
Card Quest is a dungeon crawling adventure game with unique card combat. Play with a variety of unique character classes, and customize decks to fit your playstyle. Explore the strategic depth of tactical roguelike gameplay, and crush the undead plague.
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 378reviews | 86% | — | $93K |
| $9.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Genuinely a great game and pacing. You discover new things that open up easier pathways and tactics in increasing complexity and satisfaction. Learning moments stay with you and improve your skills. The graphics are retro but still creative and detailed. One mixed aspect (both good and bad) is that it feels very very calculated. It isn't totally 'random' card drawing - if it was, you'd probably lose a lot more. The game is figuring out the best strategies using the cards on hand, typically there's only 1 or 2 "right" choices on what action you should choose next. Sometimes not taking action is the right choice. Sort of feels a bit like a +1 0 -1 situation - and the cards you pull are sometimes in "response" to the good or bad choices. To either teach you a lesson, or reward your considered action. Gambling seems to not be rewarded as much as "making the obvious/safe choice" which is really just rewarding tactical decision making. There are tons of little surprises, the stories are enough to give some mild fluff. It can get frustrating not being able to progress sometimes - this often means you need to try a different area and path to find some new equipment that 'busts through' the circumstances you are getting stuck on elsewhere. There is never just 'one right approach' for long - before things can get stale or repetitive, the tactics change up and your choices start to matter more again. You uncover more chains and methods within the mixes of decks and items you can equip. It would be kind of cool to see if it could work as an actual deck duelling system. Recommended!
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cool, sometimes hard deck-building card game.
Card Quest is one of the best deckbuilding roguelites I stopped playing multiple times. The combat is great. Building your loadout before the run and then being forced to live with your choices the whole way through makes every fight feel tense. There’s also a ridiculous amount of stuff to unlock. New gear, new archetypes, weird interactions, hidden mechanics. I recently learned there are secret classes (at 50 hour mark!) and my immediate reaction was: “that sounds awesome.” My second reaction was: “there is absolutely no way I’m surviving long enough to unlock those.” Because man, this game is brutal. Still didn't finish one of the 3 levels... Dwarf level... Keep dying on last boss... Runs are LONG, (too long) and mistakes are punished insanely hard. One bad turn or one misclick can completely kill a run. That’s honestly my biggest issue with the game. The difficulty itself is fine. The problem is how much time you lose when things go wrong. Dying near the end of a run doesn’t make me want to instantly retry, it makes me stare at the screen like I just lost a save file in 2004. Still, I keep coming back to it because the actual gameplay is so damn good. It feels old-school in the best possible way. If you want a chill roguelite to relax with, this is absolutely not it. But if you want a smart, punishing, extremely satisfying strategy game that respects your brain more than your free time, Card Quest is fantastic. I just hope devs worked on Card Quest 2 rather than these Survival games, (and no, i have zero interest in managing my food supply, i'm a father already, thanks) but well, it seems they sell more.
Replayable and fun adventures. Had a blast playing it for 12 hours and I still have game chaning content to unlock.
Great game!
活化雕像是人能想出来的生物啊?
Card- Quest is a card-driven, campaign-centered game with rouge-like/lite aspects. One of the defining characteristics of this game is that it is card-driven, but is not really a deck-builder in the traditional sense. At game start-up, after choosing one of the four common archetype toons (wizard, archer, etc.), you will select up to four pieces of equipment. This equipment primarily serves to populate your deck. After this selection process, your deck will not change (outside of one-time only unlocks, which allow for card swaps). You are unable to trash cards. You are unable to get new cards. You are unable to upgrade existing cards. There are no relics to find to make a run unique. What you start with is what you roll with for the entire run. The run will take place in one of three areas, each of which has different paths of nodes representing different locations. Each path of nodes is identical from run-to-run. Within each location you will fight multiple battles. Upon finishing a node for the first time you will unlock a (fixed) piece of new equipment for the given character. For the most part, the new equipment probably isn’t strictly better than what you are using now, though it may be more effective in a given area. It is likely that you will be unable to finish the given area all of the way through with the equipment that you started the run with. The task then becomes to push deep enough into another area to obtain more equipment, which hopefully synergizes well enough in a given area to either complete said area, or to at least push deep enough to get you yet more equipment. The unlocking system is unique enough, and on its own not terrible, as the meta-progression is satisfying. Unfortunately, this system will see you fighting the same areas over and over again, and given the lack of randomness from run-to-run, against the same foes, with largely the same loadout. Pros: ++ The graphics combined with the text-based story telling provided a romantic vibe akin to games of the 80s and 90s. The story-telling was interesting enough (the first time I saw each narrative anyway). ++ The enemies and their mechanics, combined with your own abilities made for solid card-based combat. + In a vacuum, I liked the meta-progression of being rewarded for conquering each node. + The was a subclass system which had interesting constraints and solid rewards. Noting that I had no idea subclasses even existed due to the poor interface, until I stumbled upon their mention on the internet. Cons: --- The tedium of doing the same areas, against the same monsters, with largely the same deck (both between and within runs) is way too much. This point cannot be overstated in my opinion. -- ‘Hidden’ enemies were largely an unfun mechanic. -- Some battles are much more drawn out then I want them to be, especially for given decks. - Health is quite challenging to come by. You could easily be wiped after just a few missteps or bad draws. On its own, this may be expected in games such as this. However, the prospect of starting over and doing the same stuff yet again highlights this as an issue. Summary: The near complete lack of diversity and randomness killed this game for me long before I should have gotten bored with it. However, I am giving this game a very weak recommend since you will likely find some solid gameplay for one character (I chose the mage) until you get bored. Plus, the game is like $5 on sale. That said, I can’t imagine playing these same areas over and over (and over) for all four characters, so if you are OCD about completing games, you may wish to avoid this one. Overall: 5.5/10
Simple, but fun.
Great solo card game. Awesome classic medieval fantasy aesthetic. Fun personnalisation that you unlock gradually. Good class feeling gameplay wise. The only downside i would say is that some things are not well explained, but by continuing to play, you finish by learning them fast. My favorite card game, i recommend it.
It was very fun
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Players by region
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