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Always Sometimes Monsters - All News

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Thursday - April 17, 2014
Monday - April 14, 2014
Sunday - April 06, 2014
Sunday - October 06, 2013
Sunday - September 29, 2013
Monday - September 23, 2013
Sunday - September 15, 2013
Saturday - September 07, 2013
Thursday - September 05, 2013
Friday - August 30, 2013
Box Art

Thursday - April 17, 2014

Always Sometimes Monsters - Interview @ Twinfinite

by Couchpotato, 00:58

Twinfinite had the chace to interview Vagabond Dog’s Creative Director Justin Amirkhani at Pax East 2014, and ask a few questions about his RPG Always Sometimes Monsters.

Vagabond Dog’s Always Sometimes Monsters is a game following a character’s journey to reclaim lost love and the choices made along the way. The game focuses heavily on decisions and morality, offering up choices at every turn that serve to actually define choice and morality. Muaz got some hands on time with the game’s PAX East demo while I took a moment to talk with Vagabond Dog’s creative director Justin Amirkhani about the changes Always Sometimes Monsters has undergone since we saw it at PAX Prime and as it moves closer to its May 21st release.

Monday - April 14, 2014

Always Sometimes Monsters - Preview @ Two Dash Stash

by Couchpotato, 04:42

Two Dash Stash has a new preview of Always Sometimes Monsters based on a short game demo they played at PAX East 2014.

I had the opportunity to get my hands on Vagabond Dog’s Always Sometimes Monsters, a game that is about life and how even the small choices you make can have long-lasting consequences. If my previous interview with Vagabond Dog’s Justin Amirkhani was any indication about what to expect out of the game, I knew that I needed to be ready for almost anything out of Always Sometimes Monsters.

Life is hard and full of choices, a message that Always Sometimes Monsters wants you to remember. No two situations are alike, no matter similar they seem. People come from different backgrounds, have different experiences, and have their own stories to tell. So how do you create a short demo that accurately shows all of this and conveys the right message when you only have a short amount of time to let people preview a game?

Staying true to their roots, Vagabond Dog created an entire intro sequence that addresses the problems when trying to create a brief demo for a game that is all about life, choice, and consequence.

“The marketing guys say we need to create a demo that will sell the game,” a virtual representation of Amirkhani says. “How do we do that when everyone’s character is different and their life experiences are different? Meaning that no two people will have the same choices and options available? I know! We’ll give players a randomly created character who falls in love with another randomly created character and drop those characters into a situation!”

Sunday - April 06, 2014

Always Sometimes Monsters - Release Date

by Couchpotato, 05:28

Indie developer Vagabond Dog have sent a new press release with information their RPG game Always Sometimes Monsters will be released May 21st.


Now Available for Pre-Order on Steam -

Toronto, Canada – Independent developer Vagabond Dog and the questionable professionals of Devolver Digital have announced Always Sometimes Monsters, an unconventional story-driven RPG about life, love, and the lengths that we will go to find happiness in both, will hit PC via Steam and Humble on May 21st. Inspired by always sometimes true-life events, Always Sometimes Monsters features an incredibly touching and engaging emotionally driven narrative as players struggle with tough life choices.
Players will assume the role of a down-and-out character on the verge of collapse after learning the love of their life is set to marry someone else. Selecting from characters of different gender, race and sexual orientation players will encounter a world that reacts uniquely to who they are as they live through common experiences and unique hardships.

With time working against them, players set out on a unique cross-country journey filled with memorable and countless choices. Each playthrough is filled with a staggering number of diverging paths, creating a narrative tailored to the individual playing, their choices, and their personal ethical compass.

Always Sometimes Monsters is designed to reflect parts of yourself as you play and possibly give you a better understanding of who you are,” said Justin Amirkhani from developer Vagabond Dog. “What makes it interesting is not learning whether or not you’re a monster, but reflecting on how you can change.”

