
Card Summoner is a single-player CCG! Travel the land, collect cards, and build decks as you rise through the ranks to compete in the Summoners Tournament. Dive into the Void for monster battles, fight them directly and capture them as unique cards!
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 8 → 0/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
Jump into Card Summoner, a single-player CCG adventure where the stakes are more than just cards. Travel through six summoner villages as you build your deck, earn Crests, and prove yourself in the Summoner's Tournament. Along the way, uncover a hidden threat that could endanger your world.
Your journey begins as a humble duelist eager to rise through the ranks, but whispers of a shadowy cult tied to the mysterious void cracks and vanishing summoners soon surface. As one of the most promising new players, you uncover a hidden power within yourself—one many believe could be the key to solving the Void crisis.
Gather your Cards, master your Decks, and confront the cult’s twisted schemes. The Grand Summoner's Tournament is more than a stage for champions, it’s the battleground for the fate of your realm.

Master the art of the cards with two specialized decks:
Dueling Deck: Build the tactical edge you need for tournaments and one-on-one battles.
Summoner Deck: Venture into the Void to fight monsters directly and capture them as cards!
Expand your collection through:
Booster Packs: Visit shops to open packs and discover rare and powerful cards.
Monster-Catching: Engage in summoner battles to turn Void monsters into unique cards.
Void Shop: Trade with mysterious creatures of the Void to uncover rare cards and discover new ways to expand your collection.
Every addition to your deck strengthens your strategy, sharpens your playstyle, and opens powerful combos to conquer both tournaments and Void battles alike.
Engagement
Reviews
I've been waiting for this game. Last night I suddenly found it uploaded on Steam and I immediately bought it at a special price. My first impressions are really good - it's a refreshing challenge - beyond traditional trading card concepts. It tells stories and has a storyline that engages the player and provides variety. There are card stores where you can buy new packs for duel points and competitions against other players or monsters that also offer surprises. The combat system is well thought out and interestingly designed so that it is easy to learn - but it is certainly challenging and varied. I am already a friend of the game and can recommend it without reservation to any fan of trading cards. The game has a lot of potential and I hope that the developers will expand and refine it in the future !
Card Summoner is an indie RPG that successfully combines collectible card game mechanics with creature hunting, exploration, and story-driven progression into a surprisingly engaging fantasy adventure. Developed and published by Happenstance Games, the title places players in a world where powerful summoners compete through strategic card duels while mysterious forces tied to the dangerous Void begin threatening the balance of the realm. What initially feels like a classic tournament-focused card game slowly expands into something much larger as players uncover hidden dangers, capture strange creatures, and build increasingly powerful decks capable of competing against elite summoners across multiple regions. The game’s strongest feature is the way it blends traditional card battling with RPG-style exploration and monster collection. Instead of limiting progression to menus and duel screens, Card Summoner allows players to physically travel through different environments, interact with NPCs, and enter dangerous Void zones where hostile creatures roam freely. Defeating and capturing these monsters turns them into usable cards, creating a satisfying connection between exploration and deckbuilding. This system gives the game a stronger sense of adventure than many digital card battlers because players feel like active participants in the world rather than simply managing cards from a static interface. Deckbuilding itself is rewarding and flexible enough to encourage experimentation throughout the entire campaign. As players progress through tournaments and villages, they gain access to new booster packs, stronger cards, and additional strategic options that can dramatically reshape how decks function. Some cards emphasize aggressive offense and quick victories, while others support defensive strategies, elemental synergies, or long-term control tactics. The game constantly rewards players for refining their decks and adapting to tougher opponents rather than relying on a single strategy forever. Discovering rare cards and building new combinations becomes highly addictive, especially for players who enjoy the gradual progression associated with collectible card games. The tournament structure provides a satisfying sense of momentum. Competing against increasingly skilled summoners gives the game a clear progression path while also creating regular opportunities to test newly improved decks. Victories feel meaningful because they often unlock stronger rewards, additional story developments, or access to more dangerous areas within the world. Even losses rarely feel entirely punishing since players are almost always earning new cards, resources, or experience that can strengthen future attempts. The steady progression loop keeps the experience engaging over long play sessions. One of the more interesting aspects of Card