PixelJunk Monsters 2
GAME FEATURES Protect the Chibis! Evil monsters have invaded the peaceful Tiki forest! Protect the 20 Chibis back home at all costs! Waves? Like Surfing? Monsters attack in several groups at a time, like intermittent waves. The number of "waves" may differ depending on the stage selected. Fire Away! Use magic to transform the trees around you into towers that attack the monsters. These towers cost hard-earned coins and gems to build. It seems that even magic requires money to use… Unlock Stages Oh! Looks like new numbered plates appear near altars when you successfully protect the Chibis within each stage! 1… 2… 3… And they seem to appear in order, huh. Rainbow Fragments If you protect all your Chibis, you get special rainbow fragments as a reward. Collect them all to visit Tiki houses in other areas!
Steam User 2
Falls short of its brilliant predecessor, but keeps its addictive core.
Steam User 2
Well it is not as good as the first game but worth a buy under 2$. Still fun to see in the 3d perspective. Like many reviewers are saying you don't see the whole map like first game just part of it which some players may dislike. My main complaint on the other hand is the terran not being flat and hard to walk on. Indeed it is not has smooth just walking on trees or over mountainous terrain. Feels like the character struggles or just bad collision mapping.
Of course the leaderboard is filled with hackers. I saw the first 3 did not look legit at all unless you modded the game. The game still has that Pixeljunk monster charm it had on ps3.
Steam User 2
PixelJunk™ Monsters 2 takes the familiar framework of tower defense and reshapes it into something more physical and character-driven, blending strategic planning with constant player movement in a way that gives the genre a slightly different rhythm. Developed by Q-Games Ltd. and published by Spike Chunsoft, it builds upon the foundations of the original PixelJunk Monsters while shifting the presentation into full 3D, introducing both a stronger sense of immersion and a few new complications. The result is a game that feels at once traditional in its mechanics and distinctive in how those mechanics are delivered.
At its core, the gameplay revolves around defending a small group of creatures from waves of enemies by constructing and upgrading towers. What sets it apart is that instead of issuing commands from a detached perspective, you directly control Tikiman, a character who physically runs around the map gathering resources, placing towers, and upgrading them by interacting with the environment. This creates a more hands-on experience, where success depends not only on strategic planning but also on how efficiently you move and react in real time. Collecting coins and positioning yourself correctly becomes just as important as choosing the right tower type, giving the game a constant sense of motion that many tower defense titles lack.
The strategic layer is built around understanding enemy types, map layouts, and tower synergies. Different towers serve specialized roles, from targeting ground units to handling aerial threats or applying status effects that slow or weaken enemies. As waves progress, the game demands more careful planning, requiring players to anticipate enemy paths and allocate resources efficiently. While the mechanics themselves are not overly complex, the combination of real-time movement and limited resources creates a steady pressure that keeps players engaged. Small mistakes in placement or timing can quickly escalate into larger problems, especially as enemy waves grow more aggressive.
The transition to a fully three-dimensional presentation is one of the game’s most defining features. Visually, it adopts a soft, almost handcrafted aesthetic, with environments that resemble miniature dioramas brought to life. The colorful landscapes, stylized characters, and smooth animations give the game a warm and inviting appearance that contrasts with the intensity of its gameplay. However, this shift to 3D also introduces challenges. Camera angles can sometimes obscure important details, making it harder to track enemy movements or manage multiple entry points at once. While the game provides options to adjust the view, these issues are not entirely eliminated and can occasionally disrupt the flow of play.
Difficulty is a central component of the experience, and it leans toward the demanding side even on standard settings. The game expects players to learn through repetition, gradually refining their strategies with each attempt. Completing levels perfectly—by preventing any enemies from reaching your base—is a key objective, and achieving this often requires multiple retries and careful optimization. This structure can be highly rewarding for players who enjoy mastering systems and improving performance, but it may feel unforgiving for those looking for a more relaxed or forgiving experience.
Content is structured around a series of maps with increasing difficulty, each offering multiple challenge levels that significantly alter enemy compositions and pacing. While the number of unique environments is not particularly large, the layered difficulty system and the emphasis on perfect runs add replay value. Unlocking new items and progressing through the game often requires revisiting earlier stages and improving performance, reinforcing the idea that mastery is the primary goal rather than simple completion.
Cooperative play adds another dimension, allowing players to tackle levels together either locally or online. Working alongside another player introduces new strategic possibilities, as tasks can be divided and coordinated in ways that are not possible in solo play. However, the cooperative mode largely mirrors the single-player experience rather than offering distinct content, making it feel more like an extension of the core game rather than a separate feature.
Despite its strengths, the game does show some limitations over time. The core mechanics remain largely consistent throughout, with few new systems introduced as the game progresses. While the combination of movement and strategy keeps the experience engaging initially, the lack of significant evolution can lead to repetition during longer sessions. Additionally, certain design elements—such as the reliance on resource collection in a 3D space—can occasionally feel more cumbersome than challenging.
Ultimately, PixelJunk Monsters 2 succeeds by refining a well-established formula and presenting it in a way that feels both charming and active. It doesn’t attempt to dramatically expand the genre, but it introduces enough variation in how players interact with the game to give it a distinct identity. The combination of real-time movement, strategic planning, and a visually appealing world creates an experience that is consistently engaging, even if it occasionally stumbles in execution.
For players who enjoy tower defense games with a hands-on twist and are willing to embrace a challenging progression system, it offers a rewarding and memorable experience. While its difficulty and occasional frustrations may limit its appeal for some, it remains a strong example of how a familiar concept can be reinterpreted with personality and care.
Rating: 7/10
Steam User 1
Absolutely love the game. Played it mostly on PlayStation before buying it on Steam, never regretted buying multiple copies (especially on sale lol).
Love how the game feels to play, love the co op (when you can find people). Don’t really have much else to say besides that I definitely recommend the game, ESPECIALLY on sale. 👍
Steam User 0
very fun game, always loved the original and this one is just that but better and 3d peak
Steam User 0
Lack of coherence.
It is a tower defense, so a casual game. I enjoy that style sometimes because it is relaxing, but that does not make me expect much neither of a game.
Yet I played some TD games on a tablet back in the day that kept me hooked longer than this one.
The visuals are just okay. The presentation video makes it look more engaging than it really is. The more you play, the more you uncover elements of gameplay and cosmetics.
There are no links between the elements you uncover and the universe. Neither visually, nor in their origins, nor through any story.
This tiki universe with its wooden masks and shields first introduces old-style Spanish cannons and ballistas… why not.
Then quickly, you obtain a hive releasing attacking bees, laser cannons, or a futuristic-looking ice cannon.
With no introduction to them, nothing that makes acquiring them fun or meaningful. No, they are just there to support the game type, not to be coherent with the universe.
Let’s get something that slows down enemies. A mud cannon? No, that would be too imaginative and would match the universe. Let’s just add a freezing cannon from another game we never released…
Lazily inspired.
The bosses, at least the first three, are big bronze statues. Not very nice looking. They progress slowly and can absorb lots of hits. They spit minions similar to the ones you stopped before reaching the boss stage.
The monsters are spiders, some sort of acorns, flying acorns, others are rock golems…
Here again there is a lack of inspiration that could have brought some coherence and build an universe.
I don’t give it a thumb down. It can still amuse the most casual players for a while.
Also because I spent less than $2 on it during a 90% off sale.
Paying more for it, I would have been unhappy
Steam User 0
This game is one of the most relaxing tower defense games ever. I LOVE IT.
For what this game is I give it a 8 out of 10.