Permanent Price Reduction!
We're lowering the price of We Slay Monsters to $3.99, so everyone that's been waiting for the game to be cheaper to buy it can stop waiting! Everyone enjoy!
We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).
| App ID | 332540 |
|---|---|
| App type | Game |
| Developer | Furiously Inactive Games |
| Publisher | Furiously Inactive Games |
| Homepage | http://weslaymonsters.com/ |
| Release date | 22 June 2017 |
| Release state | released |
| Free app | Yes |
| DLC list (appinfo) | 628930 |
| Store page | store.steampowered.com/app/332540 |
| Last store refresh | 10 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | weslaymonsters.exe | windows | Launch | |
| 1 | weslaymonsters.app | macos | Launch |
Hourly peaks, UTC. All-time peak covers SteamRaw's recorded history.
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 11 September 2026 22:24 UTC | Free | Free |
| DLC | AppID | Release | Price |
|---|---|---|---|
| We Slay Monsters - Original Sound Track | 628930 | 24 Apr 2017 | Free |
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 4328001 | 26 October 2019 20:00 UTC | ||
| beta | 1791244 | 30 April 2017 18:11 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 332541 | windows | 938.12 MB | 138.81 MB | 8775836194824243681 | branches: beta | |
| 628930 | 29.94 MB | 29.22 MB | 5772018370890864637 | DLC 628930 · branches: beta |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 4328001 | public | 26 October 2019 20:00 UTC | 10 hours ago |
| 1791244 | beta | 30 April 2017 18:11 UTC | 10 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 22:24 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
We're lowering the price of We Slay Monsters to $3.99, so everyone that's been waiting for the game to be cheaper to buy it can stop waiting! Everyone enjoy!
Sorry everyone, but due to changes Apple has made with Catalina, we can no longer support OSX builds. We just don't make enough from sales of the game to support the time and expense it would require to certify the game to run on Catalina.
This patch should (hopefully) fix the "too many threads" crash several people have reported. In addition, there were 4 achievements listed that were never really implemented. These have been changed to new achievements (because that's what was partially implemented). The old achievements were: Combo Prince Combo Princess Combo King Combo Queen The new achievements are: Combo Hero Combo Champion They are essentially the same, just without the gender requirement.
Small bug fix release: * Hopefully I have finally nailed down the bug with the crazy birds and sheep everywhere. * Fixed a bug where the final boss can drop loot in an unreachable location.
Just put out a patch that addresses a couple of bugs people have reported. When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they are disappearing, but if they do, restarting should add the missing ones back. There was a bug in one of the dungeon generators that was causing the game to "hang" on the loading screen at times
Just put out a patch that addresses a couple of bugs people have reported. When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they are disappearing, but if they do, restarting should add the missing ones back. There was a bug in one of the dungeon generators that was causing the game to "hang" on the loading screen at times
I've been playing with a few different poker apps on my phone lately—not for real money, because I'm not really good enough to do that—and occasionally I'll look around for a PC game to scratch my stakes-free poker itch. That's how I came across We Slay Monsters, a turn-based roguelike RPG where you use poker hands to fight dungeon monsters. And I'm enjoying the heck out of it. Pick your randomized warrior and descend into dungeons, armed only with cards. The action is turn-based as you explore and fight, and poker rules apply: you've got five cards
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher. Features: Introducing HARD MODE, available on any mission. Hard mode missions will *always* have a miasma, and monsters will have 30% more HP and 30% more Attack power. Completing dungeons on hard mode will grant you 500 gold for completion instead of 200 gold. Balance Changes: The difficulty of monsters as you go through chapters will now be harder. Prior to this update, mo
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher. Features: Introducing HARD MODE, available on any mission. Hard mode missions will *always* have a miasma, and monsters will have 30% more HP and 30% more Attack power. Completing dungeons on hard mode will grant you 500 gold for completion instead of 200 gold. Balance Changes: The difficulty of monsters as you go through chapters will now be harder. Prior to this update, mo
Just put out a new patch with a couple of bug fixes: Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks Bosses guarding prisoners should no longer drop keys in inaccessible places Fixed a couple of random bugs which were causing freezes for some folks If you had the 7 & 8 card enhancements, and got "confused" by a monster, and that caused new cards to be dealt, and the shop screen showed, the game would freeze. It won't anymore.
Just put out a new patch with a couple of bug fixes: Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks Bosses guarding prisoners should no longer drop keys in inaccessible places Fixed a couple of random bugs which were causing freezes for some folks If you had the 7 & 8 card enhancements, and got "confused" by a monster, and that caused new cards to be dealt, and the shop screen showed, the game would freeze. It won't anymore.
This fixes a few things that I've noticed in the logs that have caused crashes. Also, I made it clearer that the abilities reset on level up. Bug Fixes Handle some cases where animations were playing after the monster had died Handle other case where the player died 1/2 way through playing the attack animations that were currently playing
This fixes a few things that I've noticed in the logs that have caused crashes. Also, I made it clearer that the abilities reset on level up. Bug Fixes Handle some cases where animations were playing after the monster had died Handle other case where the player died 1/2 way through playing the attack animations that were currently playing
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far: Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135 Warrior Survival Rate: 50.0% Dungeons Started with Warrior: 46 Dungeons Completed with Warrior: 23 Rogue Survival Rate: 66.6% Dungeons Started with Rogue: 54 Dungeons Completed with Rogue: 36 Two interesting things start to surface. First, most people are playing wizards. I started a discussion on the message boards about this: http://
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far: Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135 Warrior Survival Rate: 50.0% Dungeons Started with Warrior: 46 Dungeons Completed with Warrior: 23 Rogue Survival Rate: 66.6% Dungeons Started with Rogue: 54 Dungeons Completed with Rogue: 36 Two interesting things start to surface. First, most people are playing wizards. I started a discussion on the message boards about this: http://
Full appinfo as delivered by Steam PICS, changenumber 37433691. Also at /api/app/332540/raw.
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