With a heavy heart, we announce the closure of Monstrum 2
Dear Monstrum 2 community,
It is with heavy hearts that we announce the upcoming closure of the Monstrum 2 servers. After much deliberation, we have made the difficult decision to shut down the game's servers on 26 November 2024.
This was not an easy choice, but after considering various factors, we believe it's the right one for the future of the studio and our community.
Monstrum 2 has been an incredible journey for all of us—developers and players alike. However, despite our best efforts to keep the game thriving, we've faced ongoing challenges in sustaining the level of support and content that Monstrum 2 deserves. The landscape of online gaming is constantly evolving, and maintaining a multiplayer experience that meets the expectations of our players has proven increasingly difficult. As a result, we believe it's time to let Monstrum 2 rest, allowing us to focus on future projects that we hope will captivate you just as much.
We understand that this news may come as a disappointment, and we share in that sentiment. The closure of Monstrum 2 is not the end of our journey, but rather a new chapter. The experiences and lessons we've gained will guide us as we move forward, creating new worlds for you to explore. We are currently working on several new and original IPs which will appeal to fans of horror, and hope to reveal more information on those soon.
Thank you for being a part of the Monstrum 2 community. Your passion, creativity, and dedication have made this game what it is, and we are deeply grateful for the time and energy you've invested in it.
With heartfelt thanks, Team Junkfish
Monstrum 2 is now free to play!
After the success of Monstrum, in 2018 we started developing an asymmetric, multiplayer sequel that would put you and up to four other players in a life or death race for survival on the procedurally-generated sea fortress: Sparrow Lock.
As of February 27th 2024, our multiplayer horror title Monstrum 2 is now free to download and play on Steam.
Why are we moving to free-to-play?
By making the game free and more accessible, it will be easier to bring your friends into your multiplayer sessions and face the horrors of Sparrow Lock with them.
Monstrum 2 launched as a premium game into early access in January 2021, with full release following in September 2022. Post-release, we implemented the highly requested Custom Game feature which gave players the ability to customise the game settings to their preferences (often bringing back the nostalgia of Monstrum’s one-hit permadeath).
The next update brought back the iconic location from the original Monstrum, the Hisa Maru, as a map in Monstrum 2. We knew that Monstrum 2 had a small community, but it was still important to us to deliver the best game we could for our core player base.
We were hopeful that these content updates would also help to bring more active players to make matchmaking easier, but this unfortunately did not happen, and the difficult decision was made to stop development on the game back in July 2023 in order to focus our efforts on new projects.
We hope that by making Monstrum 2 free to play for everyone on Steam, games will be easier to find and our current players will be able to spend more time on Sparrow Lock and actually playing the game.
What if I’ve already purchased the game?
We are extremely grateful to the community who have kept playing Monstrum 2, even when it has become difficult to find games. As a thank you, we will be issuing 2500 Monstrum credits to anyone who first logged into the game before 27 February 2024. These credits should allow you unlock a more prisoner and monster cosmetics from the in-game shop to bring a fresh look to your game!
If you purchased the game within the last two weeks and played for less than 2 hours, you’re welcome to refund it in line with Steam’s refund policy and play for free. We will not be able to offer any refunds outside of Steam’s refund policy.
Will you be making another Monstrum game?
Monstrum 2 was our first ever multiplayer game, and we learnt a lot from that development process. The same can be said for anyone when they practise skills beyond their known boundaries, and we still continue to learn every single day as we develop new projects.
We know a lot of you are keen for us to create another instalment to the Monstrum series, one that more closely resembles the original Monstrum.
We’ve released a blog post on our website giving you guys an insight into why we aren’t working on a new Monstrum game at this time.
If you have any further questions or are looking for people to play with, please join our Discord.
See you on the fort!
Monstrum 2 - March Update Patch Notes
Hello there!
In perhaps what is our most exciting update so far, we're bringing back the Hisa Maru! Use this creepy cargo ship to escape the horrors that plague you on Sparrowlock...
Take a look at the Patch notes for more on what's included:
NEW SEASON
SEASON SEVEN REWARDS
We have a new season starting up which will include a new set of rewards for completing games as a Prisoner or any of the three Monster types. The rewards will be a selection of Prisoner Clothing and Accessories, Monster Skins, Lobby Name Plates and bulk sums of Monstrum Credits
SEASON SIX CONTENT MOVED TO THE STORE
As usual with a new Season starting up we will be moving all the previous Season 6 content over to the store so any content not yet earned on the Season Reward Tracker can instead by bought in the Store using Monstrum Credits.
HAIR
Our character art team have been looking to improve the realism of the Prisoner characters and give players some additional customization options. Season 7 will be featuring various styles of Prisoner Hair that can be equipped in the Prisoner Accessories slot.
