
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
傻逼得如此纯粹,不多见。
Simple, but fun.
活化雕像是人能想出来的生物啊?
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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
Card Quest is like half a deckbuilder: you're not actually building any decks, just choosing equipment sets that contain the cards in your deck. It's also about half a roguelike: battles have slight variations but are generally the same from run to run. While these things on their own aren't half bad, this game is full grind and full drain. Initially this game seems really fun. The puzzle like nature of arranging your hands, drawing, discarding, and playing combos that make you feel smart when you "solve" each section with minimal loss of resources. Finding cool combos that let you play 10-15 cards in one turn are really wild and engaging when they happen. However, after a few hours you start to get stuck. Ultimately, you are going to playing the exact same card combinations from section to section and while this isn't necessarily unfun, it gets tedious quickly. Worse, there's some hard gates that prevent you from progressing past certain points: in order to get better equipment for your characters, you have to beat a series of sections. If you can't beat them, you have to start again from the beginning. This gets frustrating when you get to a certain point and find that you literally [i]can't[/i] beat certain sections without better equipment. This means shifting from campaign to campaign (there are 3 total) trying to beat one or two sections in the hopes you might unlock better gear and then returning to previous campaigns in the hopes your new gear are what you need to progress. This is made even more frustrating when you find mechanics that hard counter your character or build without warning. For instance, in the undead campaign, if you take a certain path early on you will encounter enemies that gain dodge based on how far away they are from you (called distance). Well, the archer's entire game strategy across multiple equipment sets relies on stacking this distance on enemies. This literally becomes a hard barrier to progression and the game becomes nearly unplayable. Another issue is that some equipment sets are simply not designed well. Again I'll talk about the archer: the archer's card sets are highly expensive to play unless you chain them together, but if you chain them, they lose attack power. They also don't feature cards with card draw, so you are often stuck on what options are available to you. Worse still, they all use arrow resources and only a couple cards give you arrows [i]without costing[/i] arrows. Basically, you can literally soft-lock, insta-dead your runs if you get a bad series of card draws. There may be an intended progression to what campaigns you are supposed to play and in what order so that you can unlock necessary cards and there is a system that allows you to skip over some of the grind, if you beat 3 different sections on 3 subsequent runs, but most of this game is playing the same beginning sections over and over with little to no variation and a snail's progression. There are some really cool mechanics at play here but it's wrapped in a package that makes it more frustrating than enjoyable and more tedious than creative.
It's a cool little game. Difficult at start and a bit easier over time with meta proggression. Becasue of it's simplicity and creative direction you might get a bit claustrophobic at times, overall it's a good game but not for everyone
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.
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
Great game!
Replayable and fun adventures. Had a blast playing it for 12 hours and I still have game chaning content to unlock.
卡牌游戏没有了构筑,如同自行车没有了腮
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