
RPG-infused Roguelike Deckbuilder. Forge your hero, level up, and craft a deck that evolves based on your unique build. Travel a land ravaged by famine, uncover the prophecy, and save the people of Ruthia!
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 3 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 19 → 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

RPG-infused Roguelike Deckbuilder.
Forge your hero, level up, and craft a deck that evolves based on your unique build. Travel a land ravaged by famine, uncover the prophecy, and save the people of Ruthia!
Forge your own unique playstyle
Uncover hidden synergies
Set up intricate combos
Obliterate your enemies
Win against impossible odds!
Level up your character's attributes, and find new cards based exclusively on your unique build!
Adaptive, classless deckbuilding system. As you increase your character’s abilities - Strength, Constitution, Dexterity, Wisdom, and Intelligence - new cards and playstyles will emerge
300+ fully unique cards
150+ keywords with multiple damage types, and a huge focus on synergies
50+ item cards
30+ combat-altering spicy status effects
5 main attribute skill trees with cards and additional perks
15 streamlined archetypes and dozens of sub-playstyles
Pick one of 5 fantasy races with their own starter decks and attribute bonuses
Spice things up with 11 character backgrounds, each granting you a special card and an extra attribute modifier
Fight for loot, XP, renown, and level up!
Discover new cards based on your attributes
Explore an open world map with 99 locations, and 24 settlements
Embark on dangerous side quests such as smuggling supplies in a famine-stricken world
Encounter 50+ events with difficult tradeoffs and extra choices based on your unique hero
Unlock exclusive world map abilities by committing to your favorite attribute skill tree
Fight organized bandits who hoard resources, raid caravans, and pillage settlements
Optimize your strategy to hunt down gangs, face challenging elite enemies, and slay their wanted leaders with extra spicy procedural encounter modifiers
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very Fun Rogue Like. 1 single large map. You Acquire cards for your deck per the 5 different stat types you level up. Not a ton of enemy diversity, but rather they acquire buffs and change their actions depending on their difficulty rating. The whole point of this game is to survive until the end, not necessarily kill the boss. By surviving you gain new character backgrounds and unlock higher trait levels (and I'd assume stronger cards with them) It's a little disappointing how ridiculously strong the final boss is, as you have to decide on an anti-climactic run-away or chance not getting achievements and try killing the boss. Overall, very fun and addicting. Hard recommend for the price point.
This game feels like a very fresh concept to a pretty saturated genre of roguelike deckbuilders. The take of free exploring the map, interacting with NPCs and questlines, as well as the D&D flavored themeing of this feel really unique and fun. The actual combat mechanics itself are additionally really fun, and its been exciting to explore what kind of card unlocks you can get by the way you build your character. I really hope they expand the game with more encounters and enemy types, as well as some other run-to-run progression elements. Overall, I would recommend this game especially if you're already an enthusiast of the genre!
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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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoy the game! To me it has a unique feel, scratches the rpg itch, the art is nice and it's a chill feeling. I also enjoy how much you can customize your character/run since the spontaneous events have a lot of choices. I didn't find it that hard, my first run I lost but the next 3 I won easy. Seems more geared to experienced players and those who played old school rpgs, or those who thrive on challenges. It's a mix of a deckbuilder, rpg, and survival kind of game. There's a good amount of replayability to win with every character and finish all the metaprogression unlocks. It's true that the game has an original idea which has a lot of potential, if they got a big team working on it, they could do so much with this model and add more content.
Русский язык добавьте. Add Russian language
Game does a great job of blending Open world RPG with a Roguelike deckbuilder! And I love the art style! You draft cards based on your stats. So you end up with a very open style RPG class system. Very fun/new twist on drafting cards. There is also a trade system if you are interested in Roleplaying a merchant but there is no real way to play as a pacisft. I think the RPG parts do kill some of the replayability of it. Kind of same issue I have with Griftlands where the game play is good but all the text just gets in the way after you have seen it a few times. Still has a good 10-15 hours of gameplay there for trying to do all 3 victory conditions and trying out the different races and "classes". If you want to see Gameplay Here is a link to first impressions video: https://youtu.be/Y0I6Ax1UwuQ?si=2pU7zfzn2PLWzxJ3 I make content on indie games and got a key from the devs
There's a lot of things to do and discover, I just wish that there was more marketing for the game and maybe a wiki. Strength is too strong compared to other attributes.
