Info about YOU ARE THE MONSTER:

Official game description:
**THE CITY IS YOUR PLAYGROUND** 
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Destroy everyone and everything in your path as you grow in size and power. 
**UPGRADE YOUR ABILITIES**
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Level up and enhance your abilities in each playthrough to face off against police units, SWAT teams, tanks, jets and more.
**UNLEASH NEW FORMS OF DESTRUCTION**
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Unlock new monsters, new modes and new cosmetics as you progress.

Release date: Jun 18, 2026

Categories: Kaiju Simulation, Roguelike, Destruction Mechanics, Character Progression, Endless Mode, Single-player, Mutation System, Time-based Mechanics

Feature scans:
- Proton/Linux: score 10; verdict: Works Well; summary: The sole review indicates flawless Linux performance, suggesting no significant compatibility friction.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $3.00 - $6.00
  - Reasoning: Two reviews indicate the current price (likely $8) is too high, one says it's well worth the price, and another suggests a price around 10-19 RMB (~$1.4-$2.7) would be barely acceptable. The community sentiment suggests a fair price range approximately between $3 and $6, balancing the negative and positive opinions. The lower end is informed by the Chinese review and the fact that $8 is considered too high, while the upper end is supported by the positive review and early access potential.
- Playtime Metrics:
  - Game completion: 3.6h
  - Story completion: N/A
  - Session length: 0.2h
  - Endgame: N/A
  - Reasoning: Game completion derived from a German review stating the game was completed in 3.6 hours ('3,6 Std durchgespielt'). Session length estimated from multiple reviews mentioning a forced 13-minute nuke timer as a typical run length; also supported by mentions of 15-minute and 37-minute runs, with 13 minutes being the most common limit. No clear evidence for story/campaign completion separate from overall completion, as the game appears run-based with no distinct campaign length reported. Endgame mode (endless) is mentioned but no specific playtime hours are given, so null is used.
- Time-to-fun:
  - Summary: The game has an initial hook but loses fun quickly due to a restrictive 13-minute cap and tedious progression, resulting in a drop in enjoyment.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: 13-minute nuke cap ends runs arbitrarily; extremely slow progression; tedious leveling with late upgrade payoffs; boring controls and repetitive gameplay
  - Unlock drivers: N/A
  - Conditions: better balance and progression rework needed; longer run times or removal of cap would help; more varied monster abilities required
- Player Archetypes:
  - Nostalgic City Smasher (sale)
    - Motivation: Reliving childhood destruction fantasies with a modern twist
    - Playstyle: Eats people, destroys buildings, unlocks special abilities, and gradually increases creature size in a city-rampage session.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: veteran gamer; old-school player; Rampage fan; mobile simulator veteran
    - Reference games: Rampage; Megabonk
  - Cautious Optimist (no buy)
    - Motivation: Seeing the game's potential realized through future updates and polish
    - Playstyle: Tries the game early, encounters technical issues, and decides to wait for a more stable, complete experience.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: early adopter; patience player; potential seeker
    - Reference games: Megabonk
  - Value-Conscious Skeptic (no buy)
    - Motivation: Getting a fair price for the content and quality offered
    - Playstyle: Evaluates the game by comparing it to childhood games and store descriptions, expecting a certain standard relative to cost.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: price-sensitive gamer; budget gamer; skeptical buyer
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Fun game concept (weight 0.56): Players find the core idea of the game entertaining and engaging. Many reviews mention the concept is fun, good, or has potential, showing strong approval for the premise.
- Appeals to monster fans (weight 0.21): The game is particularly enjoyed by fans of kaiju, monster themes, and monster mayhem. It successfully targets a niche audience interested in playing as a giant creature.
- T-83 monster enjoyable (weight 0.17): The T-83 monster is specifically praised for being fun to play, especially in endless mode. This specific gameplay element stands out as a highlight.
- Game has potential (weight 0.16): Multiple players express that the game has good ingredients and potential to be a great experience. This suggests the foundation is solid but could be expanded upon.
- Positive developer support (weight 0.16): Players respect the small development team and note that a bug fix was released on launch day. This shows responsiveness and dedication from the developers.
- Easy difficulty progression (weight 0.14): The game offers three difficulty levels, and endless mode is unlocked after beating the easy setting. This provides a clear progression path for players.
- Variety from unlocks (weight 0.09): Unlocking new monsters and challenges adds replay value and variety to the experience. This feature is appreciated for keeping gameplay fresh.
- Monster growth mechanic (weight 0.08): The monster can grow from 8 feet tall, which is a notable and appealing feature. This growth mechanic is part of the power fantasy.
- Fair sale pricing (weight 0.08): Players feel the game is fairly priced when purchased during a sale. The value proposition is considered reasonable at a discounted rate.

