
Card Survival is a card-based survival experience. Stranded on a desert island you must use your wits and skills to stay alive. Use cards and combine them together to explore, gather resources and craft useful tools.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Sep 1 → 0.57/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
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 3Kreviews | 95% | — | $2.1M |
| $15.99 | 329ratings | 97% | — | $102.1K |
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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 91 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
风暴把我织布机卷走的那一刻 人生彻底灰暗。。。
Card Survival: Tropical Island is a survival crafting game set on a tropical island. Despite the look of it, this isn't a card game, it's just that all the items, structures and animals are represented as cards. In this game you play as a survivor who lands on an island and has to find a way to survive on his own. The game has the usual mechanics of a survival game, you need to look for resources, craft tools, find food and water and build structures for protection. All of this is presented through cards, the top row shows the region and all structures in it, the middle raw shows all the items that you have gathered here and the bottom row are the items you currently keep on your character. You can explore aregion to draw more cards from the deck which can be natural structures like trees and and other plants, items like wood or stones or even animals that you can hunt. Some animals are dangerous however and you should be prepared. You can pick up cards and place them on another card to craft new items, you can grind a stone against a heavy stone to get a sharp stone which functions as your first tool. You can use it on coconuts to peel them and then drill a hole into them to drink the coconut water, afterwards you can use it again to cut open the coconut and eat the meat. The coconut shells can be used to collect rain water or other liquids. More complex craftings require blueprints. You start with ahandful of them but to discover more you have first to discover specific items and crafting recipes and or reach enough points in specific skills. Discovered blueprints have to be researched however, the player has to select a blueprint to research and your character will automatically research it while you do something else. Once the blueprint has been researched you can place it in the toip bar and fill it with the required items. Some of these items have varietes, for example for a simple wooden spear you just need a long stick and any sharp tool to sharpen it, this can be a sharp stone or any knife. Despite it's simple look, the game has quite complex mechanics run in the background. For example there are many different ways your character can be hurt and the game simulates how this affects your performance. Hurting your hands will increase any work you do with your hands, hurt legs make exploration take longer. As you explore the island you start to find new regions, starting with the jungle. Each region has different resources to find, the jungle is lush with plants and trees but also has a dense bug population that will pester you and can even inflict diseases if you are not prepared. In the wetlands you can find watter puddles that you can collect water from but you have to boil it fiorst or you could get sick. Alternatively you can collect mud and create clay from it or some mud bricks which can be used to build a kiln. As you can see, there is quite some depth in the mechanics and everything the player does will increase their skills which improve the efficiency of their actions as well as unlocking more of the important blueprints. You can select your survivor from four different pre-designed characters, each one having their own traits and goals. The first one is the Hunter which is the beginner character who starts with many benefits and resistances against the dangers of the island and has good starting skills that help with your early survival. The Hunter's goal is to become the ultimate hunter, as such you has to improve your hunting skills, craft various hunting tools and kill many of the animals on the island until you challenge the ultimate foe. The Farmer is similar simple to play. She focuses on farming but the farm was destroyed in a storm and your grandfather is sick, so you have to take care of him while rebuilding the farm and catching the missing animals. The Tourist crashed with a plane on the island and got injured. He is obese and dangerously unfit for the island, being vulnerable against many of the dangers on it. You have to take care of your wound and find a way to survive and eventually escape. The mermaid is the only mystical character in the game. She is pregnant and comes to the island to birth her child but before that she has to take care of herself while avoiding dangerous animals that hunt her for food. Because she is a creature of the sea she has to keep her skin wet or she will die. Besides these characters you can also create a custom character from various traits that you can unlock by playing with the pre-designed characters. The game is fun but can be sometimes stressful, especially if you run out of food or water and don't find a way to get more. But every obstacle is something th eplayer can overcome through careful planning and exploration. Some negative aspects of the game are however present. First, there are many hidden mechanics the game poorly explains, like for example that fauna and flora are actually limited. They do return over time but that's a very long time, so you can run out by overhunting/-foraging. Second, character portraits. The dev decided to use AI to create those and they look really bad. It would have been better if he just used some bought asset for those portraits or don't use portraits at all. All the art of items on the other hand are done by hand and it really makes me wonder why even use AI on the portraits then. Besides that I believe the game is super fun if you like these kind of survival games. The game isn't too hard although in some circumstances it could spiral out of control.
