Spellborne
What is Spellborne?
Spellborne is a retro-inspired monster collector RPG from Mon Studios, played across a vast pixel-art world. The studio's own description covers four things you do rather than one: you catch and battle creatures, farm crops, craft items, and build relationships with the monsters you have caught — the last of which is what separates it from a straight collector.
How to play
Catching and battling is the spine of the game, in the tradition the pixel art is deliberately evoking. Around it sit the systems that give a returning player something to do between battles: crops to farm, items to craft from what you grow and find, and monsters whose relationship with you deepens with use. The world is large enough that exploration is its own activity rather than a route between fights.
Scale and platforms
Spellborne is not an announcement — it is running, and the studio publishes the numbers to show it: more than 180,000 players, over 32 million battles played and more than six million monsters captured. It is available on iOS, Android and directly in a browser, so there is a route in on whatever is nearest. Mon Studios is an independent developer and keeps a blog, a creators programme and a press kit alongside the game.
Strategic turn-based combat backed by an engaging narrative
Variety of minigames beyond the core loop
Regular multiplayer events and frequent game updates
Runs on Avalanche, a low-fee, fast-finality chain
Single-chain on Avalanche — no multi-chain access or wallet flexibility
No token, NFT, or in-game economy details disclosed
Info lives on the Mon Studios studio site rather than a dedicated game portal
Pixel-art presentation may not appeal to players expecting modern 3D visuals
Our verdict on Spellborne
Spellborne is a monster-taming MMORPG built in a deliberately retro pixel-art style, running on Avalanche and made by Mon Studios. The loop it advertises is a familiar one: collect and train creatures, work through a story, and settle fights with turn-based combat rather than reflexes, with minigames breaking up the grind. It leans on scheduled multiplayer events and a steady update cadence to keep a persistent world feeling occupied, which is a different bet from the one-and-done campaigns most creature-collectors ship.
What is genuinely in its favour is focus. Turn-based battling and taming are a well-understood design space, and the pixel presentation sidesteps the uncanny middle ground so much of this category falls into. The PvP framing suggests the real test is player-versus-player team building, where turn-based systems either develop deep counterplay or collapse into one dominant roster.
The gaps are in what is not stated. There is no public detail here on how the Avalanche layer touches play — whether creatures are tradable assets, what is bought, and what any of it costs. Anyone weighing time or money should treat that as an open question and read the official site before committing.
It suits players who already like turn-based creature collectors and want a live, event-driven world. Anyone who dislikes on-chain ownership or scheduled play windows should look elsewhere.
This is our own editorial assessment. We do not score games — ratings come from players.
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