Common complaints:
- Frequent crash issues (weight 0.99): The game crashes frequently, especially in Endless mode past level 100, causing loss of progress. Players report multiple crashes per session and crashes on startup.
- No basic movements or attacks (weight 0.75): Players cannot jump, sprint, swim, or perform normal attacks. Movement is slow and clunky, and abilities unlock late.
- Broken destruction mechanics (weight 0.72): Destruction is inconsistent: many buildings are indestructible or require upgrades, and some environments lack destructible objects. This contradicts advertised features.
- Lack of engaging gameplay (weight 0.69): Gameplay is boring, repetitive, and feels like a walking simulator. There is no clear objective, and progression is tedious or nonexistent.
- Unpolished and rushed feel (weight 0.58): The game feels cheap, rushed, and incomplete. Many functions are buggy, and the overall state is barebones.
- Terrain and collision bugs (weight 0.55): Players get stuck on geometry, indestructible objects, and inside buildings. Collision detection is bad, and movement is hindered by clutter.
- Progress and save problems (weight 0.49): Progress is not saved after crashes or runs, forcing restarts. There is no proper progression system, and upgrades feel meaningless.
- Poor AI and enemy behavior (weight 0.47): Civilian AI runs toward the monster instead of away, enemies appear out of nowhere, and NPCs get stuck on walls. AI logic is terrible.
- Poor graphics and animations (weight 0.44): Graphics have low resolution, objects render at low framerate, and animations feel wooden. The game uses generic assets and appears unfinished.
- Abilities unlock too slowly (weight 0.39): Abilities and skills are not available from the start, requiring grinding to unlock. Players feel weak and limited for long stretches.
- Asset flip accusations (weight 0.35): Multiple reviewers note that the game uses generic asset store assets, giving it a clunky, Frankenstein-like appearance.
- Overpriced for quality (weight 0.34): The game is overpriced given its buggy, unpolished state. Many reviewers consider it not worth the cost even with a discount.
- Difficulty spikes and balancing (weight 0.32): Difficulty ramps up quickly, with tanks and airstrikes killing the player instantly. The 13-minute nuke is poorly balanced.
- UI and settings issues (weight 0.31): Settings menu is barebones, UI bugs frequently, and there is no language change option. Also resolution is capped at 1080p.
- Nuke mechanic is frustrating (weight 0.27): An arbitrary 13-minute nuke cap kills the player and ends runs abruptly. The continue button often fails, wasting progress.
- Forced Steam VR launch (weight 0.22): The game keeps trying to open Steam VR on startup, which is unwanted and disruptive for players not using VR.
- Monster control feels bad (weight 0.22): Monsters feel sluggish, clunky, and like cars with skins. Movement is slow, and attacks lack impact or proper collision.
- False advertising concerns (weight 0.22): The game does not match trailers or promotional materials. Many advertised features, like destructible buildings, are absent.
- Limited map and variety (weight 0.22): The single map is small and monotonous, with few destructible objects. Unfinished areas and invisible barriers limit exploration.
- Endless mode is tedious (weight 0.15): Endless mode is not enjoyable, feeling tedious with a kill circle and repetitive gameplay.

Gameplay feedback:
- Play as a monster (weight 0.47): The core experience involves controlling a monster that destroys cities, buildings, and rampages through villages. This is a primary selling point of the game.
- Endless mode available (weight 0.41): An endless mode is present, unlocked after completing a run on easy difficulty. It allows for continuous play and includes a shrinking kill circle in some variations.
- Roguelike elements (weight 0.4): The game features roguelike mechanics such as level-up upgrades, passive selections, and a mutation system, similar to Vampire Survivor style progression with RNG.
- 13-minute round timer (weight 0.35): Each round lasts approximately 13 minutes, with a nuke timer concluding the run. This creates a survival-based session length.
- Building destruction mechanics (weight 0.34): Buildings are destructible, but some feedback notes that few objects are destructible and buildings cannot always be destroyed. Buildings can collapse and kill the player.
- Simple gameplay mechanics (weight 0.32): Gameplay is described as simple, involving moving around and eating buildings. However, low mobility and an invisible barrier limit movement. Airstrikes and nuke events add variety.
- Multiple unique monsters (weight 0.29): Players can choose from several monsters like Kraken, T-83, Enlil, and a fourth robot. Each has unique abilities such as vortex, range/mobility, and elemental attacks.
- Monster growth and upgrades (weight 0.28): Monsters start at 8 feet and can grow larger, upgrading size to destroy bigger buildings. Movement speed and ability upgrades are also available.
- Progression and unlocks (weight 0.27): The game includes a progression system with level-gated upgrades, unlocking new monsters and mutations after completing runs. Mutation system is unlockable.
- Attack and ability system (weight 0.26): Players require special abilities to attack; there is no normal attack command. Abilities like Vortex and Tentacle Slam are unlocked for Kraken. An attack cooldown system exists.
- Single map and limited variety (weight 0.26): Currently, there is only one map, which contributes to repetitiveness. Players desire more maps and procedural generation.
- Lacks animations and polish (weight 0.22): Monsters have no animation, giving a car-like skin appearance. The game is considered in a barebones state with potential for more maps and variety.
- Three difficulty levels (weight 0.16): The game offers three difficulty settings, providing varying challenge throughout the runs.
- Based on Rampage classic (weight 0.09): The game draws inspiration from the arcade classic Rampage, where players control giant monsters destroying cities.
- Continue functionality (weight 0.08): There is a continue button available, suggesting a typical arcade-style session continuation option.
- Reference to Megabonk (weight 0.07): The term 'Megabonk' appears as a reference, possibly indicating a specific monster or in-game event.

