
Overcome limited communication with strategic cooperation in this co-op roguelike! Endure the Azoove desert to return a stolen spellbook — before it consumes your city. Trust your friends, play cards, manage resources and defeat the Fiend of Fortune!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 31 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Azoove is a co-op card roguelike about overcoming limited communication on an ill-fated save-the-world road trip to seal a cursed book.
Survive together with online multiplayer, playing cards to manage resources, mitigating each day's new dangers (Misfortunes) as you trek further through the Azoove desert.
During one phase of each round, communication with allies is limited to exchanging cards without revealing your hand. You must learn to trust in your teammates — or die trying.

Collaborate Silently! As the Heroes fan out in search of Opportunity Cards, players are not allowed to discuss their hand. You must instead deduce the best move from what little planning and information you have.
Exchange Opportunity Cards strategically to share information and optimize the use of dwindling resources. Create unique communication patterns that help interpret the meaning behind traded cards.
The game will not force silence on you. You are expected to be using your own communication software (such as Discord) and follow the rules (or don't — we can't stop you but we promise it is more fun this way)

Play as 4 heroes with their unique powers and cards:
Oriana, the Ranger
Sage, the Forager
Auri, the Bard
Rin, the Guardian


A lifetime past, Farloon's founder saved his people with a stolen book of secrets. Now, with his death, the payment comes due - the souls of your city.
Only returning the grimoire to its rightful wardens may divert Farloon's fate - but a deadly desert lies between you and your city's salvation.


Tinker with Trinkets: items that grant passive abilities that strengthen and steer each expedition in exciting new ways.
As you overcome Azoove's normal challenges, add additional rules to complicate and challenge veteran players.

Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I found the game at PAX west and enjoyed it there. It is a nice game to play with a friend for a little bit. There are some QoL things that could probably be improved as well as some UI improvements especially for a newer player but overall it is decent.
Very fun game to play with friends! The silence mechanic adds a really unique coop element to the game! Definitely recommend playing with friends in person or on a discord call so that you can plan during moments where verbal communication is allowed (and to see how you all understood the non-verbal communication when passing cards haha) The game is really well balanced to make the trek through the desert feel gruelling - every day is a fight to keep going which makes it really thrilling! The additional difficulty and trinkets add a lot more depth for subsequent playthroughs after winning the first time. The art and music in the game is beautiful! I especially love the art on the misfortune cards and the end credit song! Definitely recommend this game!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The gameplay is very flat. In this style of game you'd really like to see a degree of progression or improvement of the things you're playing with (e.g. add/remove/improve your cards), but nothing really ever changes. The result is that you're just playing whatever cards add the type of resource you're currently missing the most, coupled with with some basic discussion ahead of time about what your teammate(s) should prioritize. The "don't talk to your teammate when picking cards" thing is just kinda meh. It's not the worst thing ever, but it's also not engaging. I'd rather they dump that and come up with something else. There's not a lot of strategy. There's very little depth. There's just not much going on in general. It's a shame, because the game could be a lot more appealing if there was actually deckbuilding or similar progression that was interesting. It doesn't seem like any mechanics like that are part of the future, so I'd say this is a game to skip.
A very well made digital board game, full of difficult decision-making, plans and surprises, challenging and genuinely thrilling. The mysterious setting and flavor is very appealing. Multiplayer works flawlessly. The progression is extensive and there is a lot of stuff I have yet to unlock. I can't wait to make more of my friends buy this so we can have some fantastic evenings of play!
Azoove is one of those smooth with it type games. We only won one run so far but that's only because the bear is a son of a bastard. Get some friends and give this a shot.
Very enjoyable game! Haven't been able to secure a win yet but loving the game so far. It presents a good challenge while having a real relaxing atmosphere. Great game to unwind to, feel like I'm starting to develop my strategy and can't wait to play more. Definitely going to try out co-op as well
Great little game to play with friends. Really enjoyed the information hiding mechanics and cooperation. Tutorial is quite obtuse but the game itself is very well-designed and intuitive.
Played this game with my girlfriend over the holiday and it was an amazing way to spend a date. highly recommend this game to people who enjoy co-op games that are a bit more story oriented or people who enjoy cerebral games about resource management in difficult times
this is a very good game, i don't usually enjoy these types of card, turn based games, but the element of having to guess what your friend is strategizing and also having to think vise versa. all in all, the developers are proactive in bug fixing the content is as enjoyable as you make it with your friend while the game is small the replayability makes up for it, like most rogue likes
TL;DR: Gameplay is a vibe, and pretty fun. Can be stressful at times, but also rewarding. A bit buggy and not too much reason to come back... yet. The game had a slow start. The current tutorial is a bit dense and hard to follow, but I was able to grasp the basics and solidified my understanding through actually playing the game. The actual game is more fun with a real friend than with the AI. The gameplay consists of resource management and really tests the chemistry between you and your duo, assuming you actually don't talk with your duo when told not to. Once the ball gets rolling, though, it's really fun. My duo and I wanted a casual co-op to chill with and this was perfect. We got to day 8 before losing, then day 9, then our third try made it through all 10 days. The search phases really tested our chemistry and we took a lot of gambles to make it through tough days, creating a lot of situations where only one or two combinations of choices would let us continue to the next day. In addition, the feeling of losing so close to the 10th day kept us excited to come back and try again. There's a lot of close loses, making the wins more rewarding without defeating you because you know you're so close every time you lose. I appreciate the option for harder difficulties once you win once, but the resource system outside of game is a bit confusing and is never formally explained - kind of just assumed that we pick it up immediately. The class system feels well balanced and classes don't change the experience so much that a meta should form. There are definitely better synergies between certain classes, adding more nuance to the game, but you could probably have very similar success with any combination of classes. The classes mesh well with different playstyles, adding a healthy level of diversity in the game. Would recommend more repayable options than increasing difficulty to keep the more fresh - maybe more classes that can be unlocked, or other options. I would have played the game more but it felt a bit grindy to unlock each difficulty level one at a time, so adding more variations in gameplay to increase replay incentive would bring me back. Would also recommend a rework of the tutorial to be more intuitive, straightforward, and akin to gameplay, as a bad first impression can scare players away from an otherwise fun experience. Also, some bugs make the ride a bit bumpy sometimes, but with every step being auto-saved, I was able to recover all progress by restarting the lobby every time. Not ideal, but definitely functional. There are also so many difficulty levels that getting an idea of which level would be the best for what I'm looking for might be hard. Less division in difficulty levels could solve the grindiness of difficulty progression and make it easier for the user to choose the best level for them. The fact that difficulty levels are numbered and have vague descriptions makes it hard to know how hard each level actually is, beyond "level 6 is harder than level 5". An idea/example is having 4 levels with universal terms like "easy, normal, hard, extreme", as opposed to 10 numbered levels with vague descriptions that can only be viewed if you progressed far enough to view them. The game is still in early access, so these are all open suggestions to improve on. Updated review when game is fully released. Overall, a fun experience with a friend you want to test your chemistry with, with a rough tutorial and some bumps.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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