
Adventure and Cards now back together! And remember, it's always night in space.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's Good!
Haven't beat this yet and over 3 hours in and still having fun with the cards and battles and storylines and very much anticipate wanting to play a third if there is one! Very surprised by how fun it actually was.. but the preview on Steam looked pretty amazing also!
good and fun and funny and enjoyable and I like it
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The original Card City Nights is one of my favorite games of all time, and while this sequel is not quite as good as the original, it does manage to recapture enough of its charm to be worth playing. I played it from beginning to end twice and it definitely grew on me during that time. I would welcome a third installment if Ludosity ever decides to make it.
A fun short card game. Not top tier like Slay the Spire or Monster Train but it's relaxing to play and fairly easy to beat.
fun cute game in the Ludosity multiverse setting playing the card game on a combined board rather than [you have your board and your opponent has their board] is an interesting change from CCN 1, I think it adds more depth
It's a fun game with a unique gimmick. Campaign lasts a good few hours, and online mode extends well beyond that.
mo cards mo fun
Works on Linux, but the achievements don't. Might be better to install with forced compatibility tool so it runs "as if" Windows with Proton? Might not, didn't try it. The game is *okay*, and it feels like a real shame because the cards-with-directions mechanic seems like it has a lot of potential, but the actual game ends up as just shovel out cards that maximize damage as fast as possible. You don't get enough cards to do anything with more interesting combos, and even if you did, setting them up still would be unlikely to do enough damage to beat the "maximize immediate damage" method. If there was more things that interfered, like *deactivating* cards or more ways to intentionally block sets of cards against activation, or something, then maybe another style would work better. Starting with more health might do it as well, since "winning before opponent can get a complicated setup in motion" would be harder.
Card City Nights 2 is a deck building card battler with the twist of funny story, smooth gameplay and fun character. I very much enjoyed the first instalment but knowingly felt more connection and passion was put in to the first title. The sequel, while a great blast and a new twist to Card City Nights, felt slightly clunky in terms of loading times and slightly laggy gameplay, even on modern graphics. It may be an optimisation thing but it is a rare occasion and didn't break the game in any way. My only real request is to make the game Steam Deck compatible. It's perfect for that market and while using the trackpad works fine, if a control layout could be made for the game, please add it. Card City Nights 2 - 6.5/10 - Rom
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Players by region
Where this game's players are, estimated from review languages.
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