CONTENT UPDATES
NEW ESCAPE ROUTE - HISA MARU
Our 3rd escape route takes the form of the ship from the original Monstrum game, the Hisa Maru. Traverse the tight corridors and visit familiar rooms to to fix up the liferaft on the top deck and escape!
The update for the Hisa Maru includes:
A partially destroyed version of the Hisa Maru ship as a playable area.
New Escape Missions.
New locker variations.
Unique escape music.
Escape Cutscene animation.
ACHIEVEMENTS
12 additional achievements have been added to provide rewards for the new escape route, additional challenges and milestones.
BRUTE LIGHTS
“Marina” light variation added to the following Brute skins:
Deep Sea Brute
Tensile Brute
Leviathan Brute
“Coral” light variation added to the following Brute skins:
Metamorphous Brute
Sunken Wraith Brute
Look out for another light variation with the new skins!
GAMEPLAY UPDATES
CUSTOM GAMES
New options have been added to the Custom Games menu:
Map Settings
Added Dockyard as an escape route option.
Adjustable time limits for each stage of the game:
Stage 1 + 2 time range:
Min: 10mins 30s
Max: 25mins 30s
Default: 18mins
Stage 3 time range:
Min: 6mins
Max: 16mins
Stage 4 time range:
Min: 1min
Max: 2mins
Prisoners
Stage 1 mission objectives can now be adjusted to determine the amount of switches required to move onto Stage 2. Lights above the doors of the Stage 2 area will update to match this option:
Minimum 3
Maximum 10
Custom Games UI
To help with the understanding of the Custom Games Menu we have added value readouts so you can see what each option is going to do. (The Monster damage value is an exception as that varies based on the Monster so no values are shown for this)
Movement
To prevent issues arising with players jumping in tighter areas, all characters now require 1m clearance above them to allow the jump to happen.
UI
Skip intro cutscene UI has been updated.
BUGS FIXED
Gameplay
Fixed an issue where some switches would visually not complete for other players.
Fixed an issue where switches would not visually complete when they are auto completed by the stage being completed.
Security cameras should now only show their visual effect if a player from the opposite team triggered the camera.
Fixed an issue where Prisoners would get an infinite speed boost if another player revives them with adrenaline after being incapacited by a Brute Charge.
Fixed an issue where multiple lights on a 3 story elevator would light up instead of only the selected option.
Fixed issue where Prisoners would get a unintended speed boost after any damage source after being hit by a monster once.
Fixed interaction issue with a code memorization collider in Barracks.
Fixed issue where the locker kill cutscene would not display properly when spectating.
Environment
Fixed colliders on the Bridges connecting the initial spawn areas to the First Stage to allow characters to jump through the gaps.
Fixes issue where characters would get stuck at the top of certain staircases.
Removed exploit where Prisoners could reach the Power Switch on the Vault Rooftop without pulling the draggable stack into position first.
Monsters - General
Fixed issue where Monster players would see world markers that were intended for Prisoners only.
Fixes issue where Monsters would not be able to vault various windows in the Residential area.
Fixes issue where monsters would not be able to climb the vine in the 3 story elevators in the Compact Shell.
Fixed issue where Monsters could get stuck at the top of elevators if the elevator is at the top floor.
Brute
Fixed an issue where the Brute’s lights would not follow their animation when conducting a locker kill.
Brute lights switch between 1st and 3rd person variations more accurately to show the correct light when appropriate.
Fixed issue where the locker search animation would not play correctly if searching an empty locker twice in quick succession.
Bhagra
Fixed issue where the Bhagra would be permanently slowed down if attaching to a ceiling whilst under a gap in the wall or window frame.
Fixed issue where the Bhagra would be bounced back when trying to jump through a window.
Malacosm
Fixed issue where audio heard by the Malacosm would not be accurate after using clairvoyance.
Fixed issue where the Malacosm would not be able to jump when phasing through certain objects.
Fixes issue where Malacosm would incorrectly look towards players hiding after using clairvoyance.
Fixes issue where Malacosm would get stuck in Clairvoyance.
Fixes issue where the Malacosm would gain horns after teleporting and locker cutscenes.
Menus
Fixed an issue where the After Action Report would show negative XP values.
Addressed an issue where the ready and unready buttons could be spammed, creating audio for other players in the lobby.
Fixed an issue where players could get stuck in the custom options menus in various conditions.
Character selection UI will now select the character you last selected instead of always defaulting to Prisoner or Brute.
Fixes issue where the Cancel button when searching for a Private game would not translate properly.
Fixed issue where the Male Prisoner idle animation would pause briefly in the Customisations and Store Menus.
UI
Fixed issue where the UI would not update to show controller inputs when the trigger buttons were pressed.
Fixed an issue where the timer would show an incorrect value when the timer runs out.
“Prisoners Marooned” text positioning and scale changed to fit in the After Action Report.
Dynamic UI has been standardised so all dynamic UI fades in and out at the same rate.
