Press kit
Everything you need to write about or stream Machines vs. Monsters. No permission needed.
Download the press kit ZIP · 7.3 MB
Fact sheet
| Title | Machines vs. Monsters |
|---|---|
| Developer / publisher | Studio Bartek (Bart Dubbelman) |
| Team | One developer |
| Based in | The Netherlands |
| Genre | Roguelite tower defense |
| Platform | Windows PC (Steam) |
| Players | Single-player. Online co-op for 2 to 4 players is in testing |
| Input | Keyboard and mouse |
| Release | Early Access on Steam, March 2027 |
| Demo | December 2026, on Steam and in the browser on this site |
| Price | To be announced |
| Languages | 15 interface languages: English, Czech, German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Turkish, Ukrainian, Simplified Chinese, Traditional Chinese |
| Engine | Godot 4 |
| Steam page | store.steampowered.com/app/5038280 |
| Website | https://machinesvsmonsters.com |
| Contact | contact@machinesvsmonsters.com |
Description
Roguelite tower defense. Build the maze. Hold the line. Lose, learn, redeploy.
Machines vs. Monsters is a roguelite tower defense. Build a maze of industrial weapons, hold your Command Center against escalating alien waves, then lose, upgrade, and redeploy stronger.
Land on a hostile planet. Place towers on open ground to carve the path the monsters have to walk, then survive wave after wave while the map grows around you. Each planet is one long run: clear the target wave, then push into endless mode for as long as your defense holds.
You work for Batavia, a mining corporation that calls the local wildlife "native assets." Your crews call them monsters. The paperwork is immaculate. The planet is not.
Every visual is drawn in code, no sprites: dark industrial hulls, bioluminescent monsters, planets rendered in light. Made by one developer.
Features
- Maze building. Towers block the ground. Enemies always find a route, so make it long and make it hurt.
- 13 towers. Railguns, plasma torches, spark coils, and heavier machines like orbital uplinks and drone foundries. Each has five upgrade levels and unlocks a special ability at level four.
- A map that grows. New terrain arrives between waves: ridgelines, ore seams, and breach points that open new fronts mid-run. No two runs play the same map.
- Cards between waves. Wave rewards offer a choice of three cards: new tower lines, economy boosts, or raw stat upgrades. Your build changes every run.
- Clear, then endless. Beating the target wave unlocks endless mode. How far past it can you hold?
- Permanent progression. Every run pays out stardust. Spend it on a constellation tree that unlocks new towers, cards, and starting bonuses for the next deployment.
The machines
Railgun Rig · Plasma Torch · Spark Coil · Signal Beacon · Toxin Injector · Cyclone Turbine · Piston Hammer · Seismic Bore · Cryo Compressor · Mine Dispenser · Umbra Projector · Uplink Dish · Drone Foundry. Plus the Ore Extractor, an economy building that mines the seams the map hands you.
How it is made
- Drawn in code. There are no sprite sheets and no image assets in the game. Every tower, monster, projectile, planet and interface element is procedural drawing: shapes, light and colour computed at runtime. The look is called Organic Luminescence: dark bodies, bright rims.
- No generated art. Nothing on screen comes from a generative model. Every machine, monster and world is drawing code written by hand.
- One developer. Design, code, art and words by one person, built in Godot 4.
Videos
| Announcement trailer | 1920x1080, 60 fps | coming soon |
|---|---|---|
| Gameplay loop | 10 s, 1280x720, silent | on this site |
All footage is real gameplay from the current build, captured in-engine at 60 fps.
Images
| Key art with title | 1232×706 | 200 KB |
| Wide key art, no title | 3840×1240 | 453 KB |
| Portrait key art | 748×896 | 160 KB |
| Wordmark, transparent background | 1280×720 | 62 KB |
| Game icon | 256×256 | 9 KB |
| Early defense on a young map | 1920×1080 | 446 KB |
| Wave 8 under pressure | 1920×1080 | 691 KB |
| Pick one of three cards between waves | 1920×1080 | 276 KB |
| A tower's upgrade panel | 1920×1080 | 494 KB |
| The galaxy map | 1920×1080 | 1.4 MB |
| The constellation sky | 1920×1080 | 1.5 MB |
| The hangar | 1920×1080 | 420 KB |
| Title screen | 1920×1080 | 1.3 MB |
Logo and brand
- Use the wordmark files as supplied. Do not redraw, recolour, stretch, add glow or animate the mark.
- Title spelling is Machines vs. Monsters, with the period after "vs".
- Brand colours: machine yellow #ffb826, neutral light #d9e0f2 on near-black #09090d.
- Typeface: Saira Semi Condensed (open licence).
Streaming and videos
Studio Bartek grants permission for the contents of Machines vs. Monsters, including its demo, to be published through video and streaming services for any commercial or non-commercial purpose. Monetization of videos and streams containing footage, audio or assets from Machines vs. Monsters is explicitly allowed by Studio Bartek. No key, licence or prior notice is required.
About the studio
Machines vs. Monsters is a roguelite tower defense from solo developer Studio Bartek. Build mazes of industrial firepower on a hostile planet, hold your Command Center against escalating alien waves, then lose, upgrade, and redeploy stronger. Early Access on Steam, March 2027.
Studio Bartek is the one-person game studio of Bart Dubbelman, in the Netherlands. Machines vs. Monsters is its first game.
