

Cassette Beasts
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.



01About Cassette Beasts
Explore New Wirral, record monsters onto cassette tapes, and transform into them for turn-based battles. Combine two monster forms into new fusions, and use monster abilities to explore and solve puzzles. On Steam PC, 94% of 9,047 player reviews are positive. The game was released on April 26, 2023. The interface is available in Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Spanish-Latin America, and Portuguese-Brazil.
Credits
Lowest recorded in 36 months
$0.002025-12-27 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Modes and controller
The Steam PC version has single-player, local and online multiplayer, and full controller support.
Language
The interface is available in English and other languages; full audio is in English.
03Frequently asked questions
How does monster collecting work?
Explore an open world, record monsters onto cassette tapes, then transform into them for turn-based battles.
What does fusion do?
You can fuse any two monster forms into a new form. Your relationship with a companion affects fusion.
Can I play with friends?
Yes. Local and online multiplayer are available. Online, you can trade monster tapes, duel friends, and team up in battles.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
You turn into monsters like Ben 10 and then DBZ fusion dance with your depressed bisexual millennial friends to fight the witches from Madoka Magica.Show moreShow less
I'm stuck on whether to actually recommend this. The savvy type will see the overwhelmingly positive reviews and raise their eyebrow, sending themselves off to the negative reviews section because they know that even if they don't agree, they'll at least get a review with any semblance of critical thought*, because it's the only part of the review section meant to be about reviewing rather than as a marketing hype machine. That's the audience I want to reach, so I'm leaving this in the negative category. I want to preface this with saying that I haven't beaten the game. I'm going to tally that against the game, because it doesn't earn it's capacity to utilize it's own open world to control pacing. It very quickly feels like the majority of your time will be spent dodging very low level enemies who partially scale (at recommended settings) their stats (but never enough to facilitate an actual challenge), while ambling across a psuedo-samey puzzle-box like map structure, turning the game into a maze to navigate just to get to an area that you've either been in before to complete a quest, or a new area, probably to also complete a quest. The problems compound with it's structure working against it, the game has no method of guiding you to appropriate challenges or to appropriate points to reduce the inane backtracking. There are ways to fast travel but the methods of unlocking the places you can fast travel to feel almost arbitrary (One area is unlocked on the critical path, one is unlocked in a character side quest!). Couple this with meatgrinder battles that will slowly chisel you down and you quickly start to feel that the pace slowly simmers down between the interesting moments, as you check the map every few fights and backtrack to a rest point (bonfire, which you can't fast travel to) before moving on to fight more meatgrinder battles and dodge fights on the overworld and spam the run button when you fail to dodge.... The interesting moments are whenever you encounter a new monster. Take that as damning praise against the rest of the game. This game shoots pokemon's "elegance in simplicity" design philosophy in the foot by pushing complexity in designs without straying from a core idea, rendering their more complex beasts instantly readable despite having more to look at. The game is a *bit* too reference heavy in it's designs to always completely land for me, but it's mostly drawing from historical or urban folklore that ends up being underutilized in the wider space. It's a matter more of preference whether that hits you or not, rather than the idea itself being trite. These little guys are consistently great, and I definitely appreciate the ubiquitous artificial human creations (plastic in particular) becoming a natural element to draw from lean that alot of these designs utilize. It's real ♥♥♥♥♥♥♥ unfortunate that the devs decides to put these good design philosophies in a game that's so ♥♥♥♥♥♥♥ hipster it's competing with YIIK Okay, that's quite an exaggeration. It's not....nothing is YIIK. This game wants to push itself as profound, and boy ♥♥♥♥♥♥♥ howdy do you feel it. You fight "trainer" battles with philosophers popular with the "i am smort" crowd, the fusion mechanic of the game always makes the obvious "lol its like sex" joke that I'm mostly mad at for starting to do it after I started taking the piss out of it, there are people in the game people call vampires that are actually just landlords, one of the bosses is "inspired by the concept of consumerism", you get the picture. I'm not one of those ♥♥♥♥♥♥♥ conservative idiots who thinks "politics should be out of games", but you need to face the fact that you aren't leftists, like most liberals want to act like they are. You certainly don't earn the capacity to put Karl *♥♥♥♥♥♥♥* Marx