Fixed issue where the subtitles would not actually be hidden when subtitles option was set to off. Dynamic UI option for Subtitles has also been removed.
UI Prompts option will now alter is the Party Status prompt is visible.
Missions UI will now correctly follow the Dynamic UI effects.
Fixed an issue where the in game timer would not reappear if enabled after being disabled in the options menu.
Fixed an issue where a Monster claw would display up when looking at fences that had already been destroyed.
Fixed an issue where the Helicopter and Submarine would not have consistent ping markers when manually pinged by Prisoners.
Fixed issue where the Lives UI would not correctly show the amount of lives a spectated player has.
Fixed issue where blood effect artifacts could be seen on the Prisoners screen.
Fixed issue where all player names would not show in the skip intro UI during the intro cutscene.
Fixed issue where the Item UI would not properly update if the Inventory Item Visibility option was initially set to off but later turned on mid match and the Prisoner had items in their inventory.
Tutorials
Fixed issues where the Bhagra footsteps would be silent when moving through certain rooms and vents in the Bhagra Tutorial.
Fixed issue where audio would be silent in certain rooms of the Malacosm tutorial.
Audio
Fixed issue where audio would be silent on a staircase leading to the roof of Genetics.
Fixed issue where a fence in Aquatics was completely silent when being cut.
Fixes issue where audio would not be accurate when spectating another player.
Fixed issue where flashlights would be silent if activated whilst on a ladder.
Fixes applied in various areas to improve Spacial Audio accuracy.
KNOWN ISSUES
On rare occasions the loading screen objectives will display the objectives for Monsters when playing as a Prisoner.
The UI Marker for the button on the keycode puzzle in Cryonics will remain even after the button has been pressed.
Pressing TAB in the lobby screen with the Chat window open while selecting a monster will alternate the chat options and the Monster’s abilities at the same time.
The player’s nameplate shown in the main menu will be shown as the default nameplate until a lobby has been joined.
The amount of lives a Prisoner has can sometimes be visually inconsistent in the UI to the amount the Prisoner actually has. The party status will show the correct amount of lives.
When the Custom Games Options opens up automatically a few map options may not display correctly. Closing and reopening the menu solves this.
Settings for Inverting Controls may be inconsistent when set in the Main Menu.
Rendering order issue between a section of fence and the ocean.
Leaving a lobby whilst readied up will still show the ready up indicator on the Nameplate.
After spawning, some items may have some minor clipping issues with other geometry.
On rare occasions it is possible that the Prisoner will not be pulled out of the locker in the Malacosm Locker Kill cutscene.
If a camera / fire extinguisher is used just before a Brute charges a Prisoner, the item will be dropped before it is able to finish its use. This item will be able to be picked up, but will not be usable.
While using a controller, the “Play” menu will not be backed out of when pressing the assigned Back button on their controller. The Back button has to be used in the menu.
And that's your lot this time around! As always, thanks for taking the time to read through, and check back at 3pm BST tomorrow to get your hands on the juicy new content!
Make sure to join our Discord for any and all future news: https://discord.gg/junkfish
Hisa Maru Blog
In this update, we’re going back to where it all began.
We all have very fond memories of the original Monstrum. Getting lost in the endless hallways and frantically trying to escape the Hisa Maru before getting caught by the monstrosities that dwell there.
You guys loved spending countless hours there, so we decided to bring that nostalgic, iconic location to Monstrum 2.
We have a couple of really exciting things coming in this update, so let’s dive in. Starting with the biggest: the addition of the Hisa Maru.
NEW ESCAPE ROUTE - THE DOCKYARD
Our 3rd escape route takes the form of the ship from the original Monstrum game, the Hisa Maru. Unlike the original Monstrum, which had 3 escape routes off the ship, the only way to escape the Hisa Maru in Monstrum 2 will be to fix up the life raft on the top deck. Traverse the tight corridors and visit familiar rooms on your quest to escape with your life.
The update for the Hisa Maru includes:
A partially destroyed version of the Hisa Maru ship as a playable area
New Escape Missions
New locker variations
Unique escape music
Escape Cutscene animation
With the events of Monstrum 2 taking place approximately 50 years after the first game, the Hisa Maru is very worn down and deteriorated. The ship has been reduced to a battered wreck with the forward bow section of the ship broken off by a passing hurricane. The rear stern section has then sunk to the floor of the dockyard blocking the whole pier facility and flooding the lower decks of the ship. The development team have chosen to present the Hisa Maru in such a dilapidated state as it matches the crumbling Sea Fort’s haunting shipwreck atmosphere. This also reduces the accessible play space, making the Hisa Maru more suited to the Monstrum 2 play style.
Players exploring the interior decks of the Hisa Maru may notice plenty of rooms that are familiar from the original game, such as the Security office and Bridge. Some new features have been added, such as holes in the wall for use as crouching crawl through spots to help players escape in a chase. In order to balance the gameplay we have also left the remaining interior corridors in the Hisa Maru static rather than keeping the full procedural generation featured in the first Monstrum. However, the positions of mission interactables and items will still be randomised.