Summoner is its narrative focus. While many indie card battlers treat story as secondary, this game places noticeable emphasis on worldbuilding and mystery. The growing instability surrounding the Void, the disappearances tied to strange creatures, and the hidden cult operating behind the scenes gradually transform the story from a simple tournament adventure into something darker and more ambitious. The writing itself remains relatively straightforward, but the game succeeds at creating enough intrigue to keep players invested in uncovering the truth behind the world’s supernatural problems. Exploration also helps separate the game from more traditional digital card games. Traveling between settlements, discovering hidden locations, and venturing into dangerous areas filled with monsters creates a stronger sense of immersion and adventure. The Void expeditions are especially enjoyable because they introduce risk and unpredictability that contrast nicely with the structured nature of tournament battles. Capturing creatures during these expeditions feels rewarding not only because of the cards earned, but because it reinforces the fantasy of becoming a stronger summoner through direct interaction with the world. Visually, the game adopts a colorful fantasy aesthetic that blends retro-inspired RPG presentation with modern indie design sensibilities. Character sprites and environments are relatively simple, but the creature designs and card artwork provide plenty of charm. The different regions feel distinct enough to make exploration enjoyable, and the interface generally remains clean and functional during deck management and battles. While the game lacks the technical polish of larger card game franchises, its artistic consistency helps maintain immersion throughout the experience. The soundtrack complements the fantasy atmosphere well, with energetic battle themes during duels and calmer exploration tracks during travel and story sequences. Sound effects tied to summoning creatures and activating cards provide satisfying feedback that enhances combat without becoming repetitive. The audio design overall fits the game’s nostalgic adventure tone effectively. The game does have some noticeable flaws tied to its indie scope. Certain animations feel stiff, and some sections of progression can become grind-heavy depending on card luck and deck strength. Balancing is not always perfect either, as some strategies appear significantly stronger than others once players discover effective combinations. A few quest objectives and pacing issues can occasionally slow down the momentum of the adventure, especially during quieter sections between major tournaments. Despite those shortcomings, Card Summoner succeeds because of how ambitious and passionate the project feels. Rather than simply copying existing collectible card games, it attempts to merge deckbuilding, creature collection, exploration, and RPG storytelling into one interconnected system. That ambition gives the game a unique identity that helps it stand out within the indie card game genre. For players who enjoy trading card games, monster-catching mechanics, and progression-focused RPGs, Card Summoner offers a rewarding and surprisingly expansive experience filled with strategic deck experimentation and satisfying long-term progression. Its mixture of exploration, tournament battles, and creature collection creates an addictive gameplay loop that consistently encourages players to seek stronger cards and uncover new strategies. While it may not match the polish or content scale of major genre giants, it delivers enough creativity and charm to become a memorable indie card RPG in its own right. Rating: 7/10
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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, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 38 reviews with recorded playtime.
The game's core idea is interesting, the two gamemodes are fun but it's on a very early stage. Most of the cards feel samey, so the card game gets repetitive very soon, and the pack oppening is very grindy and uninteresting. You get only 3 cards per pack, there isn't any kind of preview to look up to certain cards to build a deck, you can't make use of duplicates, wich you get all the time, and it also lacks any kind of rarity system to add some spice to it. The CCG formula has good potential, but after trying both game modes, I can't recommend it as it is, but i'm hopefull that it'll get better with time.
罕见的纯单人卡片对战游戏,要知道这样以剧情为主单人卡片对战游戏极少,但是卡片对战方面就不敢恭维了,卡与卡之间的效果缺少联动,这点真的挺可惜的,6大属性之间的差距并不明显,战斗极其重复,基本上5费左右派出王牌怪物就确定胜利了,整个流程下来就只有最终BOSS的王牌有上场清场翻了一下车,有些无趣,然后虚空捕获可以获得异画卡,包括冠军的异画也能收服,不同属性的领袖卡区别仅仅只是能用不同属性的冠军卡而已,其他根本没差别,剧情方面非常平常,就一个宝可梦版打牌游戏,流程相当短,推荐低价时购入
Enjoyed the game overall but had a few problems: -the ai is very bad. I never lost a game even without fully grasping the rules. The ai only managed to summon their ultimate monster once. -needs more cards and more cards obtained per pack. I made very few changes to my deck. With deck builders I love slowly increasing the power of my deck by replacing my weaker cards, but with 3 cards per pack and packs reasonably expensive there was no call for it. I also hit a bug after saving up a bunch of money for a deck the leader was unavailable still despite seeing that he should be in my inventory. -the void segments are boring and totally random -characters bop up and down monologuing at you way too often. all that said it's great to see a non-roguelike card game enter the space. I think a £10 price tag would be fairer.