in your game, I don't care for how briefly. The characters are very aggressively uninteresting, and flip between being daydreamy psuedo-philosophers, snark factories, and their character trait. Sometimes two of those at once, how's that for character depth!? That certainly doesn't stop them from talking to you until you think they're cool. Dialogue isn't...well it isn't Planescape, but there's enough from there that when I realized I'm completely uninterested in these people that I felt the attrition from spamming the skip button, much like Monster Hunter. That leaves battling. People are saying it's innovative. Sure, it is. Is it *good*? I'll tell you when I need to use it. I'm at around level 40 (side note: your level and therefore mon stats being attached to your character defeats it's own purpose when you need to level up your mons to get moves that allow them to compete anyway, unless you spam TM's, which isn't ridiculous because it isn't expensive, but it should be noted), and power has overwhelmingly consistently been the best strategy. If you don't know how it works, (although you've probably read another review that explained it but I'm just being thorough), instead of types interacting through varying levels of damage output, they interact through a series of buffs or debuffs depending on the type (single, there are no doubles except fusions) of the monster and the type of the move. A fire move hitting a wind mon will create a wall for the wind mon that will block two attacks is a fairly frequent example. A fire move hitting a grass mon will ignite them, giving them a dot. Like I already said, however, I've fairly frequently been able to brute force my way through because an enemy doesn't have the capacity to nuke me, and I always will have more mons, which, as someone who frequently plays hardcore nuzlockes, made me appreciate the pokemon battle system alot more than I did before. Man, I didn't realize until writing this review how much of the game I really considered a miss. I'll play to finish and I'll update the review with how I feel if it's changed, it's possible the characters might grow on me, or the battling gets genuinely involved, but, really I'm just playing through to see all the monsters this game has. Even the ones I like less were still absolutely great, I can't emphasize enough how much I like them. side note: the overworld has puzzles but theyre in the same league as botw, i didnt wanna dedicate a full paragraph to saying that lol *Edit: i checked the negative reviews section after i wrote this, boy was i wrong lol, i'm pretty sure this is the only thing resembling a review down here. hell there was a moron talking about jewish marxist propaganda lmao Edit 2: The lead singer in the tracks of this game sounds disturbingly similar to Hayley WilliamsShow moreShow less
Some maniac decided to create unique sprites for every single fusion between every single 2 monsters in the game, and that alone deserves a positive reviewShow moreShow less
With the review scores being the way there are, I am wondering if I ended up with the wrong version of the game. It had so many blatant issues that I am more than a little surprised so few people would mention them here. So, having played through the entirety of it with a friend, I may as well try myself. To at least start off on a positive note, the game does look and sound nice. The artwork and designs, as well as the music in the game, are pretty good. It did give a good first impression, but that is about everything the game really does well. Everything else feels like someone's first attempt at designing gameplay. Combat The combat tries to offer some complexity with various type interactions that cause different buffs, debuffs, and other effects when certain typed attacks are used against others. This sounds neat in theory, but was so irrelevant for the entirety of the game that it may as well not have been there. The observant player quickly notices that a high speed and damage stat are all that really matters, at least early on. It's easy to one shot at least one enemy in a given fight before they get a turn in, far more effectively minimizing damage than any amount of defense or utility ever could. Once you get into the late game and have more stickers at your disposal (The game's version of monster abilities that you can swap between monsters), the game completely falls apart. It is trivial to equip your monsters with combinations of stickers that, in our playthrough, one-shot almost every single fight (Including bosses) before enemies even got a turn in. So the game either breaks the moment you experiment with it, or you restrain yourself and stick to uninteractive loadouts all the way through, there is, unfortunately, no fun way to go about it. Even when you are obliterating your foes, the game is still adamant on playing out every single action in order. Did you proc five random attacks and the single enemy died after the first? The game has to let you know the other four ones all failed, in order. Attacks with type advantage need to inform you what debuffs you put on the enemy even though they are already dead. Multi-hit attacks play out all of their attacks every single time as they whittle away at corpses. There is no way to speed up combat or skip