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
Open packs. Collect monsters. Watch the gold pile up. A cozy incremental about a monster workforce - place goblins, undead, and abyssal horrors across tiles where the right neighbors mean bigger payouts. Grow your sleepy island into a gold printing empire and unlock hidden islands to settle on.
Since February, the Working Class Monsters demo has quietly turned into a different game. Today it gets its biggest update ever.New mode: Quota RushHead office sets a gold quota. The number only goes up. Draft your starting crew and adapt when a spanner gets thrown in the works. A full roguelike mode, free in the demo on the Frozen Island - with Legendary hires you won't find anywhere else.Monster MarksEleven marks to hunt. Pull a Shiny and watch their output soar. A Saucy works harder every time you nudge them. A Ghostly turns any monster into undead... even your goblins.Campaign MissionsThe demo now contains the complete first island mission - a short, satisfying incremental with a real ending. New star-level progression, a reworked tutorial, and an island that reveals itself as you grow.Each playthrough will bring new rewards and expand your collection, letting you tackle the rest of the game with new tools and monsters to discover!There's still loads more Worker policies - stackable perks that reshape your economyNew monsters, buildings and resources across the rosterCare packages: A new meta progression tool to boost your economiesCollection codexGame pad supportHundreds of balance changes, fixes and UI improvementsThanks to everyone who has helped and contributed so far. Working Class Monsters would be nothing without you all.Full Release: August 17thMore missions, more quotas. An expanded monster roster and even stranger workers to discover. If the demo clicks for you, a wishlist is the most helpful thing you can do for a single indie dev :)
Hiya folks,A quick update to those of you following the progress of Working Class Monsters.I was originally planning to release the game in April. We're quickly approaching the original release date and I'm deciding to push it back a bit.I've had so much incredible feedback on the demo and various other versions of the game. So much that I feel I'd be doing all of you a disservice by releasing the game without more refinements, improvements and fun features! Some of these are:Worker Policies - powerful perks that improve your monsters & can totally transform your approach to the gameFun Palace - Try out the Wheel of Wages and see if you can win some shiny new prizesSkill tree rework - a brand new skill system that will offer more depth and a variety of approachesNew world types & prestige modesA better progression systemThis is gonna take me some extra time to get ready and make sure it's of a great quality. But the end result will be a much more fun game with variety to experiment and choose your own unique approach.I know this will be disappointing to some of you who played the demo and wanted to check out a fuller version of the game. I'm working away every day to get that in your hands ASAP!Thanks for your patience and I'll drop an update soon. Right now, I'm aiming for late June/Early July release. If all goes to plan, you'll be playing it then!CheersHaggisBytes
Hey everyone :)Big update today! The update is now live! This one's been a labour of love and I'm chuffed with how it's turned out. Loads of new stuff, so let me run through it.Your Monsters Are Individuals NowEvery monster now has a name, personality, and their own stat tracking. You can inspect any monster on the grid to see how they're doing — how much they've produced, all that good stuff. Marks — Saucy & ShinyMonsters can now roll with special Marks when you pull them from packs. Right now there are two: Saucy and Shiny. They're basically bonus traits that make certain pulls feel that wee bit more special. Adjacency Completion MonstersThe old row booster monsters have been replaced with a new type that rewards you for completing adjacency combos. Much more satisfying to build around, and it feels way better on the grid.Placement & Spawning ChangesYou can now place monsters directly on buildings, and monster-spawned resources can land on any tile. Opens up some new strategies that weren't possible before.Pack Opening Got JuicyI'm excited about this one, pack opening just feels a lot more satisfying now. Give it a try!!More Visual PolishFireworks go off when you hit a milestoneLoads more VFX improvements for monsters on your gridHovering now shows which adjacent monsters are affectedNew nudge (slap?) cursor effectMilestone panel got a big upgrade tooFixes & BalanceFixed a gold tracking bugFixed pack open guarantee shufflesFixed monster scale and colour bugs during fast interactionFixed the AOE circle displayMountain clears needed before island reveal has been increasedCursor size increasedTooltips now hide when holding shiftProduction text reworked into cleaner individual listingsThat's the lot! As always, I'm just one guy making this so if you spot anything weird, let me know. Your feedback genuinely helps shape where this game goes.Cheers :)
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