The Dockyard is also accompanied by a brand new original score, made by our Audio Designer Jordan Guerette, who had the following comments:
“Given that the Hisa Maru is the setting for the entire first Monstrum game, in creating the Dockyard’s music I wanted to nod at Monstrum 1, while designing adaptive music that fits the gameplay of Monstrum 2. The first thing I did was play Monstrum 1 and spend some time with Jaime Cross’s soundtrack. There was a lot there for me to draw from, and I was excited to get started. I decided against using Jaime’s specific themes, and instead took inspiration from the spirit and feeling of his music as I established the musical style and selected what instruments to use, including robotic sounding bass, shakers, and unstable sounding synths.
I really enjoyed the opportunity to musically interpret the current state of the Hisa Maru, shipwrecked and forgotten in the Dockyard of Honsha-Miller’s crumbling Sea Fort.” - Jordan Guerette, Audio Designer
The team have enjoyed the challenge of bringing back the Hisa Maru and it has generated a fair amount of nostalgia from some of the longstanding members of the development team who were present for both games. We hope players enjoy this new content as well.
But wait, that’s not all!
Here’s what else is coming in this update:
CUSTOM GAMES CHANGES
When we first launched custom games back in December, we heard your feedback on other options you’d like to be able to change in your games.
New options have been added to the Custom Games menu:
Map Settings
Added Dockyard as an escape route option.
Adjustable time limits for each stage of the game
Stage 1 + 2 time range:
Min: 10mins 30s
Max: 25mins 30s
Default: 18mins
Stage 3 time range:
Min: 6mins
Max: 16mins
Stage 4 time range:
Min: 1min
Max: 2mins
Prisoners
Stage 1 mission objectives can now be adjusted to determine the amount of switches required to move onto Stage 2. Lights above the doors of the Stage 2 area will update to match this option.
Minimum 3
Maximum 10
CUSTOM GAMES UI
We realise that the sliders in the Custom Game settings were not very clear. To help with the understanding of the Custom Games Menu we have added value readouts so you can see exactly what effect each option is having on your game. (The Monster damage value is an exception as that varies based on the Monster so no values are shown for this)
ACHIEVEMENTS
12 additional achievements have been added to provide rewards for the new escape route, additional challenges and milestones.
BRUTE LIGHTS
“Marina” light variation added to the following Brute skins:
Deep Sea Brute
Tensile Brute
Leviathan Brute
“Coral” light variation added to the following Brute skins:
Metamorphous Brute
Sunken Wraith Brute
Look out for another light variation with the new skins coming with season seven!
SEASON SEVEN REWARDS
Season Seven will launch alongside the Hisa Maru update. This will include a new set of rewards for completing games as a Prisoner or any of the three Monster types. The rewards will be a selection of Prisoner Clothing and Accessories, Monster Skins, Lobby Name Plates and bulk sums of Monstrum Credits.
The previous season's rewards will be added to the store for you to purchase with Monstrum Credits if you weren’t able to earn them during the season.
There are also a multitude of bug fixes coming in this update, the full details of these will be available in the patch notes that will be released on March 27th.
The Hisa Maru update goes live at approximately 3pm BST on March 28th.
We look forward to seeing you on Sparrowlock!
What are your thoughts on this update? Join our Discord and let us know!
December Update Patch Notes
Hello there!
Our first big update post-launch is coming tomorrow! We have some exciting new features coming with this one so let's just get on with it shall we?
Check out the full patch notes below:
NEW SEASON
SEASON SIX REWARDS
We have a new season starting up and will run until March 2023. This will include a new set of rewards for completing games as a Prisoner or any of the three Monster types. The rewards will be a selection of Prisoner Clothing and Accessories, Monster Skins, Lobby Name Plates and bulk sums of Monstrum Credits
SEASON FIVE CONTENT MOVED TO THE STORE
As usual with a new Season starting up we will be moving all the previous Season 5 content over to the store so any content not yet earned on the Season Reward Tracker can instead by bought in the Store using Monstrum Credits.
GAMEPLAY UPDATES
CUSTOM GAMES
Ever wanted to challenge yourself? Miss those one hit kill days? Good news for you as you can do all this and more in our new customisable lobbies!