animations. Fusions were a neat idea in theory but became obsolete the moment you get them, not to mention that they effectively delete multiplayer for the duration. Hopefully, your friend doesn't mind sitting out if you ever plan on using them. Either way, they effectively combine the stats of the fused creatures, as well as their ap. In execution, this is pointless because you are also down to one action per round, making anything but spamming high ap attacks a waste of your turn. Even then, the strongest attacks are ones that trigger when creatures are swapped in, meaning you are far better off even damage wise to just never fuse and rely on your passives. User Interface The UI in this game is an absolute atrocity. You have 14 different elements attacks can have, and can then roughly categorize abilities into melee attacks, ranged attacks, passives and utility. Guess what options you have to sort them? Alphabetically. That's it. Have fun scrolling through your list of stickers from memory as you flip through a list that can only display ten at a time. Swapping out party members means they have to take the creature equipped to them with them. Had a new party member force your current one back into town during a story quest? Have fun running back and swapping around monsters for a few minutes in order to get back the monsters you were currently planning on using. Puzzles Someone seems to have understood the general concept of puzzles but didn't actually bother trying with the execution. There are some overworld puzzles that were interesting, requiring you to pay attention to the environment and figure out a solution off of those hints by yourself. Most of the main game puzzles, however, are obvious the moment you look at them, and simply require you to go through the motions for the bland execution, making you wonder why they are even there in the first place. This is exacerbated by the fact almost all chests in this game contain garbage. You get good stickers from shops/leveling up bootlegs (The game's version of shiny monsters) and good materials from overworld rogue fusions, quests, and bosses. As far as I remember, the contents of every single chest in this game have been pointless materials you would also drop from every random encounter ever. Narrative The game has made the curious decision of attempting to go for a character relationship driven narrative while also rendering you a silent protagonist. You have occasional response prompts that are usually something along the lines of "Yes" and "Yes but in yellow". No dialogue options in this game matter, except for possibly romance confessions when reaching maximum relationship status with a given character. Naturally, they are head over heels for you after expositing their life story and struggles at you, while you blankly stared back like the soulless automaton that you are. The meta-commentary we haven't paid much attention to, but it is more than a little on the nose with one boss being the incarnation of capitalism, while one of the enemy factions is a group of landlords that are literally just vampires. This was roughly on the same level as the quest to stop an evil cult. You don't really know why they are evil, they aren't actually doing anything in the game that is shown to you, or even mentioned to any significant degree, but it's a cult, what else are they going to be? Conclusion This game certainly felt like wasted potential. The gameplay didn't really change after five or so hours in, but we wanted to push through to the end to see if combat maybe gets more varied somehow. As far as we could tell, none of the bosses have any mechanics that require you to interact with them, safe for a singular puppeteer that has effigies of your team on his side, requiring you to pay attention to where you place your attacks, lest you suffer recoil. Had the game tried to do more things like this while keeping some semblance of ability balance, perhaps it could have been something.Show moreShow less
probably the single best game ever for the steam deck if i had to put words to it it's like if gamefreak still loved pokemonShow moreShow less
this game is trash they ask for your pronouns there really needs to be a lgbtq warning label on these things i dont want my kids brainwashed with jewish marxist ideologyShow moreShow less
You team up with bisexuals and turn into pokemon in order to destroy both biblically accurate angels and the housing market. If that doesn't convince you to buy this game idk what willShow moreShow less
The game itsself seems pretty good. I have some gripes like bugs that delete your stickers when you try to move them or convoluted menus for looking at your tapes and swapping them out. The game also obscures information like XP and HP in battle. What really kills it is that this is not a fantasy but a woke-fantasy game. It slaps your arround the head with all the identity politics sterotypes you can think of with the sublety of a sledgehammer. I'd say im a pretty tolerant person overall but this much just ruins my immersion.Show moreShow less
It's amazing what just two people can accomplish and a multi-billion dollar company can't.Show moreShow less
