Monsters Are Coming! Madness Builds · published · build 25108178
Hello Heroes!
This is Edouard, Game Director at Ludogram.
The city keeps moving, and so do we.
With Patch 6, we wanted to push Monsters Are Coming! in a direction we love: more strange builds, more dangerous choices, more ways to experiment, and more reasons to rethink how you shape your city.
This update introduces a lot of free content for all players: a new affliction, new buildings, new relics, new challenges, and a new monster family. Alongside it, we are also releasing our second DLC: Madness Builds, focused on mad science, unstable inventions, artificial soldiers, and cities that become more powerful by breaking themselves apart and rebuilding something worse.
As always, thank you for all your feedback, balance reports, bug reports, screenshots, builds, and terrifying Endless Mode scores. You keep finding ways to surprise us, and this patch is another step toward making the game deeper, clearer, and more exciting to break.
Let’s get into it.
Patch 6 introduces a brand-new affliction: Electric.
Electricity is designed to spread damage through enemy hordes. When an enemy affected by Electrified is hit, it has a chance to trigger a lightning bolt. This bolt deals damage to the target, then splits and bounces to nearby enemies.
To support this new affliction, we’ve added:
1 new Tower: Electric Spike
2 new support buildings
3 new relics
Electricity is all about chain reactions, bouncing damage, and turning one hit into a bigger wave of destruction.
We are very curious to see how far you can push it.
Two new challenges have been added to spice up your runs:
Low Morale: each time the Hero dies, the City loses health.
Out of Stock: shops offer fewer choices.
These challenges are designed to create new kinds of pressure, especially for players who enjoy stacking modifiers and making survival even more painful than it already is.
Good luck with that.
The roads welcome a new threat: Golems.
Golems appear to punish Heroes who destroy too much of their environment. If you harvest aggressively and break everything in sight, you may attract something that does not appreciate your methods.
Depending on the Road you are travelling through, the type of Golem will change — and so will the resource it protects.
Harvesters, it is time to face the consequences of your actions.
Our second DLC, Madness Builds, is all about mad science.
Unstable machines. Artificial soldiers. Experimental weapons. Dangerous momentum. Cities that become stronger by destroying and rebuilding themselves.
If the base game is about turning a moving city into a fortress, this DLC asks a slightly more worrying question:
What if the fortress became a laboratory?
The Mad Scientist believes the future is built through innovation.
Moving cities are impressive, yes — but clearly not enough.
So, naturally, the Mad Scientist created the K.A.R.T., a miniaturized mobile tower used as a weapon.
The K.A.R.T. is all about movement and momentum. Use your speed to smash into monsters, outpace the horde, and lead your wagon minions as they harass enemies with electric salvos.
The faster you move, the stronger you become.
Even better: the K.A.R.T. weapon can be unlocked for all other Heroes.
We are excited, and slightly afraid, to see what you will do with it.
The Military Lab is a new Townhall that creates a direct link between city management and Hero progression.
Each time a building is replaced, a weapon chest is opened and gold compensation is given.
This means that replacing buildings is no longer only a city-building decision. It can also become a way to accelerate your Hero’s scaling, find new weapons, and adapt your run.
Do you preserve your city layout, or do you sacrifice buildings to empower your Hero?
That choice is now yours.
One tower to rule them all.
That is the philosophy behind The Ultimate Weapon, a new Townhall built around a single central tower slot.
The Tower placed on this special slot:
starts at level 2;
gains improved range;
gains improved damage;
gains improved attack rate.
And then it gets worse.
Each time a building is replaced in the city, the level limit of this central Tower increases. This means it can keep scaling again and again as you continue rebuilding your city.
Build. Destroy. Rebuild. Feed the Tower.
Then watch it become a monster-wrecking machine.
Heroes are becoming rare these days.
Fortunately, mad science has a solution: if we lack flesh soldiers, we can replace them with metal ones.
The Golem Factory summons Artificial Golems using resources deposited into it. Each new Golem is stronger than the previous one, but also costs more.