Performance notes:
- Frequent crashes (weight 0.56): The game crashes frequently, including in Endless mode after reaching high levels, after many rounds, and every other run. Some users report crashes within the first 15-60 minutes of play.
- Endless mode crashes (weight 0.35): The game consistently crashes or freezes in Endless mode, especially after reaching levels 100-200 or around 80 rounds. This causes loss of progress and is a specific, high-frequency issue.
- Unnecessary Steam VR launch (weight 0.21): Steam VR launches automatically when starting the game, even though it is not needed. This interrupts play and is reported by multiple users.
- Low frame rate issues (weight 0.16): Objects beyond 3 feet run at very low frame rates (15fps), and pedestrians specifically run at 20fps. This affects gameplay visibility and immersion.
- Ground glitches (weight 0.07): Users report graphical issues with the ground, which can affect the visual experience and gameplay.
- Resolution limit (weight 0.07): The maximum supported resolution is 1920x1080p, which may disappoint players with higher-resolution monitors.

Recommendations:
- Do not buy now (weight 0.6): The game is not recommended for purchase in its current state. Players advise waiting for updates and bug fixes before buying.
- Wait for updates first (weight 0.54): Players suggest waiting for technical support fixes, updates, and patches before making a purchase. Some recommend waiting a few months to a year.
- Consider refunding (weight 0.39): Many players would refund the game or have already refunded it. They may repurchase if the game is polished in the future.
- Not worth the price (weight 0.32): The game is considered overpriced and not worth the asking price. Some players feel it is worth only a fraction of its cost.
- Poor quality game (weight 0.21): The game is described as a bad tech demo, absolute trash, or an easy skip. Feedback is overwhelmingly negative about the quality.
- Buy for discount later (weight 0.14): One player suggests buying now for a discount and playing later, while another recommends supporting the game for future updates despite current lack of worth.
- Play for casual fun (weight 0.14): The game is suitable for casual play while watching videos or for fans of Rampage. It offers some enjoyment in specific contexts.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.38): Players are frustrated by frequent crashes, especially in endless mode after high levels, causing loss of progress. Bugs like monsters getting stuck, poor NPC AI, and low mobility for the Kraken and Enlil make the gameplay tedious and boring. Overpricing, repetitive gameplay, and basic movement issues like getting stuck on objects or being sent out of the map further contribute to the frustration.
- Disappointment (weight 0.35): Players feel the game is unpolished and rushed, with a good concept ruined by stability problems and a lack of content. It fails to live up to trailers and promotional images, especially regarding promised features like building destruction and dismemberment. The generic gameplay, poor graphics, and UI bugs make it feel like a low-quality mobile game, not worth its price.
- Anger (weight 0.08): Players are angry because they feel misled, with the game being broken and forcing restarts. Additionally, they perceive it as charging money for other people's assets without adding original content, leading to quick refunds.
- Excitement (weight 0.05): Players express excitement about playing as T-83 in endless mode, finding it very fun. The anticipation of how large the monster can grow and the premise of a Rampage-like game generate high enthusiasm.
- Hope (weight 0.05): Some players remain hopeful due to the game's potential and the developer's responsiveness, believing that future updates could add more maps and variety to improve the experience.
- Enjoyment (weight 0.05): Players enjoy the mindless fun of growing a monster and beating things up, finding the simple gameplay and core concept enjoyable despite other issues.
- Sarcasm (weight 0.03): A sarcastic comment suggests the game might only be cool to own when it gets delisted, implying very low current value.
- Grating (weight 0.03): The endless frustration from bugs and poor design is described as grating, indicating a persistent annoyance.
- Boredom (weight 0.03): Players are bored because the game feels like a walking simulator with no clear objective, and the player feels too weak with no sense of progress.
- Uncertainty (weight 0.03): There is uncertainty about whether the lack of a basic attack is an intended mechanic or something that will change in future updates.
- Annoyance (weight 0.03): The endless mode kill circle is cited as a specific cause of annoyance, adding to the overall negative experience.}