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Monster Train - The Last Divinity

in library

4.4/5

( 6 Reviews )

4.4

6 Reviews

English & 5 more
Offer ends on: 09/25/2025 15:59 EEST
Offer ends in: d h m s
11.994.07
Lowest price in the last 30 days before discount: 4.07
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Monster Train - The Last Divinity
Description
Epic new content expansion for Monster Train bringing new challenges, more replayability, and a new clan! A new clan, the Wurmkin Pact Shards; the new currency bringing benefits at a cost New endboss: The Last Divinity The Wurmkin ClanThe 6th clan has been summoned!...
User reviews

4.4/5

( 6 Reviews )

4.4

6 Reviews

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Product details
2021, Shiny Shoe, ...
System requirements
Windows 7, Core i3, 4 GB RAM, IGP or better, Version 11, 2 GB available space, Requires a 64-bit pro...
Description
Epic new content expansion for Monster Train bringing new challenges, more replayability, and a new clan!

  • A new clan, the Wurmkin
  • Pact Shards; the new currency bringing benefits at a cost
  • New endboss: The Last Divinity

The Wurmkin Clan

The 6th clan has been summoned!
A new clan has risen from the depths of hell to join forces with your 5 original favorites. The Wurmkin Clan is led by two powerful new champions. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful and the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic to the already diverse world of Monster Train.

Pact Shards

Gain new divine powers but beware of the costs
Pact Shards are a brand new currency; unlike gold, you reap benefits when you GAIN shards rather than when you spend them. But beware the tradeoff, they also enhance the power of your enemies in battles throughout your run. You acquire the Pact Shards in the Shard map nodes on your journey in the Boneshaker. Each ring has one Shard map node, so be sure to look for them. You can take on more Shards to gain gold, artifacts, or spell upgrades, or to perform a new mechanic called unit synthesis where two monster units are merged into one. If you have gained 100 or more Shards when you defeat Seraph, a new battle unlocks and you can face – The Last Divinity!

The Last Divinity

A new danger has awoken to challenge all those who absorb the power of the Pact Shards
The clans of Hell will need to rally together and support the Wurmkin clan, as a new ominous deity interferes with the ongoing battle between the forces of Heaven and Hell. The Last Divinity is so huge it can’t be contained to one area and instead imposes itself over all 3 floors at once. Prepare, as all your previous knowledge and strategy will be pushed to the limit to defeat this last divine force. What will tip the balance?

Overview of new features


  • A new clan, the Wurmkin
  • Pact Shards; the new currency bringing benefits at a cost
  • The Last Divinity endboss
  • Unit synthesis; combine two monster units into one
  • New rare cards for Existing Clans
  • New Concealed Caverns Events
  • 5 New non clan specific cards
  • 10 new mutators
  • 5 new expert challenges
  • 3 new mastery card frames to unlock

Copyright 2021, Shiny Shoe Inc.

System requirements
Minimum system requirements:
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Game details
Works on:
Windows (7, 8, 10, 11)
Release date:
{{'2021-03-25T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Size:
55 MB

Game features

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Overall most helpful review

Posted on: April 15, 2021

fgo998

Verified owner

Games: 11 Reviews: 1

Incredible add-on, it's a must-have

Monster Train was already a favorite, I mean it's a very fun, polished and replayable game. The Last Divinity expansion is huge, adding a ton of new strategy combinations for endless replays. I adds to the core game in very clever ways, with plenty of new cards, artifacts, a new clan, high quality new random events, etc. A NEW BOSS, did I mention it? You'll be tested to the limit with the last Divinity battle, but only if you dare to challenge it (it's not mandatory)! THE NEW CLAN has plenty of tricks in their sleeves (eggs, consume card manipulations, damage over time, etc), experienced players will enjoy the complexity of their choices and their power. Compared to the base game you'll get a lot more whoa moments, more strategies to win against the random nature of your runs, and strategic depth. I love it.


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Posted on: January 28, 2022

GerardDG

Verified owner

Games: 236 Reviews: 54

Brilliant addition to a superb title

I truly admire how distinct they managed to make all the clans - and then they just add another one. At that point you're just flexing, right? Just showing off how much better you are as a game dev compared to the competition. There's a sense of brittle resilience to the Wurmkin deck, which lacks the healing or defensive power of clans like Umbra or Awoken yet in specific situations, when played right, suddenly outperforms either of them. Likewise Reap is not just another version of Frostbite, since it's tied to the gem economy. Then there's cards that deal with consuming, eggs, etching, inspiration, the list goes on. I haven't even mentioned the new boss yet. I sincerely hope that the dev didn't get crunched or put under undue stress to make this DLC or the base game. It's excellent, but it's also the sort of excellence that the parasitic games industry loves to tear apart and destroy. Let's hope the vampires of capitalism ignore this


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Posted on: January 10, 2023

sobuy

Verified owner

Games: 278 Reviews: 35

Good DLC

This DLC adds... a lot actually. The new Wurmkin clan brings a new mechanics, new creatures and new spells. They mostly revolve around the charged echoes thing, which are counters you place on each of the rows of the train using "infused" cards (normal cards that can randomly have the "infused" trait), so you have to balance building up those charged echo charges with everything else to maximize your potential. They are both used as currency (spend them, get stuff) and as means of powering up abilities (do X stuff, where X is number of charged echoes). I haven't unlocked the second champion, but the first Wurmkin champion is a beast. Saying "Oh, they added a new clan" doesn't sound like much, but I like how they managed to design the Wurmkin so that they would have a distinct identity and unique mechanics. One cool thing about this game is that each of the clans has a unique theme, and I am happy to see that the developers didn't take the lazy approach of just rebranding an existing clan, swapping a couple of palettes and calling it good. The new clan stands on its own. The other significant thing this DLC brings is that in the world map now there are also altars where you can optionally engage pacts. Pacts are basically trade-offs where you get "something" (for example an artifact) in exchange for pact shards that increase difficulty. The increases in difficulty are significant, so you actually have to consider whether the trade-off is worth the risk. There's also apparently a new end-boss but I haven't seen it yet, so I can't comment on that. Then there's lots of other things like new events, more cards for the other clans and so on. Bottom line is: this is a DLC with good content, and not just some lazy cash grab. It is a bit pricey, but I think it is worth it - I honestly can't see myself playing Monster Train without it now.


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Posted on: November 11, 2024

Swanky

Verified owner

Games: 144 Reviews: 8

Great DLC but comes with a flaw

So in theory this DLC is purely enhancing the base experience. + 1 new clan that looks weak on the outside but offers a number of interesting ways to build decks around - buffing units with their new mechanics, applying massive, persisting debuffs to enemies (potentially doing upwards of 1000 damage), or using a new egg hatching mechanic. + New events and cards enhance the base roster of clans and playstyles without becoming so much that it clutters the decks, there are still many ways to build around and mitigate RNG. + The new mechanic to sacrifice units and combine them offers some interesting ways to build that perfect road block level. However, there are two negatives to this... - some of the existing champions and clans are in need of a rebalance. Stygian in particular feels very underwhelming and very hard to work around. - the new super boss straight up nullifies any deck that builds around applying debuffs the enemy, making many cards and decks useless if you plan on taking them on. This is a huge negative point that brings down the DLC several notches for me.


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Posted on: February 28, 2025

rex_butler

Verified owner

Games: 113 Reviews: 68

A letdown

While I love Monster Train, I could not get into this DLC. It adds a new resource to the game that also adds a layer of complication that I did not find interesting. Also, the new wurmkin faction was not as engaging as any of the existing 5 clans. Kind of a chore to play and adds nothing fun to the original game.


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