看上去很诱人,但实际上问题很大。 首先游戏层面,里面除了正常的卡牌玩法还塞了一套非常奇怪的类RPG,还不能跳;游戏的动画非常不流畅,处理有一些bug(有的“召唤时”效果处理成了每次我召唤时而不是正常的对手那一张卡使用时),有些名词完全看不懂规则里也没有(比如水盾)。总得来说玩起来非常的累,流畅度不如游戏王n年以前的nds单机。 然后卡牌规则设计层面,我大概能理解作者的脑回路。他是想结合一下炉石和游戏王的优点,但是技术所限不得不做成自动战斗并且限制额外只有一张。因为讨厌快攻和憋尿局,所以全员践踏+双方回合每只怪兽都能发动一次攻击 = 大随从无敌 + 超级限速器,弃牌回费 = 大随从不会卡手。想法很美好,但实际上呢?大随从是无敌了,但是大随从怎么来呢?由于本作的卡牌设计极其保守,约等于没有,所以除了可怜的一张额外以外,唯一的来源就是硬抽高费卡,然后实际付那么多费把它打出去。而这些主卡组的大随从也同样没有设计,这导致每局玩起来都是一模一样的体验:差不多时候出大哥,差不多时候就打完了。那额外呢?额外的召唤条件也是一模一样的,所以大家出额外的时间也差不多。同时额外的强度几乎没有区别,又没什么别的卡配合,所以基本就是一换一,同样毫无乐趣。 我觉得让炉石有游戏王的爽感,还是应该把展开做明白了,额外得够多,卡除了正常花费还应该有免费的替换费用选项,得滤抽得检索。费用不过是让后期展开需要的资源越来越少,避免游戏王卡不超模就第一回合打完一套开始抽一打一,卡超模那第一回合看完手牌游戏就结束了的问题。
I guess I played about seven battles. Barely scratched the surface but it wasn't very fun and I didn't see it changing. You and your foe hand a handful of cards, a deck, and five front lines to place them in, along with five backline spaces for defense and special card. Pretty basic stuff. But too basic, it seemed to me. There didn't see the be any real strategy, no tactics at all, and the cards, while they were pretty, weren't very interesting. The balance was way off, your action points start at 1 and go up. (You start at two if the other player goes first) It wasn't hard to have no cards that you could play, meaning you might have to burn a card to get extra energy. There is also no way to refill your hand, and it is easy to play more than one card per turn. This meant that by the time out energy got to seven I was constantly forced to waste energy because I had no cards to play after the first one. Imagine having seven points, and one two point card in your hand. Ick. There is a champion function, by they aren't really great, and you can't pick what row they appear in, which sucks. Also the load times were outrageous. All in all it just wasn't fun. Might try it a little more and update this review, but I really might not. Two thumbs down. ADDENDUM: Uninstalling. The next battle seems impossible, tried it five time, slaughtered without mercy every time. Also I think the game cheats. The foe had six energy, but without sacrificing any cards, played thirteen points worth of monsters.
