actually is. Several reviewers describe many of the game's gating mechanics as simple locks — requiring a specific monster ability to open a specific door — rather than the more layered exploration puzzles the genre's best entries are built around. That's a fair, more moderate criticism next to the endgame grind, but worth knowing if the Metroidvania half of the pitch is your primary draw.

Final verdict

Monster Sanctuary earns real praise for successfully fusing two genres that rarely combine this well, and its opening fifteen to twenty-five hours are worth the price of entry on their own. It settles at 7 rather than higher because the late-game boss-scaling grind is a widely and consistently reported problem serious enough that a meaningful share of the game's own fans recommend stopping before the actual ending. Buy it for the strong first stretch, especially at a discount, and treat the option to stop early as a legitimate way to have the best possible experience with it.

Price and review data checked 5 August 2026.

If you'd rather your creature-collecting progression stayed rewarding without a late grind wall, Wanderer keeps its own pacing gentler throughout.

Pros and cons

Pros

  • A genuinely successful fusion of Metroidvania exploration and monster-taming collection, rare among games that attempt the combination
  • Turn-based combat with real tactical depth, built around positioning and a genuinely deep skill-tree web per monster
  • A large, varied monster roster with meaningful build diversity rather than clear best-in-slot choices
  • Online co-op gives the exploration and taming loop real social appeal beyond solo play

Cons

  • Late-game and endgame boss level scaling is a widely and consistently reported problem, turning an excellent earlier experience into a grind a large share of reviewers say isn't worth pushing through
  • Metroidvania elements are, by some accounts, thinner than the genre label suggests, with several traversal gates functioning as simple locks rather than genuine exploration puzzles
  • Several reviewers explicitly recommend stopping at a specific late point in the story rather than pushing to the actual ending
  • The gap between the strong opening stretch and the reported endgame grind is large enough that expectations set by the first act can be genuinely misleading

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 5.5 / 10
  • Value 8 / 10
  • Originality 8.5 / 10