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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, Spanish - Spain, Spanish - Latin America, Korean, German, Turkish, Japanese, French, Hungarian, Polish
Hours played at review time, across 91 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很好玩的游戏 使我的睡眠消失
一周目,没经验,渴死在了木筏逃离的大海上,160天大概。如果有人告诉我多做几个补给箱,我那么些物资就不会被一轮轮的风暴冲走。退出游戏一看,游戏时间:99.9个小时。 你一定会觉得,这画风这么简陋的一个卡牌游戏,居然能让你玩了100个小时?没错,刚玩的时候我也不以为然——一个破卡牌游戏,随便玩两下,20个小时还不够?结果…… 简陋的画风下,是极其硬核的岛屿生存游戏,本作再次证明:生存类游戏并不需要什么3D画面、硬核动作设计之类复杂的机制,也不太需要什么极致的画面,简化了这些,在机制上下足功夫,就是好玩。 这个游戏的游玩都是通过点卡牌的方式,但是机制可不简单——场景移动、制造物品、建造建筑、合成、战斗、科技树等等一应俱全,而且是一环扣一环:如果你想升级武器装备,用上铜制武器,那就得去洞穴深处采矿→那就得有炸药→那就得弄浓硫酸→那就得去火山口采集→那就得有防毒面具和陶釉罐子→那就得造窑炉→那就得去采沙子、泥巴→那就得有铲子→那就得去沉船搜废金属(普通铲子耐久太低)…… 多数建筑和物品都有前置科技或物品要求,甚至卡的有点严丝合缝,再加上各种生存问题(食物、水、温度、湿度、心情、疾病等),导致你一天到晚忙的焦头烂额,在这个无人岛上根本不会觉得无事可做,一天天很快就过去了。换句话说,游戏节奏设计的很好,我做个对比你就明白了——以前玩40个小时老版生化4已经觉得很累了,现在这游戏100个小时我也没觉得累和枯燥,除了因为生化4是动作游戏,强度比较高,这游戏比较缓慢之外,我觉得最重要的就是节奏控制的好:什么时候干什么,都是一套一套的,引导你去做,攀完了这个科技,还有下一个,打完了boss,对不起,后面还要出海,又要做一大堆准备,好不容易木筏做完了,还要迎接暴风雨的洗礼。不扒层皮你别想回到文明社会……总之就是,这游戏让你做这些事情,既比较合理,还让你感觉到了生存的艰辛,所以虽然游戏时长很长,但不会觉得腻歪。 为了增加硬核程度和生存难度,这游戏还有普通季、雨季、旱季的设定,30天一换——普通季就是正常随机的天气,雨季就是全天基本都在下雨,小雨到暴风雨随机变换,出门就湿身,湿透了就体温降低、容易感冒和感染病毒,雨太大了还得躲避,影响行动;旱季则基本一场雨都不下,你要是不提前挖个水窖备好淡水,到时候直接渴死,而且没有淡水很多饭、药物也做不了,生存受影响。 这游戏还有农耕和畜牧系统,不过感觉比较适合养老族和留在岛屿结局的玩家,像我准备返回文明社会的,做那些东西也没啥用,还磨叽,而且我得吐槽一下:1.这游戏的农田是一次性的,对你没听错,收割后土地直接消失了,你还得重新开垦,这实在是有点违背常理;2.这游戏陷阱等级居然有150级好像,前期等级低抓动物非常困难,升级还慢,导致抓大型动物前中期基本不可能,所以想搞畜牧估计非常耗时间。 另外有两个毛病我想提一下: 1.