Options available are as follows:
Stage 1 Building Selection
Select between Aquatics, Archives, Barracks, Depot, Examination, Genetics, Infirmary, Laboratory, Morgue, Operations, Prison, Residential, Suite, and Vault with Random set as the default option
Stage 2 Building Selection
Select between Cryonics and Power Plant with Random set as the default option
Stage 3 Escape Route Selection
Select between the Helipad for the Helicopter Escape Missions and the Moon Pool for the Submersible Escape Missions with Random set as the default option
Exterior Layout Selection
Select between three different exterior layouts that connect the three main buildings together
Number of Prisoner Lives
Select between 1 and 5
2 lives is set as the default value
Prisoner Speed
Very Slow (normal speed x0.75)
Slow (normal speed x0.9)
Normal (default 1)
Fast (normal speed x1.25)
Very Fast (normal speed x1.5)
Monster Speed
Same options as Prisoner Speed above
Monster Damage
Minimal (All Monsters do significantly less damage as usual but their damage output will gradually increase in the later stages of the match)
Low (Monster damage is slightly below normal levels)
Normal (This the default setting and is the same damage outputs found in standard non-custom games)
High (Damage is slightly above normal levels and all Monsters will be capable of one hit kills during the latter half of the game)
Maximum (All Monsters kill instantly with all attacks at any stage of the match)
Monster Ability Cooldowns
Very Slow (normal cooldown time x1.5)
Slow (normal cooldown time x1.25)
Normal (default 1)
Fast (normal cooldown time x0.75)
Very Fast (normal cooldown time x0.5)
Locker Insta-kill
This is a toggle setting that will skip the ‘coin toss’ mini-game phase when a Monster discovers a Prisoner inside a locker and will instead immediately kill the Prisoner. By default this is inactive.
LOBBY BROWSER
You can now find games without needing to be on discord via the new lobby browser menu. This browser will show all public games, private games will not be shown. The lobby browser will also show if a lobby is playing with Custom Rules.
LOBBY UI/HUD REWORK
The lobby has had a visual update and now has an updated look to the UI alongside making navigation and starting games easier.
END OF MATCH CUTSCENES
We have added cinemetics to deliver a more engaging end to matches.
If at least one Prisoner escapes onboard either the Helicopter or the Submersible a cutscene will play of that vehicle departing the Sea Fort and will be seen by all players including the Monster player
If none of the Prisoners manage to escape either because time run out during any mission stage or the Monster killed everyone instead a cutscene will play of the Monster player standing trumphiantly over the Sea Fort
AUDIO
Brute roar modified
NEW MAP CONTENT
NEW STAGE 1 DEPOT BUILDING
A new Stage 1 buiding has been added to the game. It is a large warehouse facility piled high with shipping containers and other cargo.
There’s plenty of places to hide and a lot of dangerous walkways suspended above long drops.
As with the other Stage 1 Buildings the Depot contains 7 Power Switches that Prisoners will need to find in order to proceed to the matches second stage.
NEW COMPACT EXTERIOR LAYOUT
There is a new outside area of the Sea Fort that connects the three main stage buildings together.
Unlike the previous layouts this new one has all the buildings positioned tightly together
The connection walkways themselves are far more ramshackle and damaged than usual creating a treacherous playspace
While the previous layouts have all features the 3 exterior Stage 1 Power Switches positioned on balconies on a ring around the Stage 1 building this layout takes a different approach with the three balconies now positioned further away.
DLSS SUPPORT
There is a new option in the Graphics menu for NVIDIA’s DLSS supported graphics cards.
BUGS FIXED
Spectating a player should now follow death camera’s and locker cutscenes better
Players can no longer spectate taped up cameras
Addressed a few places where players got stuck
Hopefully addressed a glowing blue floor when playing as Malacosm in Infirmary
Overhead name for players disappears when a player escapes
The Bhagra should no longer be silent when moving backwards or diagonally
The Brute’s breathing should now only be heard when the Brute is selected in the lobby menu
KNOWN ISSUES
Brute’s movement may become ‘weird’ at rare times but jumping through a window should fix the problem
Sometimes during matchmaking you may be kicked back to the connection scene
The Cooldown Custom Game Setting will not change to other languages other than English
The heart lives UI on the top left of the HUD can sometimes be wrong and have all your hearts blacked out. To see your correct lives press 'Tab'
NOT LONG LEFT
Thanks for taking the time to read through the patch notes! Come back tomorrow at 3pm GMT to give our latest update a try, we can't wait to see what insane things you lot do with Custom lobbies!
And as usual, don't forget to join our Discord for all future news, or if you just want a chat with the devs: https://discord.gg/junkfish
See you tomorrow!
December Update
Hey all!
It’s been nearly three months since Monstrum 2 launched out of Early Access, and the team has been hard at work putting together the first content update of our full release. We have a few really exciting additions coming to the game, so let's kick this off with our biggest, most requested feature coming this December to Monstrum 2.
Custom Games
We’re adding a custom games feature, which will allow you to set custom rules in your lobby so you can play the game the way you find the most fun and enjoyable. Want one hit permadeath from Monstrum 1 back? You got it! You can now balance and customise the lobby to best suit the game to your own tastes.
Let’s get into the specific rules you will be able to change:
Prisoners
Movement speed
Number of lives (1-5)
Monsters
Movement speed
Damage amount
Ability cooldown
Toggle locker instant kills
Map
Choose which parts of the Sea Fort will appear in matches, including setting your desired Stage 1 map, Stage 2 Objective and escape route.
