Monster Lab Simulator on Steam - User reviews, Price & Information

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Ready to become a mad scientist? Synthesize, evolve, and command an army of unique creatures in your own lab. Manage your laboratory, master genetic essences, and dominate the battle arena in this deep creature collection simulator!

Monster Lab Simulator is a early access, simulation and creature collector game developed by Round3 Studios and published by KikiGames.
Released on February 13th 2026 is available only on Windows.

It has received 308 reviews of which 224 were positive and 84 were negative resulting in a rating of 6.9 out of 10. 😐

The game is currently priced at 10.39€ on Steam with a 20% discount.


The Steam community has classified Monster Lab Simulator into these genres:

Media & Screenshots

Get an in-depth look at Monster Lab Simulator through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows (64-bit) 10
  • Processor: Intel Core i5-2500 @ 3,3 GHz (4 CPUs)
  • Memory: 8 GB RAM
  • Graphics: NVidia GeForce GTX 1050
  • DirectX: Version 11
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2026
I like the concept of this game, for right now there are a few things that bother me like the fact that after a battle if I want to heal the fulus or go back into the battle arena I have to take them out of the post battle container and put them back into the orbs, I feel like it would be more convenient for them to stay in their orbs after a battle. Also like other people have mentioned after a win it seems like the enemy team always becomes a lot stronger than my current team even if I try to change the enemies. I think having a earn for difficulty would work better like if an enemy has a strong team the winning prize should be better and a weaker team will be less, but make it so the randomizer can generate weak teams. Maybe have a separate battle station that works like a tournament where the enemies become progressively stronger. On a separate note and this is just my opinion the hatching/merging rarity should be minimal what the egg/fulu is like a rare should not have a chance of making an uncommon fulu it should be equal to or greater.
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Feb. 2026
Update: It appears as though they(the developers) have indeed increased the sell price of the Fulus in the most recent patch, so I can tentatively recommend this game, though be aware that this game is still in fairly early access, and there are still a pethora of minor bugs throughout the game. This is still not a strong recommendation, it's a "buyer beware". Original review: The curent economy of the game is extremely unbalanced. Curently if you sell a common Fulu, You will almost always be selling at a loss relative to what You spent to make the Fulu in the first place. Example, if You purchase all the necessary materals to make a level 1 common Fulu, it costs $102 to create the Fulu, and orb it for sale, but you typically get offers to buy said Fulu for usually $98, so I don't see why you would make more Fulus to sell, if you are almost always selling at a loss. I cannot justify telling anyone to buy this game in it's current state. If the game developers make the Fulus sell for about 20% more I could justify it, as then the money management part would be only chalenging instead of litterally impossible like it is now.
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Feb. 2026
I only played one hour before I put the game down but I do think this game, with polish, more content, and changes, could be really fun and enjoyable and similar to the fun I have while playing that one TCG card game simulator. Right now though, I feel like it's hard to find enjoyment in the core gameplay loop: especially when a lot of things feel like im wasting my time rather than making fun progress. But since the developers seem to be very open to feedback (I saw they immediately added a hotfix to a problem another reviewer was having within an hour), I want to come back to this game and enjoy it. Some feedback for the devs: -After an arena battle, keep the monsters podded instead of forcing us to repod them. Not only does that make the run between healing the mons and going to the arena less tedious, but it just feels like it cuts down on unneeded time. -Give us an option to sell items from the arena. Alongside everyone else here, I do feel like I'm stuck on a tight budget and that there's no real way to earn money since the costs of producing a monster are more than selling one (making the progression loop feel pointless). I see we get one free gambling ticket even if we lose the arena battles. Having items be sellable for additional cash would be nice -Please have arena battles match our monster's levels / take away the 20 dollar reroll option. I kept getting rolls with third tier monsters despite having only two-tier merged monsters and was wasting my money rerolling for a better chance to win (and i have not won yet, fun fact). Either make arena battles easier so i don't waste money rerolling for a better chance to win or take away the $20 cost because i rerolled A LOT and still haven't won a single match -On earning money: have a bounty system. I think you kind of do have one already on the TV screen set-up. But the cost of creating a monster to fulfill those bounties isn't worth it from what I've seen. Maybe try having monsters with bounties get an additional bonus to make it worth chasing those bounties. So, say, the red and white fox Fulu has a bounty. It takes 100 to get the materials to make it, but you get 150 for completing the bounty. That not only makes it worth chasing the bounty bc you get $50 profit, but it means you can continue the progression loop without fear of running out of money (and incentivizes players to chase two-tier/third-tier monsters by saving up money to front the costs of making those) -allow us to move the Fulu orb machine. PLEASE. -also it would be nice if we could move where the chute drops off supplies and/or have a robot move supplies to a determined destination. maybe the robot already does this but afaik it only disposes of trash from what i've heard -EXP gain seems like a chore and hard to do without potentially running out of funds trying to reach the water/grass vials. Again, maybe fixing the progression loop with a proper bounty system (which incentivizes players constantly creating Fulus for profit therefore getting them to level up by virtue of playing into the progression loop) -also, it grows annoying to be running everywhere. I almost feel like there's too much space and that im wasting my time running from the arena to the pod machine to the healing chambers to the arena and all over again. -I wish we had a little more control/insight into the battle system and/or the Fulus I make feel viable in a fight. Being beaten over and over again kind of makes the battles feel not worth it. -there needs to be something else to do too. If I'm failing the battles all the time and making Fulus results in a net loss...i'm going to be honest, I don't see a reason to play the game. But even if you fix those two issues, there's just something missing i can't put my finger on. Maybe adding more emphasis on searching for rare Fulus (such as by changing their colors beyond a different colored sheen? maybe even variant forms?) or doing challenges alongside your Fulus to establish bonds with them would help spice things up -also on suggestions: interacting with Fulus more, maybe even having one act as a pet companion who you can assign to follow you around? Maybe fire Fulus can help with setting the trash on fire. Water Fulus can help with eventually creating homebrewed essences. Grass Fulus can create ingredients for battle items. Giving more of a reason to make Fulus for yourself to help you (especially if maybe they can help the player make a quick buck that grows into more and more profit as the player levels up and unlocks more "toolkits" to use alongside their Fulus to make more valuable stuff to profit off of) would also incentivize me to make Fulus for myself instead of selling them for profit (which adds to feeling like i WANT to invest in the progression loop instead of being offput by it)
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Feb. 2026
The game crashes every time I try to go into visual settings. (Need to turn off that motion blur) Having said that, Im sure it will get fixed pretty soon. The prolouge was great and the gameplay in the full game should provide even more features. Edit: They fixed it within the hour
Expand the review
Feb. 2026
Mixing essences, tossing around and destroying lab equipment with fire, extinguishing fires (and cute creatures)... just your average everyday scientist stuff. Highly recommended. Give it a chance. I’m sure it will grow on you.
Expand the review