界面,就是物品筛选,本作只有食物、水、火、制作四个筛选器,但很多比如武器、防具、药品、工具是无法筛选的,导致在家里一大堆东西找起来很费劲。 2.存档机制。这游戏没有多槽位存档这一说,一个人物只有一个档,回溯也只能回到存档的当天开始,你想回到以前?对不起不行。这就导致你的一些重要行动必须慎重,比如你做木筏出海了,结果忘了带东西或者找东西,对不起,回不去了,等死吧。我觉得还是应该给玩家一些自由和反悔的余地。 总之这游戏就是外皮看起来傻不拉几,但内容极其硬核的卡牌式生存游戏,有的玩家甚至说它开辟了一个新的子类型游戏,叫卡牌生存,2025年这个公司又出了个2代,是森林生存,好像更加硬核了,不过好评度没有1代高。然而短期内我也不想再玩这类游戏了,再玩真吐了。
希望放开创意工坊
机制无敌,可惜代码写的太烂,而且不提供创意工坊。但是社区是无敌的
Das Spiel ist ein Zeitvernichtungsmaschine. Kauft es euch nicht! Gutes Spiel mit Langzeitmotivation.
时间消失器,像是回到了小时候在学校里玩班上同学的纸上游戏,最纯粹的快乐。光本体感觉就可以200h+,更不要说社区了。喜欢生存游戏的人真的千万别错过,也许这就是你的星期五。(玩完感觉自己能去荒野独居竞争一下一百万了XP)
이 게임 엔딩 본 놈들 다 미친놈들임
最后运行时间是2025/06/07,转眼一年多过去了 当时最长的一个档玩到129天,小人游泳后被换季冷雨冻死了orz 下次再玩就打算体验女鱼人开局了,想看看有没有什么特色机制/底层结构的变动 这里先把去年停下来时速记的感受草稿贴一下,算迟来的归档 ---- 选开局阶段: 黄志华是你吗?这是对猎人头像的第一印象 :p 因为2023年已经玩过3H的Demo版了 https://steamcommunity.com/profiles/76561198272192842/ 一开始本来打算自定义人物来着,看了下 愣是带入不进去 都是东南亚地区人的相貌感,陌生,不习惯 连鱼人和最初的那个猎人大叔都算是眉清目秀了 另外就是自定化空间太大,细节太多,看到很多地名甚至都有剧透的可能,马上就感觉似乎是给对游戏已充分了解的人用的(比如通过关的玩家?) 那么这个功能用这种方式呈现觉得就不是很合适 这里也产生灵感,更细致的定义分一个层级,默认不开启,提供一个简单的模块化定制功能作为主层级或许会更好 想捏一个的想法愣是给我打消了 关于胖子开局 除了自定义,买游戏的时候本还打算试试更原汁原味的流落荒岛感/鲁宾孙感 也想看看我能不能在这段求生之旅中给这大胖子一身肉给减肥成功了 结果只玩了demo积攒的这点积分,还不让选.... 又尬了 另外也是一想到这就算减肥成功了,这头像估计也不会换,仍得看着这一脸的肉不是? 就又有点削弱了选择动力。 --- 游戏轨迹: 一共骨折三次 中间有过一次精神分裂 但战胜了自己,克服过去了 海鸥护符的原因?吃药的原因?致幻菇带来的转折? 这几次大起大落,非常让人感受导正向循环和负向循环的并存,切变——有突出的存在感 食物策略这块 联想到饭店做菜,新鲜度问题 食材有限/资源有限情况下,怎么做一个饭(逼你代入饭店奸商逐利思维) 游戏过程中对自己日常的反照 时间利用、情绪管理的意义 ——当你让游戏里的小人去海边玩沙子和游泳的时候 食物厌倦度真是挺妙的 以及一些介于食物与药品之间的存在(暂称为调味品)与这些数值的微妙联系和有意义的影响 合理的烧水,采水,小洞窟的价值、阴凉处的价值 泥巴糊房子真漫长啊,但成就感真不错 一个阶段一个阶段的用料越来越少,从低到高的联想 很真实啊 总的概括是 耕战耕战 ?