Always Sometimes Monsters will be playable at PAX East, Booth # 787 inside the Indie Megabooth with a custom demo asking players to question their morals and step into the shoes of someone altogether different from themselves.

Always Sometimes Monsters is now available for pre-order on Steam and Humble via with a 33% discount for a limited time.

Follow development at or on Twitter @VagabondDog.

Always Sometimes Monsters Trailer YouTube

Steam Store Page

Sunday - October 06, 2013

Always Sometimes Monsters - Preview @ TwoDashStash

by Couchpotato, 00:16

TwoDashStash has posted a new preview of the 2D RPG Always Sometimes Monsters.

Always Sometimes Monsters is a game about the choices we make as normal human beings living in our ordinary world. No one is perfect. No outcome will be perfect. There are no easy paths or a guide to follow. We do what we think is right in order to succeed and survive. Just like in real life, if you miss out on the experience, that was your choice to make.

Sunday - September 29, 2013

Always Sometimes Monsters - Preview

by Couchpotato, 00:15

Gaming Trend has posted a preview of Always Sometimes Monsters saying the game is shaping up to be the Breaking Bad of video games.

Consequence is an important part of Always Sometimes Monsters. One particular scene I played had a character give me a hundred dollars for getting them the passes to SwagFest that they so desperately needed. Turns out — that money was actually his drug dealer uncle’s cash, and he is none too pleased about having it stolen from his deadbeat nephew. He comes at us with a shotgun. I can decide to turn tail and run and leave this scumbag to his fate, I can try to fight (and die in the process) or I can give the money back. I’m a nice guy, so I decided to fork the money over.

That’s when I found out how wrong I was.

It’s not clear in the demo (as it jumps around a lot, and nothing really sticks), but money is very hard to come by in this game — so when you do get some, you need to hold on to it. A couple bucks can mean the difference between making it to your next destination or being stranded with no way to get anywhere, the difference between eating or going without. They explained that every single choice will have some kind of consequence, and there will be a breaking point everyone will reach where you can no longer decide to make the “good” decision because it will no longer be the “right” decision for your own survival. They want to see how long it will take before players break their own code of ethics and begin to wander the dark path between right and wrong.

Monday - September 23, 2013

Always Sometimes Monsters - Previews

by Couchpotato, 00:21

RPGamer has a new preview of Always Sometimes Monsters asking,"Who's the Real Monster Here? Not I."

I didn't get a chance to play Always Sometimes Monsters at PAX Prime, but I was able to talk about the game with Justin Amirkhan of Vagabond Dog. Afterward, he hooked me up with the demo so I could explore my morality within the safety of my own home. Always Sometimes Monsters is upfront about being about choices. However, except for the demo's narrator, the game doesn't judge. Instead, the designers trust players to judge themselves or one another. The lines aren't as clearly marked as in many games about morality or ethics, such as Ultima 4 or Star Wars: Knights of the Old Republic. Rather than a good vs. evil axis, Always Sometimes Monsters operates under the core dichotomy of selflessness vs. selfishness.

Next we have Broken Cartridge who has also posted their preview, but unlike the first one they don't have a catchy title.

All in all, Always Sometimes Monsters is a great addition to the indie library and I’m looking forward its release. Just remember, your adventure is going to long and have many bumps along the way. Will you become a monster in everyone’s eyes? The choice is yours. The game can be pre-ordered right now for $9.99, and it will be released for PC in 2014. Click here and it will take you to the page where you can pre-order

Sunday - September 15, 2013

Always Sometimes Monsters - PAX Preview

by Couchpotato, 00:05

A blog called Sharon Shares has a new preview of Always Sometimes Monsters from Pax Prime 2013.

Many titles in the mediums brief history have received mature ratings and even market themselves under this banner but what makes Always Sometimes Monsters unique is that it may be one of the few truly mature games I've played. Although adult scenes of violence, coarse language, and sexuality are depicted, it is the honest means in which they are presented that makes the title mature. While the game can be downright disturbing at times nothing is depicted for merely shock value, rather the game integrates the scenes in an organic and natural fashion.

