
Master the grid, defy death. Enter a grim Spirit Realm in this open-world deck builder. Craft lethal decks from 160+ cards, claim powerful Totems, and defeat foes in tactical grid combat. Fight as the desperate hunter Ro to bring her son back from beyond the veil.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About
Step into the myth-shrouded lands where the hunter Ro begins her journey to bring her son back from the dead. Immerse yourself in the depths of the Spirit World, fractured into 4 realms and scarred with 13 distinct regions. Confront over 30 enemy types and harness the potential of more than 160 cards, forging unique archetypes and a multitude of powerful combinations. A dark journey awaits you, spanning 25+ hours of gameplay, with numerous enthralling side quests and grim boss battles.

Craft over 160 cards and fashion synergistic decks that focus on poison, strength, sacrifice, retaliation, backstabbing, blocking, movement, and more. Discover shamanic totems with unique effects to enhance your deck. Each new element allows you to tailor your tactical style as you prepare for your next deadly encounter.

Face a host of restless spirits - Skulldogs, Crackle Bursts, Woeful Seashrooms and more - in grid-based battles where each move is crucial. Test your wit by fighting unique enemy types, powerful bosses, and mini-bosses, all while taking into account environmental hazards and boons. Grow stronger, adapt your deck, and choose your battles as you explore a vast world filled with dangerous challenges.

