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Working Class Monsters

Working Class Monsters

by HaggisBytes

★ 67%
Price N/A
Avg Players 0
Reviews 3
Released Q3 2026
CapitalismCasualClickerCozy
Offline progress

Media

Video
Screenshot
Screenshot
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Working Class Monsters has you assembling a creature workforce across gridded tiles to generate passive gold, with placement and neighbor adjacency determining your earnings rate. As you accumulate wealth, you unlock new islands to expand into, creating a satisfying loop of growth and discovery. This low-stress incremental rewards both active tinkering with your monster arrangements and leaving the game to accumulate offline.

About this game

Players, last 33 days

Peak 4 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 4 hrs
It's good as is and definitely worth the price - I believe a lenient regional currency setting was used, so thank you for that as well.
I've played all the missions and quick events and had a lot of fun with it. It's hard for me to justify playing it longer in the current state though.
The game is unique and really fun. The introductory mission serves really well as tutorial and playing it through demo should give you very good idea if it's something for you. Each faction seem to have it's own twist / theme and all are viable and fun to explore. Some of the workers are really game-breaking, which adds to the fun,

Following is some feedback and I'll probably revisit the game if changes are made.

The rougelike mode is kind of broken by allowing you to just start with legendary workers that can carry you through to the end - the difficulty is self-imposed.
I've unlocked a new faction (or so said the achievement) near the end of the journey but honestly have no idea how to actually access it, I haven't seen any abyss workers - that's probably at least partially on me, but at the very least isn't intuitive,
Skill tree was the worst part for me. Upgrades are either too weak or way too strong. Not knowing what follows, what is where just made it useless. I think I discovered where 1st of the policy slots is in my last mission and that's just because I artificially stayed at lvl 49 just to browse the tree. I found and easy path to ~10x earnings up north that I just used and that made me kind of breeze through missions.
The missions are too restrictive. I'd like to buy high-end packs and use the lucky pull as my carry for the run. But if I'm in a mission where only Wilds score and get rare Undead, it's just disappointment. I really hoped some new more open-ended missions would unlock after finishing the available ones.
Mission goals are too low. Lvl 50 was easy to achieve and every time I reached it I felt that I would like to go further, but there is no option to.
2 found helpful Steam ↗
▲ Recommended 1 hrs
This one is a really well done and clever mix of incremental placement and drafting gameplay. Love it!
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Collection Hints Update

22 days ago
This one is for the collectors. A lot of this update comes straight from feedback written up on the forums, so thanks for that. Collection Hints Undiscovered entries in the Collection now show hints instead of just "??". Goods tell you who makes them and roughly how. Monsters show their rarity, family and where they can drop. World entries hint at how they end up on your island. Hints stay a bit vague until you have met the monster involved, so you get a direction to build in without spoiling the whole codex. The Collection is now 100% completable I went through every entry and made sure each one can be found in the game. The counts now match what is out there, so if you are chasing full completion, every "??" you see is obtainable. Rarer finds, faster When Worker Policies are offered at level ups and in Policy Packs, the roll now favours ones you have never discovered. Closing out those last few entries should take much less time. Fixes - The "Jumbo Pack" skill node now grants a Jumbo Pack, a 10 card pack with a guaranteed Epic and Rares. Sorry to everyone who bought the node on good faith before now! - The Kobold Scavenger now digs up Buried Treasure when placed near Desert, matching its description. It was fussier than it let on before. If something in the Collection still feels impossible to find, shout on the forums. Cheers! ... One more thing. A few of you have asked for a free play mode without the level caps, and I hear you. No promises yet, but it is on my radar and I am looking at how it could work.

Update 1 now live

33 days ago
Working Class Monsters — Update Notes Hey folks, Thanks to everyone who has checked out Working Class Monsters so far. The feedback and ideas have been fun to go through. One of the main complaints has been related to the readability of the game's UI, so that's something I'm working on improving. This update adds a couple of new UI options to make the game easier to read & navigate, along with a batch of fixes and some new Collection helpers. New UI Options Tooltip SizeYou can now use the slider to increase the size of the tooltips. Cursor SizeAdjust the size of the cursor. Both sliders take effect instantly. Fixes- Rowdy monsters now work properly! Slapping a Rowdy monster now correctly nudges every other Rowdy on the board. - Fixed a skill exploit where refunding certain skills and re-buying them could grant infinite monsters or policy buffs. - Fixed the milestone reward popup hanging off the screen. - Tooltips no longer hide under your cursor. They also keep a comfortable distance at larger cursor sizes.- Fixed some visual effects quietly failing on busy boards. New: Collection Helpers - "NEW" tags! Pack choices, reward buffs, and their tooltips now show a gold NEW tag on anything you haven't collected yet. Perfect for completionists chasing a full Collection.- Discovery toasts: whenever something new joins your Collection - a monster, policy, resource, and more - you'll get a small notification. This includes resources you uncover by clearing mountains! Also - Behind-the-scenes improvements to make the game more stable. Keep the feedback coming :) I appreciate everyone who has contributed so far. Cheers, HaggisBytes

Hotfix 2

33 days ago
Fixes - Rowdy monsters now work properly! Slapping a Rowdy monster now correctly nudges every other Rowdy on the board. - Fixed a skill exploit where refunding certain skills and re-buying them could grant infinite monsters or policy buffs. - Fixed the milestone reward popup hanging off the screen. - Tooltips no longer hide under your cursor. - Fixed some visual effects quietly failing on busy boards. New: Collection helpers - "NEW" tags! Pack choices, reward buffs, and their tooltips now show a gold NEW tag on anything you haven't collected yet. - Perfect for completionists chasing a full Collection. - Discovery toasts: whenever something new joins your Collection - a monster, policy, resource, and more, you'll get a small notification. This includes resources you uncover by clearing mountains! Also Behind-the-scenes improvements to make the game more stable.

Posts come from Steam's official announcements feed.

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