On the topic of disturbing, this game despite its appearance is not for the faint of heart. I won't spoil any of the events in the demo, but after playing through it in its entirety; I felt like I needed a shower. Once you've made a choice, there is no going back. That's right; you are made responsible for your actions and have to live with them from that point forward. The permanent nature of the games mechanics lends immediacy to each conversation and will (justly) make you paranoid about your every decision.

Always Sometimes Monsters is something that video games have needed for a long time. Vagabond Dog has gifted the industry a title that doesn't speak down to the player, instead asking them to forge ahead, making their own choices and accepting the consequences. Free will is a double edged sword, and Always Sometimes Monsters is here to remind you of just how deeply life can cut.

Saturday - September 07, 2013

Always Sometimes Monsters - Preview @ Platform Nation

by Couchpotato, 01:07

Platform Nation has a preview of Always Sometimes Monsters from Pax Prime.

Most interesting, perhaps, is that every choice offered to you seemed genuine. Each one was unique for each branching moment you encountered, but they were only just so in their skewed perspectives. Amirkhani calls it an “ethical compass,” which feels exceedingly accurate. Instead of going on either end of a binary choice, the needle points just a little bit more one direction than another. Perhaps both of your options are lies, but they both feel right though you know each one can only lead you down one path.

Sitting in the middle of 70,000 people, leaning into a laptop as I read and hang on every worth coming out of these pixelated people’s heads, I realize that this is a bit odd. The entirety of the Ubisoft booth seems dedicated to stabbing pirates while the sounds of Titanfall dribble in from every corner of the Washington State Convention Center, and I just sat there, wondering why Paige left me, regretting ever agreeing to that damned toast.

Thursday - September 05, 2013

Always Sometimes Monsters - Pax Interview

by Couchpotato, 01:01

Twinfinite has a new video interview from Pax Prime with Justin Amirkhani of Vagabond Dog.

We loved Always Sometimes Monsters so much that it was one of the recipients of our Drool Awards. Alissa took some time to not only check it out and preview it, but also get an interview with Justin Amirkhani of Vagabond Dog to ask some questions you’ll want to know the answers to. It intrigues the crap out of me with all the player choice, so be sure to keep an eye on the indie gem Always Sometimes Monsters.

Friday - August 30, 2013

Always Sometimes Monsters - A RPG About Life

by Couchpotato, 00:08

Publisher Devolver Digital and developer Vagabond Dog announce Always Sometimes Monsters.

Independent developer Vagabond Dog and the consummate professionals of Devolver Digital have announced Always Sometimes Monsters, an unconventional RPG about life, love and the lengths that we will go to find happiness in both. Set to release on PC in 2014, Always Sometimes Monsters aims to explore themes and issues of the modern world where decisions you make affect your life and the lives of those around you.

Players will assume the role of a character out of luck, out of money and on the verge of collapse after learning their beloved is set to marry someone else.

Choose from characters of different gender, race, and sexual orientation and set out on the open road to overcome everything and everyone that life throws at you on your way to redemption. Start and end relationships with a colorful cast of characters, make an honest buck or lie for a few more dollars more and deal with friendship and prejudice as you make your way through the modern grind.

“Developing Always Sometimes Monsters has been a continual process of evaluating our game mechanics and it has also been an evolution of how we regard ethics and morality,” said Justin Amirkhani from developer Vagabond Dog. “Concepts of right and wrong can easily whittle away within the game, so we are looking forward to seeing what choices players make during their unique journeys.”

Always Sometimes Monsters will be playable at PAX Prime booth 871 with a custom demo taking players through a few of the initial sequences and asks players to make a decision that will permanently affect the character in the game upon its release next year

Information about

Always Sometimes Monsters

Developer: Vagabond Dog

SP/MP: Single-player
Setting: Modern
Genre: RPG
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced

Regions & platforms
· Homepage
· Platform: PC
· Expected at 2014-05-21
· Publisher: Vagabond Dog