Touch and understand
Every contact answers through shape, sound, motion, and haptics.

In development for Meta Quest
Move with your arms. Reach, hook, and pull; find the supports that make the city give way.
City environment concept art · not captured gameplay.
Everything reacts
I'm Monster turns a city into a physical playground where size, momentum, and curiosity decide what happens next.
Every wall is a possibility. Every object can become a tool. Every crash can begin a bigger collapse.
Every contact answers through shape, sound, motion, and haptics.
Grab the city, find unexpected tools, and make your own solution.
Read supports, build momentum, and bring entire structures down.
Small. For now.
You begin close to the street. As your monster grows, obstacles become toys, routes open above the rooftops, and the city answers with bigger challenges.
The city is a system
Break the right support and the structure responds. Falling pieces strike what is below, opening a chain of physical consequences you can see, hear, and feel.
Hands-on chaos
Choose an ability from the wrist interface. Aim either tracked hand and use its assigned trigger; movement stays arm-driven, with Grab & Hook for latching and pulling.
Release a short-range super punch around either hand. Regular punches remain available during cooldown.
Launch from nearby ground or a firm handhold. Find fresh support before jumping again.
Trigger a quick automatic burst of movement. Hand attacks stay available.
At Form 3, aim a tracked hand and launch an explosive fireball.
Point either hand and release a full-power shockwave.
Built for standalone VR
I'm Monster is being shaped around Meta Quest and its standalone limits. Comfort and performance still need to be confirmed on the headset.
Leaf & Light Studio presents