The host player will be able to set up custom rules in the lobby before starting the match.
Note: Any player in a custom game cannot earn achievements.
End of Match Cutscenes
We received feedback that when a game ends, it’s not always clear who won. To make the conclusion of each game clearer and feel more fulfilling, cutscenes will now play to show a Monster or Prisoner win.
If any Prisoner manages to escape the Sea Fort, a scene will now play of the Submersible or Helicopter departing the area. Otherwise, a scene of the Monster standing triumphantly over the Sea Fort will play.
Map Changes
New Area
To add to the variety in our procedurally generated map, we’ve added a brand-new Stage 1 area called ‘Depot’. This is a largely outdoor warehouse featuring a towering stack of shipping containers with narrow bridges connecting them (perfect for knocking prisoners down to their demise).
New Exterior Layout
The exterior of the map, specifically the areas linking each of the three main gameplay stages, has been completely revamped. It will now be much more dilapidated and dangerous than the previous exteriors, so you better watch your step or risk falling face first into the sea.
New Season
Season 6 is also coming with the release of this update, bringing a new batch of cosmetic rewards to unlock. This will include Prisoner clothing and accessories, Monster skins and nameplates.
Bug Fixes and General Improvements
We’ve undertaken a wide range of fixes and quality improvements across the game, including a new lobby browser and custom game options.
Update 1 launches on December 6th at 3pm GMT, with full patch notes getting released on the 5th.
Want to share your thoughts on the update? Join our Discord and let us know! https://discord.gg/junkfish
Field Report: Bhagra
For Internal Use Only
Prepared by: Su Min Choi | 11th November 2025
1 BIOLOGY
The Bhagra is an agile and stealthy organism capable of sneaking up on its prey and delivering ferocious slashing attacks.
Both its fore and back limbs are tipped with impressive claws, which the Bhagra can use to climb and latch onto various surfaces, even ceilings. Its powerful back limbs allow it to jump both far and high, which adds to its suite of swift and deadly hunting capabilities.
When it hunts from above, the organism also makes use of its reengineered mouth cavity, which has been extended halfway down its torso. This allows it to bite down and tear into creatures no matter their size, which is often the limiting factor in natural predators.
Its most advanced sense is smell, which it uses to recognise its environment and track its prey across incredible distances. Its sight is inchoate in the current variant, but pending additional testing, we might look into developing that further.
2 CAPABILITIES
For ease of examination and testing, our lab and field teams have classified the capabilities of the Sparrowlock specimens into four broad categories: offensive, sensory, locomotive, and specific.
2.1 OFFENSIVE
The claws on the Bhagra’s forelimbs are long and sharp, capable of tearing flesh into ribbons in only a few strikes. In a purely numeric comparison against the other two viable specimens currently housed at Sparrowlock, the damage of Bhagra’s claws is comparable with the Malacosm, but weaker than the raw strength of the Brute’s punch. Where the Bhagra comes into its own is when it ambushes and pounces upon its prey. This bodily attack allows it to bite down on its victim with its long maw, tearing a human apart in seconds.
2.2 SENSORY
The Bhagra relies on its exceptional sense of smell to track down its prey. It can detect even faint smells in an environment saturated with stimuli, and has no trouble distinguishing its prey from the background noise even at great distances.
The only time the Bhagra cannot detect its prey is when the victim stands still for some time; the current theory posits that the Bhagra relies on the movement of air currents to pick up and process the scent of its prey.
2.3 LOCOMOTIVE
The strength and explosive power of the Bhagra’s lunge is one of the crowning achievements of the engineering team at Sparrowlock. It can cover both great distance and height – a combination rarely found in the natural world, and certainly not to this degree.
While the jump can itself be a tool to close distance with prey, the Bhagra most often utilises it to pounce upon unsuspecting victims when they least expect it. It appears that ambushing prey from the ceiling is an especially effective tactic for the specimen – those subjects have the lowest rate of encounter survival.
The ceiling also seems the optimal strategy for the Bhagra in general, as it can propel itself more effectively with its opposable claws on the forelegs, allowing it to move faster on the ceiling than the ground.
2.4 SPECIFIC
Being only a facultative biped, the Bhagra is fastest and most agile when galloping in its quadruped confirmation. This also allows it to keep a lower profile than the other two specimens, which is advantageous for its nature as a stealth predator.
Additionally, it allows the Bhagra to access and traverse areas and passages too narrow for bigger predators, perfectly extending its versatility in the pursuit of targets.
3 ADVANCED BEHAVIOURS
All the Bhagra specimens that we kept on the sea fort for longer field tests developed advanced hunting techniques that give them an edge over new, lab-bound variants.