For each summon, a specific resource will be requested. This resource contributes four times more to the construction, so you’ll need to keep an eye on what the Factory demands.
Manage your resources carefully, summon stronger and stronger Artificial Golems, and turn your city into a production line of walking metal violence.
Welcome to The Scrapyard.
This is where destroyed cities remain after failing on the Roads.
A no man’s land filled with broken metal, abandoned machines, failed experiments, and dangerous remains, the Scrapyard is the perfect home for the madness of this DLC.
Many cities tried to reach the Ark before you.
Many failed.
Now you get to travel through what they left behind.
Watch your step.
We’ve heard the community asking for more challenge and shorter, more intense Endless runs.
So we have drastically increased difficulty scaling in Endless Mode:
Enemy health scaling has been increased by 80% at each Shelter, making it ramp up much harder starting from Ark 2.
Enemy knockback resistance scaling has been increased by 60%.
Enemy maximum speed bonus from Ark scaling has been doubled.
Enemy speed scaling now ramps up twice as fast.
The goal is simple: Endless Mode should push back harder, faster, and make deep runs more intense.
Powerful builds should still feel powerful, but the Road should eventually become dangerous enough to test them properly.
Thanks to your feedback, we regularly identify balance issues that need attention.
For this patch, we wanted to reduce the domination of Ice builds a bit, while giving stronger tools to elements that lacked reliability — especially Fire, which needed better damage and scaling across a full run.
Freeze affliction cooldown on the same enemy: 1s → 2s
Added +25% base damage to Minions in frenzy.
Damage bonus per additional point: +3% → +5%
The Pyrotechnician’s House has been greatly buffed to better support difficulty scaling during a run.
The previous +5% per house bonus has been changed to a flat +1 damage bonus.
This bonus affects the base value, allowing percentage bonuses to scale more effectively.
Improved its street exponential scaling.
As an example, a street of 10 houses now gives +26 damage per tick instead of +6.
Pro tip: it also synergizes with the new Mage House.
Fixed an issue causing the effective range to be half as short as shown in the preview.
Fire zone damage: 2 → 3.5
Damage: 2.8 → 10
Delay between arrows in one salvo: 0.2 → 0.12
Damage per arrow: 10.5 → 15
Burning chance: 20% → 40%
Attack cooldown: 2s → 1.8s
Explosion zone damage: 20.4 → 27.2
Fire zone tick cooldown: 1s → 0.3s
Fire zone tick damage: 12 → 7
Fire zone radius: 1.25 → 1.4
Range shortened:
Minimum range: 3 → 2
Maximum range: 10 → 7
Knockback: 2 → 6
Cooldown: 1.8s → 1.68s
Damage zone active duration: 1s → 0.3s
This does not impact the duration of the XP collect zone.
Freeze chance: 20% → 40%
Damage: 22.1 → 25.5
Broken Heart Minor relic: fixed a bug that made it apply incorrectly on enemies under 90% of their life instead of above 90%.
Sharp Chisel: fixed a bug causing its effect to never scale.
Patch 6 and Madness Builds are another step in our long-term work on Monsters Are Coming!.
With this update, we wanted to add more experimentation, more risk, more strange synergies, and more reasons to rethink how you build your city.
The Military Lab rewards sacrifice. Electricity spreads chaos through the horde. Golems punish destructive harvesting. The Mad Scientist turns speed into damage. The Ultimate Weapon lets you feed one terrifying Tower. The Golem Factory turns resources into artificial soldiers. And the Scrapyard reminds everyone what happened to the cities that failed before you.
As always, we’ll be watching your feedback closely.
We want to see your builds, your broken strategies, your Endless Mode runs, your Electric experiments, your Fire comebacks, and whatever terrible thing you manage to create with the K.A.R.T.
Thank you again for playing, reporting, sharing feedback, and helping us improve the game update after update.
The monsters are still coming.
So keep experimenting.
Keep building.
And keep the city moving.
Glory to the Ark!