(左这或许指的是种地打猎并存的生活吧?或者指的是扩大生存边界和空间) --- 暴风阶段的流离失所感 & 每隔半小时被风吹得动不了的感觉 那天真是充满了转折的一天啊 基本贴合一种兵荒马乱搬家的感觉 与之对比的是前期各种插鸟的快乐 但游戏并没有像《饥荒》换季一样直接上压力,而是软性的让你考虑搬家... --- 当时玩这游戏正好现实中也是雨季 窗外正好连续下雨 游戏里也白噪音漫漫(喜欢海湾听着海潮声),也阵阵下雨 而有时候游戏里不下雨,外面依然阵阵下雨 哈哈 玩这个的几天里,经常会有因为眼前总有点小目标差一点点的感觉 跟《文明》差不多了,或许因为它更丝滑/低阻力的动作间操作成本 --- 有一段遭遇危机 食物突然逐渐不丰富了 小人也总睡不着觉了 精神失调进度管逐渐满 后知后觉可能因为住在泥巴屋子里导致的吧! 靠 迟迟造不出来地毯大概也是一个原因(如此改善不了舒适度) 才发现要改善室内舒适度,去做一些家具 滤水器也一直卡着,盐不够 ——那一段就是好几个关键东西就差一点 但每天因为小人的精神状态不好只能满足基本采食之后做一点点事情 也多少是有一些东榔头西棒子 整个一个抑郁症/焦虑症状态写照 低动机低行动力了 --- 海边探索完备一些了 最后尝试游泳小岛,没成功 还有一次探索高原,下到了一个海湾 在那里困了一夜 回来一个母鹌鹑饿死了 靠 种地倒是成功了 终于看懂那个真菌什么的了(缺了点tooltip,手册内容还夹了几层才能看到细节) --- 96天岩滩那个洞穴倒是最有趣,某细节表现正好跟我游戏内日期对应了,也不知道是不是故意的? 好像就差那个大坑没去看了?还能走的更远吗? 又干掉两头野猪 现在缺锐利的斧子 也打算做个鼓改善下精神状态 才想起来都快结束的时候才... 但缺砾石板 ----- 游戏具备某种真实感,基于某些心理和生活体验的精准还原 正好那阵子在搜野菜的教程,看到一些采山视频 类似这种-> https://haokan.baidu.com/v?vid=3342721412734186943 视频里面的人搞点野菜,顺带扛一根小杆回家 这简直就跟游戏里一样一样的,包括发现一些可以直接吃的东西时候顺手吃一下这样子 (游戏里柠檬草是不是发现了一般直接先塞嘴里来一口?) 浇地体验也和生活中经历过的近似,正好共鸣 比如家里正好近年搞来了一块地用来种蔬菜自己吃 不过这地方不通自来水,只有一个地下水压水装置 压点水这个费劲儿啊 于是就搞了水缸,弄了屋檐雨水收集器 省得压水了 ——游戏里下雨了也这么干,大碗小碗刚烧好的陶罐儿饭盆的全拿出去接水了 笑死 多生活 ---- 最后,缺点方面: 操作易用性和界面功能还是太克制了 暂时觉得像是操作时放卡是否自动识别收纳物内的物体 更灵活的分类标签甚至是自定义 这些都大概属于有点QoL生活质量这块强化的 不过像是装备槽的运作规则和上限这些,倒是觉得现在这种偏隐形式的处理还挺妙,符合直觉,可以自主挖掘,也没太大阻碍 想起以前有人用臭豆腐概括游戏,闻着臭吃着香 这游戏多少就属于有点这样的, 而且是以为闻着臭,其实闻着闻着发现并不臭反而很香的东西(现实中有这种东西么?> < [spoiler]榴莲大概吧,正好热带水果[/spoiler])
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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