Monsters are Coming! Rock & Road Review — Moving Tower-Defense Roguelite
I fell for the idea of escorting a moving city while you mine, build and fend off waves — and the core loop is addictive. But grinding, RNG bloat and rough difficulty spikes keep this one from being unreservedly great.
Monsters are Coming! Rock & Road marries Vampire Survivors-style waves with a moving base and tower-defense placement. I loved the concept instantly — it’s a fresh mash-up of survivors, base-building and Unrailed-like forward momentum — but the game often feels like a brilliant prototype that still needs some balancing love.

You control a persistent hero who runs ahead to gather wood, stone and gold, while your moving city gets towers, districts and special buildings to defend itself. The core loop is elegant: forage or fight, decide when to retreat to repair, place towers like archery outposts, necromancers or even dragons, then push toward the Ark. Town Halls give distinct modifiers, shelters hide secrets and you unlock compasses as meta-currency to make future runs easier. Boss fights and environmental obstacles add peaks to otherwise brisk runs. Controls are simple and the short runs are satisfying — perfect for quick sessions. But the game also pads progression with tiny percentage boosts, the unlock pool grows until choices feel diluted and RNG often wins or ruins a run. Difficulty scaling can spike hard (normal → hard feels brutal), some towers outshine others, and early ban/lock tools for the unlock pool are limited. The audio and visuals are nicely done and the devs seem responsive, so there’s real potential — just expect a few frustrating runs while the systems settle.

I had a lot of fun ferrying my little town toward the Ark — the concept is clever and often exciting — but the current meta systems and balance drag it down. Buy if you love experimental roguelites and don’t mind some grind, otherwise wait for a couple of patches.









Pros
- Innovative moving-city tower-defense loop — feels fresh.
- Tight, bite-sized runs with satisfying foraging/fighting tempo.
- Nice visuals and soundtrack; runs perform well even on modest PCs.
Cons
- Grindy, weak meta-progression (small % increases feel unrewarding).
- RNG pool bloat and harsh difficulty spikes + limited synergy between towers.
Player Opinion
Players love the core idea and the early-game loop — many praise the visuals, music and the addictive city-building while you run. Common complaints: progression feels like a long, grindy treadmill, the more you unlock the worse RNG gets for getting synergistic choices, and Hard/Expert difficulties spike too quickly. Some reviewers see huge potential and applaud dev responsiveness; others call it undercooked and suggest waiting for balance patches.
