Fixed non-smooth monster speeds after 60fps patch
And also fixed some input lag. A little bit.
After years in cryoprison, Dr. Green awakens on a mutant-infested Earth colony. Seeking redemption and his estranged daughter Anna, he battles through a ravaged planet in a 4-hour campaign of intense combat, encounters, and adventure. Monsterland has hybrid tile/ASCII visuals & Steam Deck support.
| App ID | 406920 |
|---|---|
| App type | Game |
| Developer | Second Variety Games |
| Publisher | Second Variety Games |
| Release date | 2015-12-14 21:14 UTC |
| Release state | released |
| Content descriptors | General Mature Content |
| Free app | Yes |
| Store page | store.steampowered.com/app/406920 |
| Last store refresh | 3 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | mlandfpc.exe | windows | Monsterland |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
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.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:24 UTC | Free | Free |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 24968252 | 2026-08-27 10:18 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 406921 | 101.94 MB | 85.73 MB | 3312097054699847536 |
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 |
|---|---|---|---|
| 24968252 | public | 2026-08-27 10:18 UTC | 3 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 2026-09-11 21:24 UTC.
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. | ||||
And also fixed some input lag. A little bit.
That's about it!
Game crashes on startup on some GPUs. This is an attempt to fix it.
also ASCII renderer is now default.
1. walls will have appearance of depth 2. power-up glow effect enhanced, tank has a shadow suggesting height 3. this is a huge performance hit, hopefully not felt on modern gaming systems
I'm working on an RPG which takes place after the events of this game, which involves some retconning of Monsterland's setting in order to fit it, and I've been unhappy with Monsterland's very generic name for a long time. Now Monsterland is "Mutant Gate". It's more unique and has more of a punch. Now I'm working on renaming the actual application in Steam store.
Also, minor narrative changes in prison and last level. Now forces SDL into D3D mode just in case SDL would misbehave on Steam Deck.
Monsterland now has an option to alter in-game brightness in "Game/Video options".
slightly changed game ending screen to alter location of the events
... in case I reuse this universe in my new game. Basically location of protagonist's daughter moved back to Sarang-2 instead of Earth.
On final boss map, the "exit portal" may become inactive, so the player can't go to epilogue maps. The issue could be remedied by saving and loading the savegame. Now the issue has been fixed in code.
Monsterland is now fully controllable via Steam Deck with zero configuration required.
The full-graphics mode was a mixed bag. Characters looked particularly bad. Monsterland is now using a hybrid mode which preserves its ASCII personality while retaining the most often encountered/boring ASCII - walls, floors and doors - as being replaced by graphical textures. Most of the effects are back to being ASCII - explosions, portals, blood, water. Player and other human and semi-human characters are back to the letter "P", monsters are "M", etc. There's no FULL ASCII mode option yet, but that may be implemented in the future. Since inventory and certain item mechanics were perfunctory
What's New: Permanently switched graphics from ASCII to tiles, replicating most ASCII effects in tile form (damage splash, blood). Renderer migrated from SDL1 to SDL2, no longer using unstable custom OpenGL code New intro level Enhanced ending level providing proper closure to the story Improved music in several places More responsive movement when rapidly changing direction Small level changes (lighting, tweaks to story) Primitive inventory system (mostly to make Torches for dark places at this time) Ability to travel back and forth between levels a la Hexen hubs - useful to grab health or sc
Full appinfo as delivered by Steam PICS, changenumber 38374567. Also at /api/app/406920/raw.
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