3.1 REFINED AMBUSH TACTICS
Experienced Bhagra specimens have a developed knowledge of their environment and a predatory instinct for the behavioural patterns of their prey. This allows them to lurk on ceilings or in dark corners in well-trafficked areas, where they need only wait for a victim to pass them by and spring their trap.
Every Bhagra that has been in field testing for a while has also learned to utilise its powerful back legs to extend their reach and cross their environment through clever means unavailable to their prey. This allows them to position themselves in unexpected places and pounce upon their victims from unexpected angles.
3.2 REFINED CHASE TACTICS
If a victim has managed to avoid dying in the initial ambush, a chase often ensues between hunter and prey. The more experienced Bhagra all cleverly used their ability to latch onto ceilings to their advantage, transitioning between ground and ceiling in order to close the gap to their prey much faster.
4 CONCLUSIONS
Even the most promising variants currently in development are still completely feral; they respond to orders poorly or not at all. However, with further neural enhancement, the Bhagra could become the premier assassination unit on the private market.
Monstrum 2 Halloween Event
NEW COSMETIC CONTENT
PUMPKIN HEAD SKINS
With Halloween fast approaching we’re releasing three new Pumpkin head themed skins, one for each Monster. These will be free to all players available in the store from October 25th until November 1st so make sure to grab them during the event to get them forever!
IMPROVED NETWORKED MOVEMENT
We have spent some time improving how our movement is done across the network so for those who experience higher ping there should be a noticeable improvement. There should now be less instances of players running through walls and off into the distance allowing for more accurate positions and improved gameplay.
ENVIRONMENT ART POLISH
The art team have improved the look of some assets throughout the game
Shipping containers found on various exteriors and rooftops now have different colours instead of the same red one
BUGS FIXED
CHARACTERS:
Fixed issue where the Brute would get stuck on a Prisoner during a Charge
Fixed issue where the Brute’s Charge would not damage Prisoners at certain angles
Fixed issue where Prisoners would not consistently drop their current item after being hit by a Brute Charge
Changed animation targeting to prevent the Brute’s arm intersecting with their camera view.
Fixed issue where colliders on the Prisoner would cause camera and positional issues if they were killed by a Monster from the incapacitated state
ENVIRONMENT:
Fixed issue where a locker would remain occupied if a Prisoner left the game whilst hiding in it
Addresses issue where Players could get stuck behind the Projector screen in the Residential Superblock
OBJECTIVES / INTERACTABLES:
Fixes issue where a single keypad could be interacted with multiple times to complete a multiple keypad puzzle.
Additional checks have been put in place to stop Prisoners interacting with the same interactable at the same time where only one interaction should be allowed.
Fixes issue where the Health Spray would play the wrong animation if used while facing another interactable.
Fixed an issue where items would break in prisoners hands and would play the wrong animation/be inconsistent.
MENU SYSTEMS / BACK END:
Return to Lobby button removed from the pause menu when in a public game.
AUDIO
Improvements made to spatial audio in Residential and Barracks Superblocks
KNOWN ISSUES
CHARACTERS:
In spectate mode during a locker kill animation a prisoner can sometimes not have a head render.
Once you've reached the max level the AAR can display negative XP values as a visual bug
When the Bhagra does a locker search the camera can move erratically.
Very rarely players can still use an item after it's been dropped.
Prisoners do not always see their own kill animation play out.
Bhagra skins can appear distorted on the 3D character model in the Store.
ENVIRONMENT:
Prisoners' cameras can clip through the underside of tables.
OBJECTIVES / INTERACTABLES:
In Cryonics the Base Computer Tannoy subtitles can linger on screen
On the Helipad if spectating another Prisoner using a Gas Can at an Intake Station the spectate camera can drift away.
The Boltcutter icon on Chain Link Fences can remain after the fence is already fully cut.
USER INTERFACE:
When changing keybindings with a Xbox type gamepad the icons will instead change to the Keyboard and Mouse set.
Progress Tracker current XP readout can sometimes blur.
When in spectate the currently watched Prisoners health status will not change until the spectator cycles to another Prisoner.
Sometimes Japanese text on Tutorial signs can disappear.
MENU SYSTEMS / BACK END:
Graphics menu can set Full screen back to true after setting it to false.
When arriving back in the lobby after a match the camera view for the Monster player can be far away before suddenly snapping close again.
When arriving back in the lobby after playing as the Malacosm the Brute will be selected in the UI but the Malacosm character will still appear in the central tank.
In the Lobby occasionally the Brutes sounds can play when the Bhagra is selected.
Field Report: Brute
For Internal Use Only
Prepared by: Su Min Choi | 3rd October 2024
1 BIOLOGY
The Brute was developed by exposing an initial human subject to intense amounts of radiation followed by deep-sea pressure conditioning. The result of hundreds of iterations is a mutated organism that weighs more than 300 kg and maintains a core temperature of over 4000 K.