[h1]《Card Summoner》简评[/h1] “旅行者,来一局卡牌对决吧!”是你,《巫师3》之昆特牌 “战斗怪兽,封印于卡,战斗怪兽卡,召唤!”是你,《游戏王》之战斗怪兽卡。 “挑战召唤者村庄首领,赢得村庄徽章,参加召唤者锦标赛!”是你,《宝可梦》之道馆挑战!、 有一说一,在这款名为《卡牌召唤师》的游戏中,我看到了《游戏王》、《炉石传说》、《巫师3》和《精灵宝可梦》的影子。战斗怪兽卡和卡之封印,类似于《游戏王》里的古代石碑对战;出牌和对战规则,感觉像是《炉石传说》;和村民之间互相吆喝着打牌,又有一种《巫师3》村里打昆特牌的既视感;至于挑战六个村庄首领获得徽章去参加锦标赛以及虚空捕捉怪兽印制成卡,这不是妥妥的《精灵宝可梦》...... [h1]卡牌规则[/h1] (1)胜利方式:其一是将对手的生命值降至零,其二是将对手牌组耗尽无法抽牌。 (2)出牌规则:每回合开始抽取一张牌,消耗指令点数(CP)打出手牌,每个回合,CP上限将获得1点CP,最多10点,可以弃掉手牌额外的1点CP。 (3)战斗规则:初登场怪兽不能行动,之后的回合结束时自动攻击,我方怪兽卡和敌方怪兽卡互相攻击,根据敌我双方的怪兽卡攻击力和血量,互相扣除血量,至于多余的伤害会转移到敌方领导者身上。 (4)卡牌类型:领袖(角色,不上场)、英雄(需要牺牲祭品特殊召唤的战斗怪杀卡)、怪物(普通战斗怪兽卡、合成(类似于魔法卡) (5)战斗怪杀卡牌面:出牌消耗点数、攻击力、血量、特殊效果、元素属性(火、水、土、风、光、暗) 。 [h1]卡牌策略(爬塔就不提了)[/h1] (1)类《炉石传说》,策略思路的关键点就在于,尽可能的消除敌方场上的怪兽卡,存活我方场上的怪兽卡,并通过特殊召唤打出英雄卡,从而对敌人形成碾压式的战斗。 (2)可惜本作的卡牌构筑体系很薄弱,卡牌之间的关联性非常欠缺,导致整个游戏的战斗不看卡组构筑策略,反而更看重数值大小的比拼。 [h1]游戏乐趣[/h1] (1)虽然卡牌对战策略性不太好,根本比不上《游戏玩》、《炉石传说》、《昆特牌》这些经典、热门、知名度高的大作作品,但是换一个角度想,能够让玩家不怎么费脑子,打的不是策略性,反而很爽,就想动作游戏里的割草无双一样,也还不错,至少确实玩爽了。 (2)购买卡包、拆开卡包这个随机抽卡的过程,现实里可是很费钱的,但是在游戏里库库的抽,抽卡也很爽,尤其是抽到闪卡时候。 (3)除了正常的卡牌对战之外,有一种类《杀戮尖塔》模式的爬塔闯关和卡牌对战玩法,其规则又有所不同,或者说策略玩法表面相似,内核完全不一样,一款游戏两种卡牌玩法,也很不错。 (4)虚空捕捉“怪兽”制作成卡牌,这种类似宝可梦的抓怪兽机制,有这么一个机制确实还可以。 [h1]不足之处[/h1] 其实游戏各方面的想法、创意,确实还可以,只不过因为制作得过于粗糙,导致游戏性没有那么强,但凡美术、卡牌、策略等细节方面,打磨、精致、优化、完善,绝对是一款不错的单机卡牌对战游戏。 (1)本作的美术、建模实在是太粗糙了,实在是看不下去,幸运的是,唯独卡牌的牌面设计还是很不错的,这一点值得肯定。 (2)卡牌的策略性确实很薄弱,各个卡牌之间的关联性差,凑不出特别好的卡组体系,基本就是一个套路吃遍天下。 (3)虚空抓宠物看似添加这个机制,游戏内容确实丰富了,实则比较鸡肋,玩家获取卡牌的途径依旧是拆卡包为主,捉宠物麻烦不说还有概率失败。 (4)游戏更偏向于角色扮演的剧情,大多数战斗也都是为了推动剧情服务,因此,卡牌战斗就没有那么的自由,不是我想和什么样的对手(卡组)对战都是可以的。 (5)商店拆开包,买的数量多,不能批量拆卡,只能一包包的拆,而且还必须一张纸的翻卡,很繁琐。 (6)汉化翻译,能看懂,但是有些问题。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
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