This Monster Train Developer’s New Game Lets You Fight Broccoli Using Dice and 90s Nostalgia

What do you get when a Monster Train developer decides to make a dice roguelike about conquering childhood fears while surrounded by 90s nostalgia? You get Slumber Realm, a dreamy turn-based adventure where you literally fight broccoli, collect Power Rangers posters, and roll a trusty d6 to defeat the nightmares lurking in your adolescent mind. Solo developer Brian Cronin is building this passion project in his free time while juggling a full-time gaming job and raising young children, and it’s shaping up to be something special.

The game was officially announced in August 2025 with a full release planned for 2026. A free demo is currently available on Steam, letting players experience the addictive loop of rolling dice, sequencing equipment, and discovering wild synergies that break the game in satisfying ways. If you’ve ever wished Dicey Dungeons had more nostalgia or Balatro used literal dice instead of cards, Slumber Realm might be exactly what you’re looking for.

colorful dice on gaming table with dreamy atmospheric lighting

From Monster Train to Dream Train

Brian Cronin isn’t new to the roguelike scene. At Shiny Shoe, he architected the prototype that became Monster Train, one of the most acclaimed deck-building roguelikes ever made. He designed and implemented card, combat, and metagame mechanics that helped the game achieve massive success. Later, he contributed to Inkbound’s online cooperative roguelike systems and even worked on Natural Selection 2 earlier in his career.

Now running Chugga Games as a solo indie studio, Cronin is exploring imaginative mechanics and offbeat themes with Slumber Realm. The transition from AAA team member to solo developer allows creative freedom but brings challenges. Developing during free time between work and family responsibilities means slower progress than studio-backed projects, but it also ensures the game reflects a singular creative vision without compromise.

Roll, Sequence, Dominate

The core gameplay loop centers on rolling dice to activate equipment cards, then strategically sequencing those cards to defeat nightmarish enemies. Each piece of equipment has specific dice requirements and powerful effects when triggered. The challenge comes from optimizing the order of operations to maximize damage, defense, or utility based on what you rolled and what enemies you’re facing.

With over 150 equipment cards to unlock, the synergy possibilities expand dramatically as you progress. Maybe you build around equipment that triggers on even numbers, or focus on cards that manipulate dice values before using them. Perhaps you stack effects that cascade into game-breaking combos where a single good roll triggers an unstoppable chain reaction. The system rewards experimentation and punishes stubborn adherence to strategies that aren’t working.

retro 90s bedroom setup with posters and video games

Four Classes, Countless Builds

Slumber Realm features four playable character classes, each offering distinct playstyles and starting advantages. The classes determine your initial equipment and abilities, shaping early game strategy while allowing flexibility as you unlock new cards and discover synergies. Different classes excel at different approaches, encouraging multiple playthroughs to explore their unique potential.

Beyond classes, the game includes 30 memories that modify runs by making battles easier or introducing weird rule changes. Combined with 60 different snacks that boost your capabilities, the permutation possibilities become staggering. Every run offers opportunities to try new combinations you’ve never experienced, keeping the gameplay fresh across dozens of sessions.

Power Nap Philosophy

Cronin designed Slumber Realm around 30-minute runs, recognizing that many players don’t have hours for extended sessions. The compact runtime makes it perfect for quick gaming sessions during lunch breaks, evening wind-downs, or those precious moments when the kids are finally asleep. You can complete an entire run from start to finish without major time commitment.

This design philosophy matches the target audience: adults who grew up in the 90s but now have responsibilities that limit gaming time. The nostalgia hits hard when you’re decorating your in-game room with memorabilia you actually owned as a kid, but the quick runs respect that you can’t spend all night gaming like you did back then.

gaming setup with colorful dice and retro aesthetic

90s Nostalgia Done Right

The 90s theming goes beyond surface-level aesthetics. You’ll decorate your personal space with authentic relics from the decade: retro video games, rad movie posters, sick skateboards, and everything else you needed to survive Y2K. The memorabilia isn’t just cosmetic but serves as progression rewards that remind you how far you’ve come while triggering memories of your actual childhood.

Fighting enemies themed around adolescent fears adds another layer of relatability. Broccoli isn’t just a random joke enemy but represents that universal childhood battle against vegetables you didn’t want to eat. Other fears tap into similar experiences, creating enemies that feel personal rather than generic fantasy monsters. The dream world setting justifies absurd combinations while maintaining thematic coherence.