In forgotten lands shrouded by myth, Ro - a hunter from a small tribe - is overcome by grief following the death of her beloved son. Guided by voices from another world, she transcends into the realm of spirits, in hopes of bringing him back. Meet strange spirits and help them with quests and challenges that affect your deck – although not all of them may have your best interests at heart. Discover a mysterious world of forgotten lore, where darkness whispers secrets and invites you to unearth buried memories.
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 1.5Kreviews | 93% | — | $829.5K |
| $19.99 | 376ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 137 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A story about grief, loss and the acceptance of loss. You play as a grieving mother venturing into the spirit world to save her son, utilizing cards and the grid that's below you to position yourself to use said cards. The 'souls-like' element of the game consists of you taking on enemy groups and eliminating the camps only for your bonfire like mechanic to respawn them all, sometimes it can be better to risk it all to complete a quest, or not spend all of your currency in trying to retain your health. Pro tip: Make cards before you rest. The games story was touching, the character travels through the spirit world reliving the events that have lead up to her entering it in the first place. All the while helping other lost individuals along the way, often instilling a lesson or two about how to process grief. I was moved by the end of it. You already have an idea of what to expect about what the ending will be but the presentation of the ending is what nails the entire game's narrative together. The visual art style of the game resembles old PC graphics to a degree, reminds me of the old Atari console games or the old Amiga PC games from back in the day, pixelated but full of color to present the bleak and dreary art direction that they took. Every area is consistent with overarching zones and the land itself tells its own story. The music is grand, more subdued and mellow track listing when you're ambiently exploring with increased tempo in drums and other instruments when engaging in combat. A soundtrack definitely worth buying or saving on playlists when you're either wanting some spooky music, some calm music, or you just wanna listen to the unga bunga drums. The gameplay consists of your character traveling to different zones and taking on the threats while using your Death Howl currency to create decks, any Death Howls you do not use while resting at the 'bonfires' will go into a meter that will give you a permanent advantage in the area that you're in. You start out with no cards and then develop a base deck that you can carry to every area and every zone and then eventually you will start creating the zone only decks which can only be used in that particular zone, each zone deck will have its own characteristics and properties allowing you to create 1-2 builds out of the deck that you've created. But be warned, when moving to a new zone you'll have to resort to the basic cards for a bit before you repeat the process all over. But, once you understand how enemy movement works and how the enemies of the area function, you can realistically beat most areas with the basic deck. To assuage the negative reviews complaining about difficulty or grinding, this game's progression is rather deliberate once you do the first zone. You enter the zone with the basic cards, you get a feel for how the enemy AI works, you start to make zone specific cards, and slowly morph your deck to a zone-specific deck. Every area has a quest and you can navigate them on your map, you can also see where every enemy group is on the map and it shows you which one's you've cleared and not cleared. You may have to backtrack and re-clear camps every so often for a quest you found but I would not consider that to be deliberate grinding but rather a facet of the game's souls-like element. While exploring you will find materials that allow you to make cards, materials in which are typically before or after an enemy camp and also ambiently around the map. Though, some may be hidden behind a cave or two and you can only mark a cave on your map after you've entered it. To find a cave, just look for a sparkle on the wall - they will be hard to miss after that. I cannot say I had a hard time playing this game, I did not feel the need to grind or enter a safe area, but I did feel victim sometimes to RNG and getting hands that either consist of all utility or all offense. Thankfully if you die and lose the encounter, you're conveniently spawned right Infront of the camp that just duffed you and you can try again. If its not possible, just make more cards. Since this game allows you to enter other zones, you can elect not to take on a specific zone and enter another one, your basic starter cards can handle most of what the game throws at you. I highly recommend this game if you're looking for something different, if you're someone who enjoys playing card games and theory crafting build combinations without having to engage in rogue-like/rogue-lite mechanics, definitely give this game a try.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $829.6K | 2.3K | 90% | $13.99 | |
| $829.7K | 2.4K | 77% | $14.99 | |
| $829.2K | 895 | 88% | $39.99 | |
| $829K | 2.6K | 96% | $14.99 | |
| $829K | 1.7K | 89% | $29.99 | |
| $830K | 1.6K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $742.4K | 2.4K | 91% | $12.99 | |
| $716K | 1.8K | 91% | $14.99 | |
| $25.6K | 57 | 93% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 30 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Danish, Polish
| $19.99 |
| 360ratings |
| 92% |
| — |
| not modelled |
| $13.99−30% | 24ratings | 94% | — | not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 137 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Como buen fanático de los Deckbuilder, no entiendo las críticas tan positivas de este titulo. Lo he empezado dos veces, y las dos veces me ha pasado lo mismo, aburrimiento por no tener ninguna penalización al morir. Simplemente es un Deckbuilder sin su mejor característica, que sea roguelike. Se trata de repetir y repetir y combates para conseguir recursos, y repetir y repetir jefes hasta que los derrotes. No tiene más. Lo único que destaco en positivo el arte y la construcción de su mundo. Cero estrategia (que más da que te mueras?), cero ganas por mejorar (recursos infinitos de los bichos corrientes), la historia anécdotica (buscar a tu hijo, lo nunca visto). No me ha gustado absolutamente nada, lastima que ya no lo pueda devolver.
Very fun and challenging game with a very customisable combat system and a moving story
Thoughtfully crafted in both gameplay, theming, and story, this is a deck building adventure well worth your time and consideration. The narrative focuses on Ro, a woman travelling through the spirit world in order to save her son from the clutches of death itself. The setting allows for some very unique and downright trippy visuals and characters along the way, such as a laughing spirit that repeatedly jumps to it’s own demise repeatedly as a twisted kind of joke. Everything is presented in very bold colours and designs, which really makes all the different locations pop. Without getting into spoilers, the story is a heartfelt and sincerely delivered narrative about grief and how the loss of a loved one can change you. It’s not overly complex or ambitious, but it feels like it hits just the right kind of pacing for a game of this length. In terms of the general ebb and flow of the gameplay, you have to push through predetermined encounters, with a vary number of enemies and different battlefield layouts. To do so you have to construct a deck of abilities, which is crafted using a resources the hostile spirits you kill drop and using items from the environment. Notably, each of the four major zones have a different realm deck associated with it; the cards from each realm can only be used in said realm with any efficacy. This does mean having to start over in each new major zone, but it also encourages a lot experimentation and exploring what each realm cards’ mechanics and individual strengths are. This eventually builds up to the final zone where you can freely use all the cards you’ve made across the game, allowing you to make some appropriately broken combos. However, it should be noted the game does have a bit of a learning curve. The game isn’t overly punishing since if you lose a fight, you respawn instantly outside of the combat zone, essentially allowing a do over. But you do have to be willing to take a few losses until you find a deck that works, and get used to using it effectively. It does have unusual checkpoint system, which is similar to a Dark Souls bonfire system in that enemies only respawn when you rest. This can feel a little strange to grapple with in the early game, since you may have to fight the same group of foes a few times as you move around. Eventually, however, the power and game knowledge the player gathers means you can safely clear out entire zones without having to rest, which feels really satisfying. To point things in bullet points: Pros: + Tightly designed card based combat that’s fun to experiment with + Short but effective story set in an interesting spirit world environment + Visually appealing locations with a lot of cerebral imagery + Good amount of content for the asking price + Great end-game design that allow for a lot of player expression Cons - Having to start off from scratch in each zone in terms of cards can create some friction that, while interesting, takes a while to get used to - Some of the side quests can be a little obscure to figure out even with the in game hints Added/natural points # Has a somewhat steep learning curve. The game isn’t frustrating as such, but it will take a bit of trial and error before you can get on it’s wave length. However, the system feels great in motion once you do get there I really enjoyed my time with game, and think it’s got it’s own sense of style and character. It definitely one to pick up if you’re interested in deck builders, or enjoy it’s sense of aesthetics or setting.
It’s good. It’s difficult. You have to grind even if you go in wirh a good strategy. There’s some RNG that will work out for you sometimes and when it doesn’t, you’ll be very unhappy. I came away from my playtime with a positive view of the game. Each time you enter a new region all your cards from any prior region cost one extra point of energy. Energy is limited per turn. Therefore, this is meaningful and means you cannot overlevel in one region and go into the next one strong. It’s a method of resetting your progress region to region and adds grinding and strategy to learn the new cards of the region by stringing together wins against a variety of enemies.
My main issue is that the gameplay is boring. The effects of the first cards are boring, so the battles are too. If you lose, you simply restart right before the battle and can try again immediately. Between battles, you collect items and can eventually craft cards with slightly more interesting effects. This just didn't motivate me to play beyond the first hour.
良かった点 ①豊富なデッキパターンがあり、システム的にも複数のデッキを使い分ける必然性があるので最後まで飽きることなく楽しめる。 ②一戦一戦しっかり戦略を練らないと負けてしまうような緊張感のあるバトルバランス
Very unique, very polished and quite fun. I especially love that this is NOT a rogue-li(k/t)e but a narrative-focused game with a solid beginning, middle and end. Buy it if you like tactical combat and creative deckbuilding; there are some pretty sick piles you can put together.
Une superbe ambiance, des défis assez relevés
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Active players
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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