The average Brute specimen is best considered a sturdy, resistant exoskeleton housing an ongoing fusion reaction, rather than any kind of organic physiological function. No higher brain functions remain beyond a primal desire to hunt down prey and destroy anything in its path.
It has one ‘humanoid’ upper limb for basic motor function; the other is a malformed, overgrown tumour with higher bone density that the Brute uses to catch and crush its prey. Its two legs allow for basic locomotion, but the Brute tends to rely on inertia to maintain its speed more than agility.
Its sensory suite is basic – as far as we know, the specimen is unable to smell, and its eyesight is limited at best. For hunting, it relies primarily on its advanced hearing and the ability to distinguish the organic from the inanimate with its echolocating roar.
2 CAPABILITIES
For ease of examination and testing, our lab and field teams have classified the capabilities of the Sparrowlock specimens into four broad categories: offensive, sensory, locomotive, and specific.
2.1 OFFENSIVE
The Brute is the strongest of the three bioweapons currently in development in the Sparrowlock labs. It outclasses the other two in sheer brute force, and once it catches up with its victim, the encounters are most often swift and fatal.
Though its basic reach can appear limited in conjunction with its lumbering movement, the Brute can quickly close distance by charging towards its target, knocking it over with its incredible momentum. After that, clean-up is often a matter of course.
Again harnessing its great weight, the Brute can also jump in place, sending out a stunning shockwave upon landing. This tremor can destroy fragile matter and throw objects and people about.
2.2 SENSORY
With its other senses being poor or absent entirely, the Brute relies primarily on sound to track its prey. Its roar is a deep reverberation that easily carries across a great distance, penetrating even external walls and metal bulkheads. The Brute can distinguish between inanimate objects and organic beings depending on the sound wave that bounces back from its roar.
The echolocation becomes unreliable when there are several layers of solid matter between the Brute and its prey, however, often preventing the specimen from tracking the organic beings effectively.
2.3 LOCOMOTIVE
The Brute often uses its incredible momentum to propel itself in a straight line after its prey. This charge can leave it momentarily exhausted, but the tradeoff is incredible - anything that stands in its path gets thrown aside like bowling pins, destroying fragile objects and causing massive internal injuries to anything organic.
2.4 SPECIFIC
When hunting its prey, the Brute seems to enter something akin to a predator’s bloodlust. Though similar behaviour is present in the other two bioweapon specimens as well, the pattern triggers much earlier in the Brute and leads to far more vicious results.
3 ADVANCED BEHAVIOURS
The Brute specimens that we have had in field testing for months have all developed some or all of the advanced hunting tactics described below, far outclassing the lab-bound variants in skill and rate of lethal encounters.
3.1 REFINED CHASE TACTICS
Experienced Brute specimens seem to be more aware of the limitations of their lumbering locomotion, and have learned to avoid climbing through windows when chasing their prey.
In line with the previous adaptation, they also tend to deploy a secondary tactic – in order to prevent their prey from escaping through a window, the Brute often sends out its slowing shockwave when they are trying to escape, thus salvaging its opportunity for a kill.
An experienced Brute displays rudimentary intelligence when processing the feedback from its roar, and doesn’t simply pursue their prey at their current location. Instead they seem to predict where their victim might go and attempt to cut them off instead.
Another advanced chase behaviour observed in the experienced Brute is the use of their rapid acceleration not only to knock down or kill their victims, but also to quickly close distance with a target.
3.2 REFINED TRACKING TACTICS
In a surprising show of predatory instinct, some Brutes in field testing have displayed something akin to patience. Instead of constantly moving around and producing noise, a few of them have been observed standing still, listening for the sound cues of their prey moving about.
Again showing an awareness of its locomotive limitations, an experienced Brute can often be seen patrolling its hunting grounds at a high altitude, relying on its ability to quickly drop down and pursue its victim. Its slow climbing speed makes the opposite a tactically inefficient proposition.
The wiliest of Brutes in field testing have also developed a predator’s cunning, manipulating their prey by varying the frequency and length of their roaring, thus preventing them from predicting the movements of the Brute.
4 CONCLUSIONS
The Brute is the simplest of the three bioweapon products currently being developed by HM engineers, and thus should be the most popular, low-cost option that’s easy to deliver, use, and maintain for the end-user.
We are aiming to advertise the Brute as a fire-and-forget solution, and the current variants in development should soon be ready for the first closed-market testing.
Monstrum 2 Halloween Skins!
It's Halloween in Sparrowlock, and to celebrate this spookiest of occasions, 3 brand-new skins will be added to Monstrum 2 so you can live out your wildest pumpkin-headed murder dreams!
These Horticultural Headpieces will only be available from the 25th of October until the 1st of November though, so pick them up fast so you don't miss out 🎃
Take a look at the new skins below:
Oh, and if you haven't already, Join our Discord for any future spooky news: https://discord.gg/GHFMw6EA