Unlocking as Progression

Every time you wake up from a run, whether victorious or defeated, you unlock new content. Equipment cards expand your available options. Memories modify future runs in interesting ways. Snacks provide temporary boosts that change strategic calculations. This constant progression ensures even failed runs contribute to your overall advancement, maintaining motivation through setbacks.

The unlock system prevents overwhelming new players with 150+ equipment cards immediately while giving veterans reasons to keep playing. Early runs teach fundamentals with limited card pools. Later runs offer complex decision-making as more options become available. The gradual reveal keeps discovery exciting across the entire playthrough rather than frontloading everything.

person playing indie game on computer with cozy lighting

Degenerate Combos Welcome

Cronin explicitly encourages players to craft degenerate combos that break the game. This design philosophy recognizes that discovering overpowered synergies creates memorable moments. Rather than patching out every strong combination, the game embraces power fantasy while ensuring enough variety that no single strategy dominates every situation.

The best roguelikes reward mastery by letting skilled players feel godlike when they assemble the perfect build. Slumber Realm follows this tradition, providing tools for creative players to sequence equipment in ways that trivialize encounters. But with procedural generation and varied enemy encounters, even broken builds sometimes meet their match, maintaining challenge without punishing success.

Demo Available Now

The free demo on Steam offers substantial content showcasing the core gameplay loop. Players can experience multiple runs, unlock new equipment, try different strategies, and get a genuine sense of whether Slumber Realm clicks with them. The demo serves both as marketing and as valuable playtesting, with Cronin actively gathering feedback to refine the experience before 2026 launch.

Early impressions from outlets like The Escapist praise the nightmares, nachos, and dice combination. The game appeared at the MIX Fall Game Showcase 2025, generating positive buzz from attendees. Community response on Reddit and Steam discussions suggests strong interest from roguelike fans looking for fresh takes on familiar formulas.

FAQs

When will Slumber Realm be released?

Slumber Realm is scheduled for full release in 2026. A free demo is currently available on Steam, allowing players to try the game before launch. The exact release date hasn’t been announced as Brian Cronin develops it part-time around other responsibilities.

Who is developing Slumber Realm?

Brian Cronin, founder of Chugga Games, is developing Slumber Realm as a solo project. He previously worked as a senior engineer at Shiny Shoe, where he architected Monster Train’s prototype and contributed to Inkbound. He’s building this game during free time while maintaining a full-time gaming job and raising children.

How long are runs in Slumber Realm?

Runs are designed to take approximately 30 minutes from start to finish. This compact length makes the game accessible for players with limited time while still providing satisfying progression and strategic depth within each session.

What makes Slumber Realm different from other dice roguelikes?

Slumber Realm combines dice rolling with equipment sequencing, 90s nostalgia theming, childhood fear-based enemies, and room decoration progression. The focus on creating degenerate combos and breaking the game distinguishes it from more balanced approaches in similar titles.

How many equipment cards are in Slumber Realm?

The game features over 150 equipment cards to unlock, along with 30 memories that modify runs, 60 different snacks for temporary boosts, and four playable character classes. This creates massive variety in potential builds and strategies.

Can you really fight broccoli in Slumber Realm?

Yes, broccoli is one of the enemies representing childhood fears. The game’s dream world setting allows for absurd but thematically appropriate foes based on common adolescent anxieties and dislikes, with broccoli symbolizing the universal battle against unwanted vegetables.

Is Slumber Realm similar to Monster Train?

While both are roguelikes developed by Brian Cronin, they’re quite different. Monster Train is a deck-building card game with spatial tower defense elements. Slumber Realm is a dice-based turn-based game focused on equipment synergies and sequencing. Both emphasize creative combo-building and replayability.

Dream Big, Roll Bigger

Slumber Realm represents the kind of passion project that makes indie gaming special. A developer with AAA roguelike credentials building something personal during stolen hours between family and work responsibilities. The 90s nostalgia hits different when created by someone who actually lived through that era and understands which details matter. The dice mechanics offer familiar comfort with fresh twists. And fighting broccoli while surrounded by Power Rangers posters? That’s the kind of absurd specificity you only get when a solo developer follows their exact vision without committee approval. Download the demo and see if these childhood nightmares are worth confronting. Your trusty d6 awaits, and those 90s relics won’t collect themselves.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top