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YOU ARE THE MONSTER Review (2026): Finally, A Game That Rewards Property Damage

  • Writer: Niels Gys
    Niels Gys
  • Jul 21
  • 7 min read

Quick Verdict

YOU ARE THE MONSTER is a genuine villain game, but a small one.


You control a giant creature, flatten a city, kill civilians and survive increasingly heavy police and military resistance. Destruction earns experience, murdered civilians can restore health, and the authorities eventually respond with tanks, aircraft and a nuclear strike.


The fantasy works immediately. The game around it is still thin.


At €9.99, it is worth considering for kaiju fans who enjoy short arcade runs and uncomplicated destruction. Anyone expecting an open-world monster sandbox, deep roguelite progression or a successor to Prototype should wait.


Fancy flattening an entire city? That's cute. CRIMENET has criminals who actually file paperwork before committing felonies. Before you level another skyscraper, check out our latest GTA Online Weekly Update and see which jobs are paying real money this week.




What Is YOU ARE THE MONSTER?

YOU ARE THE MONSTER is a single-player Early Access destruction game developed and published by Joshua Hughes.


You choose one of four monsters, enter a populated city and demolish everything expensive. Civilians flee, police arrive and the response escalates through SWAT units, tanks and aircraft.


This is not an open-world adventure. There are no missions, factions, dialogue choices or criminal empires.


It is a compact arcade survival game built around short runs. You destroy targets, gain experience, choose upgrades and survive until the authorities solve the crisis with nuclear weapons.


Apparently the city council reviewed the repair bill and decided complete annihilation offered better value.



What You Actually Do

The gameplay loop is simple.


You move through the city, crush vehicles and civilians, destroy buildings and use special abilities against increasingly dangerous enemy waves.


Smaller objects collapse when you walk through them. Larger buildings become destructible as your monster grows stronger. Destruction generates experience, while levelling lets you upgrade abilities during the run.


Each monster has unique attacks with cooldowns. Combat revolves around timing those abilities, prioritising dangerous military units and avoiding situations where several tanks quietly surround you while you are busy stamping on a taxi.


Killed civilians can drop health orbs.

The game therefore does not merely permit villainy. It builds a functioning healthcare system around it.

A successful standard run lasts around thirteen minutes. Completing one unlocks endless mode for that monster, while destruction milestones unlock additional creatures.


The game starts quickly, explains itself clearly and wastes almost no time. Its problem is not confusion. Its problem is that you understand nearly everything it has within a few runs.



You Really Are the Villain

There is no heroic excuse beneath the destruction.

You are not protecting the city, fighting another monster or accidentally crushing commuters during a noble quest.


You are the threat.

Civilians flee from you. Police and military forces try to stop you. Progression comes from causing destruction and surviving the response.


Many games claim to let you play the villain because the protagonist can steal bread before saving the kingdom. YOU ARE THE MONSTER avoids this administrative error by making you a building-sized public emergency.


What the game lacks is choice.

There is no evil route because there is no good route. You cannot manipulate factions, betray allies or decide what kind of monster to become.

Your moral alignment was settled at character selection.


Truly committing to the villain role is still surprisingly rare. Plenty of games promise "moral choices," only to panic the moment you stop being nice and quietly funnel you back onto the heroic path. If flattening an entire city without apology is exactly your kind of entertainment, our Best Games Where You Play as the Villain roundup digs into the games that actually let you embrace the dark side, from criminal masterminds to world-ending monsters, without handing you a redemption arc five minutes later.



What Works

The Escalation

The growing enemy response gives each run structure.

Early destruction feels effortless. Police soon give way to heavier forces, while tanks and aircraft force you to manage cooldowns and choose targets carefully.


It works like a simplified wanted system. The authorities do not investigate or search for you, largely because you are forty feet tall and standing on the courthouse.

They simply increase the size of the weaponry.



The Destruction

Moving through cars, street furniture and civilians creates a convincing sense of scale. Larger buildings eventually become vulnerable, giving progression a physical consequence.

Updates have improved this by allowing monsters to move through destroyed rubble and expanding which objects can be demolished.


That matters more than it sounds.

Nothing damages the dignity of a giant monster faster than becoming trapped behind a building it personally destroyed.



The Directness

There is almost no delay between starting the game and flattening infrastructure.

No long tutorial. No cinematic prophecy. No opening quest involving medicinal herbs and a worried blacksmith.

You choose a creature and begin.


That directness suits a game this small. It knows why you arrived and hands over the demolition equipment immediately.



What Does Not Work

Repetition Arrives Quickly

The main loop changes very little.

You enter the same broad environment, destroy similar targets, fight escalating waves and choose upgrades until the run ends.