I was reluctant to try it, because from the outside the mechanics looked overwhelming, like too many things thrown together. However, I decided to give it a shot in the dark, and was pleasantly surprised. The mechanics build well on top of each other, learning what the game is really about is very rewarding (while difficult), and wisdom is fun to start with. Give it a shot!
Very interesting concept, can be a little confusing to start but super satisfying when it clicks.
Claymores of the Lost Kingdom is an ambitious roguelike deckbuilding RPG that aims to break away from the tightly structured paths typical of the genre and instead present a broader, more exploratory fantasy journey. Rather than funneling players through a linear sequence of battles, the game places them in a famine-stricken world where survival, growth, and discovery are shaped by choice. From the outset, it communicates a sense of freedom: your character is not defined by a preset class or rigid role, but by the cumulative decisions you make, the attributes you develop, and the risks you are willing to take as you travel through an unstable kingdom filled with danger and opportunity. At the mechanical core of Claymores of the Lost Kingdom is its classless progression system, which strongly influences how each run unfolds. Instead of choosing a warrior, mage, or rogue at the start, players invest in core attributes such as strength, dexterity, intelligence, and constitution, with these stats directly determining which cards, skills, and synergies become available. This design encourages experimentation and personal expression, as builds emerge organically over time rather than being locked in from the beginning. A run might begin with a generalist approach and gradually evolve into a heavily specialized playstyle, shaped by the cards you acquire and the encounters you survive. The card system is both dense and flexible, featuring hundreds of unique cards and a large pool of keywords that introduce varied mechanics, damage types, and status effects. Combat rewards careful planning, as decks must be tuned not only for raw power but for consistency and adaptability. Synergies between cards, items, and character attributes form the backbone of successful strategies, and discovering effective combinations is one of the game’s greatest pleasures. Unlike simpler deckbuilders where optimal builds quickly become obvious, Claymores encourages ongoing adjustment, as new cards or stat thresholds can dramatically change how a deck performs. What truly distinguishes the game is its emphasis on exploration beyond combat. The world map functions as more than a connector between fights, offering a wide range of locations, settlements, and events that can alter the course of a run. Players may encounter caravans, bandits, elite enemies, or narrative-driven choices that test resources and judgment. These moments inject uncertainty and texture into the experience, making each journey feel less like a puzzle to be solved and more like an unfolding adventure. Decisions made outside of battle often carry as much weight as those made within it, reinforcing the idea that survival is as much about foresight as it is about combat prowess. Risk management plays a central role throughout the game. Pursuing powerful rewards often means facing tougher enemies or enduring long-term penalties, while safer paths may limit growth and leave players underprepared for later challenges. This constant tension gives runs a distinctive rhythm, as players must decide when to push forward aggressively and when to retreat, rest, or consolidate their gains. The open-ended structure means there is rarely a single correct choice, only trade-offs that reflect individual playstyle and tolerance for danger. Visually and technically, the game opts for clarity and functionality over spectacle. The interface is designed to make complex information readable, particularly during card selection and combat resolution. While the presentation may feel modest compared to higher-budget titles, it supports the game’s systems effectively, keeping the focus on decision-making rather than visual flair. Narrative elements are delivered primarily through events and contextual text, allowing story to emerge naturally through play rather than through heavy exposition or scripted scenes. That said, the game’s ambition does come with challenges. The sheer number of systems, cards, and mechanics can feel overwhelming, especially for newcomers to the genre. Some interactions and balance considerations are not always immediately clear, and learning the deeper layers of the game often requires multiple runs. While this depth is appealing to dedicated players, it may create friction for those seeking a more streamlined or guided experience. Overall, Claymores of the Lost Kingdom stands as a bold and thoughtful entry in the roguelike deckbuilder space, one that prioritizes freedom, experimentation, and long-term mastery. Its blend of card-based combat, open-world exploration, and stat-driven progression creates a sense of ownership over each run that few games in the genre achieve. While not without rough edges, it offers a richly layered experience for players willing to invest time in understanding its systems, rewarding curiosity and strategic planning with runs that feel genuinely personal and distinct. Rating: 6/10
Half of the fun comes from discovering the different builds available and how thematic the cards are. Half of the misery comes from runs taking ~2 hours, events getting repetitive before that, and maybe I will gain more game knowledge in the end - maybe not. I'd compare Claymores [i](it's plural?)[/i] to a fun, mysterious, and challenging single player boardgame; however it's the first edition and it needs some QoL updates [i](not everything should be mysterious)[/i], balancing, and more content.
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Players by region
Where this game's players are, estimated from review languages.
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