Edit: I've completed the story at this point and my stance on this game is largely unchanged. I've touched up my review a bit to elaborate on some things I was too brief on but that's about it. I will say that the final boss is at least decent in the first phase, though the second phase ends up being a glorified cutscene which is pretty disappointing. The ending is also really abrupt, which didn't really bother me but will probably upset anyone who actually likes any of the characters besides Viola (whose character motivation is clear and consistent enough for her behavior at the end to actually make sense) and Barkley (who is a very good boy). ---- From a raw gameplay standpoint Cassette Beasts is a pretty good game, and if that's all you're after then the current "Overwhelmingly Positive" rating is warranted. It's not perfect - I have issues with some of the UI (too many button presses to perform basic tasks, no confirmation window for irreversible actions like sending party members to storage or fusing) mechanics (unlocking new fast travel points / shortcuts is much more annoying/tedious than it needs to be, Eugene's fusion unlocking at endgame when he's one of the starter characters is baffling design) and balancing (Coaldron is such a mess that it can't use its own level up moves, meanwhile stack 7 Random Starters and a 10AP attack of your choice on a glass cannon and you'll auto-win every fight forever) - but it's overall a refreshing take on the mons genre that's mechanically solid enough that I wanted to keep playing until the end of the story in spite of the rest of this review. The writing however is a huge miss. Some other reviews mention woke elements, but honestly they aren't that bad. You have a 3-choice pronoun selection at the start of the game; a bunch of characters with neon hair; and a partner lineup with 1 white (female, Irish) character, 1 ambiguous character with dyed hair, 3 black characters, and a dog; but that's as far as it goes. It's the philosophy that gets me. Several of you have already pressed the jester award button just from reading that much, but if you haven't, please hear me out. There are random philosophers as NPC trainers throughout the world who spout one-liners related to whatever they're most famous for saying, then they lose all relevancy forever because they're just NPC trainers. Most of the partner conversations that weren't utterly forgettable were full of navel-gazing, the main exceptions being Viola (who actively refuses to navel-gaze and is the most based character in the game because of it) and Barkley (who is a dog). The society of New Wirral is pretty clearly trying to portray socialism...or more accurately the quasi-socialist aesthetic that so many modern liberals think is cool. If the game's portrayal of "socialism" functioned on more than an aesthetic level, or if it wasn't trying so hard to deliver a message rather than just being a good vibes "all-in-this-together" society, I wouldn't be nearly as scathing as I'm about to be. "From each according to his abilities, to each according to his needs" does not mean "you can do what you feel like and if that's sitting at home all day every day nobody will bother you about it" but that's sure how the game treats it. Similarly, in order to seize the means of production there must first exist a means of production, but New Wirral is a disorganized blob of vibes that subsists off of interdimensional detritus and expects a single pumpkin patch to feed everyone. This admittedly works, but only because the pumpkins are video game enemies that respawn faster than you can kill them. New Wirral also straight up doesn't have money (probably because all the landlords are literally vampires - yes, it really is that unsubtle) and instead relies on barter and favors, which is technically possible in the world as shown, but only because the canonical population is less than 1000 people, everyone who might possibly have less than pure intentions is cartoonishly obvious about it, and the island gets a constant influx of basic resources and refined goods for free so nobody has to bother with things like "infrastructure", "manufacturing facilities", or "supply chains". Even electricity production gets waved away with vague comments about an "energy field"! The only reason this society lasted a full century is authorial fiat, which means the whole thing stops being applicable to the real world and the message is shot in the foot. I think the best summary is that the game has an entire dungeon and boss fight that's all about lecturing the player about the emptiness of consumerism and the need to spend less time and money on hollow things like...video games...when it A) costs $20, which might not sound like much, but the take only needs to be split between 2 people and most games with this heavy an anti-consumerism message are either less than $10 or explicitly give a sizable chunk of profits to charity; and B) will take most players at least 20 hours to beat the main story, while still having a bunch of postgame content + a randomizer mode specifically designed to encourage people to play the game forever. Again, this game has "go outside" as one of its core messages. I hang out with actual Marxists and they aren't anywhere near as insufferable as this game can be. And their arguments are occasionally somewhat convincing, too.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.