Different monsters add some variation. Endless mode extends the session. Neither changes the structure enough to support long-term replayability.


There are no alternative objectives, rival monsters or changing city conditions. Every run asks how long you can continue wrecking the city before the government stops treating it as a policing issue.

That question remains entertaining.

It simply does not remain interesting for very long.



The City Is an Arena

The environment exists mainly to be destroyed.

Buildings are targets rather than places. Streets are combat lanes rather than districts. Civilians are mobile health containers wearing office clothes.


That is sufficient for an arcade game, but the premise suggests possibilities the current version does not explore: varied neighbourhoods, environmental hazards, different emergency responses and objectives beyond survival.

The city is an expensive plate waiting to be dropped.



Progression Is Thin

Levelling during runs and unlocking monsters gives you something to pursue, but persistent progression remains limited.


There is no substantial upgrade tree or broad collection of modifiers capable of transforming the way a run plays.


Once you have seen the monsters and understood their abilities, the remaining appeal is largely score chasing.


Dedicated arcade players may enjoy that. Anyone expecting a deep roguelite will find the progression system wearing a staff badge while waiting for its desk to arrive.



Bugs and Early Access State

The developer has released several updates addressing clipping, rubble collision, environmental destruction, experience scaling and broken achievements.

The game remains visibly unfinished.


Crashes have been reported, particularly during endless mode. Achievement and collectible problems have also appeared.


That matters because endless mode is one of the main rewards for completing standard runs. Crashing during it weakens the part designed to keep people playing after the short campaign loop has been exhausted.


The game is playable and enjoyable. It is not polished enough to forget the Early Access label.



What Players Think

Steam reception is Mostly Positive.

Praise centres on the premise, immediate destruction and novelty of controlling the monster rather than the person fleeing from it.


Criticism focuses on repetition, limited content, missing quality-of-life features, weak physical interaction and crashes.


Supporters and critics are not arguing about what the game is.

They are arguing about whether there is enough of it.

That is the correct argument.



How It Compares

Prototype remains a much larger power fantasy, with open-world movement, missions, narrative progression and deeper combat. YOU ARE THE MONSTER captures the urban destruction but little of the surrounding structure.


Rampage is the closer comparison. Both are arcade games built around controlling a monster and demolishing a city. YOU ARE THE MONSTER modernises that idea with upgrades, several creatures and an escalating military response.



Who Should Buy It?

Buy it if you want:

  • short arcade runs

  • immediate destruction

  • a genuine villain protagonist

  • several monsters with different abilities

  • a cheap Early Access project with room to grow


It works best in brief sessions.


Play a few runs, unlock another monster, cause a national emergency and leave before repetition begins asking to sleep on the sofa.



Who Should Wait?

Wait if you want:

  • an open-world city

  • a substantial campaign

  • deep progression

  • multiple maps

  • varied objectives

  • polished endless mode

  • a true successor to Prototype


The current version is not misleading.

It is simply small.



Final Verdict

YOU ARE THE MONSTER succeeds at making destruction immediately enjoyable.


Walking through traffic, crushing civilians, levelling through chaos and forcing the authorities to escalate from police cars to nuclear weapons creates a direct villain fantasy with no heroic paperwork attached.


The city lacks variety. Progression is thin. Combat needs greater physical weight, and technical problems reduce the value of endless mode.


At €9.99, it is worth considering for dedicated kaiju fans who enjoy compact arcade destruction and accept Early Access roughness.


Everyone else should wait for more maps, objectives and progression.

The monster is ready.

The game around it is still putting on its trousers.


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FAQ

Is YOU ARE THE MONSTER an open-world game?

Not in the style of Prototype or Grand Theft Auto. It is a compact arcade destruction game built around repeated runs in a city environment.


Can you play as the villain?

Yes. You directly control the monster attacking the city, killing civilians and fighting police and military forces.


How many monsters are in YOU ARE THE MONSTER?

The initial Early Access version includes four playable monsters, each with unique abilities.


How long is a run?

A successful standard run lasts approximately thirteen minutes, based on documented pre-release gameplay. Endless mode becomes available after completing a run with a monster.


Does YOU ARE THE MONSTER have a story?

The current version focuses on arcade destruction rather than a substantial narrative campaign.


Is YOU ARE THE MONSTER repetitive?

Yes. The monsters and upgrades provide some variety, but the central loop remains smashing the city and surviving increasingly powerful enemy waves.


Is YOU ARE THE MONSTER finished?

No. It launched in Early Access on June 18, 2026. The developer initially estimated approximately six months of Early Access development.


Is YOU ARE THE MONSTER worth buying?

It may be worth €9.99 for kaiju fans who enjoy short arcade rampages. Players seeking a deep open-world villain game should wait for more content and technical improvements.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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