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Frequently Asked Questions

Monster Lab Simulator is currently priced at 10.39€ on Steam.

Monster Lab Simulator is currently available at a 20% discount. You can purchase it for 10.39€ on Steam.

Monster Lab Simulator received 224 positive votes out of a total of 308 achieving a rating of 6.87.
😐

Monster Lab Simulator was developed by Round3 Studios and published by KikiGames.

Monster Lab Simulator is playable and fully supported on Windows.

Monster Lab Simulator is not playable on MacOS.

Monster Lab Simulator is not playable on Linux.

Monster Lab Simulator is a single-player game.

Monster Lab Simulator does not currently offer any DLC.

Monster Lab Simulator does not support mods via Steam Workshop.

Monster Lab Simulator does not support Steam Remote Play.

Monster Lab Simulator is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Monster Lab Simulator.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 February 2026 00:11
SteamSpy data 23 February 2026 08:07
Steam price 23 February 2026 21:03
Steam reviews 23 February 2026 15:45

If you'd like to dive deeper into the details about Monster Lab Simulator, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Monster Lab Simulator
  • SteamCharts - Analysis of Monster Lab Simulator concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Monster Lab Simulator compatibility
Monster Lab Simulator
Rating
6.9
224
84
Game modes
Features
Developer
Round3 Studios
Publisher
KikiGames
Release 13 Feb 2026
Platforms