
Raise an undead army in Decks of the Damned! Command your vampire minions, scavenge gear from fallen foes and craft powerful items to strenghten your forces. Defend by day, expand your domain by night, and shroud the land in darkness!
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 Jul 24 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Decks of the Damned is a strategic roguelike auto-battler in a card-based simulation format. Rise from the ashes and rebuild your castle as you embark on a journey to shroud the land in darkness.
Discover powerful classes, each with its own unique playstyle. Tame monsters, brew potions and craft magic weapons to gain the upper hand in combat. Tailor your strategy around your undead army. Unique synergies arise depending on whether your minions are slow, sturdy juggernauts or swift, delicate fighters.

Journey through a changing world filled with hidden villages and kingdoms to raid. Each area offers new resources to find and different enemies to fight. Random events like traveling merchants, bandit raids, and snowstorms keep each playthrough fresh and exciting. In addition, Mysterious artifacts lie hidden across the realm. Complete special challenges to uncover their locations.

Your castle lies in ruins. Only you can restore it to greatness! Build walls, towers, gates, and decorations to customize your stronghold in this sandbox mode. Design a unique castle that unlocks lasting bonuses and powerful upgrades.
Discover a large number of powerful effects embedded in weapons and equipment, allowing you to shape your own unique playstyle. Experiment with different combinations and uncover exciting synergies, ensuring every battle stays fresh and rewarding.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I should have played the demo. This isn't my bag.
My biggest problem with the game is that the core gameplay loop is pretty boring. It consits of staring at the screen and waiting for resources to spawn and sending your vampires to harvest them or your minions to hunt the animals. That's it. You spend most of the game staring at the map and clicking on resources as they pop up. Hope you like it. That is my biggest problem with the game, but I also want to adress a few other issues: 1) Minions and equipment: There are a few different types of minions to summon or tame, some with special abilities. For example: Ettins have a 10% chance to hit twice, ghosts have a 20% to heal themselves for half the damage they cause and ents have a chance the inflict damage on their attacker when being hit. The minions also have different damage, health and armour values. Same goes for equipment. Some equipment is more defensive, some more aggressive. At a glance, this may seem like an interesting system with diverse builds around each minion type and equipment sets. However, because the special abilities all have pretty low values (like ghosts having a 20% chance to heal themselves for 50% of the damage they cause), the special abilities are mostly irrelevant. There are no different builds, there isn't enough gear in the game to support that, even if you wanted to try it, it's purely about stats. Just get the highest stat minions with the highest stat gear. That's all there's to it. No options for different builds, nothing. 2) Biomes: Biomes are another point of supverficial depth. Just like there is a bunch of different gear and you have a bunch of minion types, there are also a couple of biomes. Issue 1) Biome choice: River and forest are the only two biomes with reliable access to cloth, which you need to build net traps, which you need to capture humans to turn them into vampires, which you need to increase your minion cap. This makes it feel like you have to spawn in one of those biomes, as you will miss out on minions otherwise, which are an essential component of the game. Picking any of the other biomes feels like a pointless handicap. They all have slightly different loot pools, giving you access to materials you can't reliably get in forest or rivers, but you don't need those materials. As I said in point one, this game is just about getting high stats on your minions, and you get that just fine by never leaving the forest or rivers. The biomes, while they do all offer a slightly different experience, are ultimately pointless. The different items from different biomes aren't significant enough to encourage you to try them all out. I did try several, and there are two main differences: Forest and rivers means reliable access to cloth, mountain and volcano means a little bit easier access to iron. That's it. There are no special items that can dictate the course of the run or what builds you use (again, there are no builds), it's just a slightly modified loot pool. 3) Combat: Combat is resolved automatically. Your units attack random enemies, enemies randomly attack your units. There are effects that increase or decrease the chance for a specific unit to be hit, but I consider that irrelevant. As I already pointed out before, this game is just about getting as high stats as possible on all your units. You don't have tanks, healers and damage dealers. The items that provide special effects all have such a low chanc of triggering that you might as well ignore it. So you spend the game getting the highest stats possible across your units, putting no thought but stats into their equipment, and then you watch them attack randomly in combat. The combat itself is just as brainless as the preparation for it. 4) Progression: Yet another superficial layer of complexity with no real meaning behind it. Progression in this game means: Unlocking more biomes, unlocking more crafting recipes, unlocking more vampire classes and unlocking more artifacts. I somewhat understand why artifacts are locked in the beginning. They modify the rules of the game a little. For example, there is an artifcat that guarantees that two river biomes will spawn and gives you two chests containing river items. The same also goes for mountain tiles. In a game where biomes give you access to different builds, this would have been an interesting feature, but here, it feels pretty pointless. Still, as the artifacts do technically modify the game rules a bit, I understand why you have to unlock them. But why are there unlockable biomes, recipes and classes? Why would you not have access to all of those from the start? The biomes are mostly irrelevant, so unlocking them basically does nothing, unlocking recipes allows you to craft stronger gear and stronger minions and unlocking classes gives you access to vampires with new abilities. The stronger gear and minions is basically just stats. nothing interesting there, just higher stats. The vampire classes are similarly uninteresting. The summoner lets you summon animals instead of having to tame them. That class is essentially just a convenice/time saver upgrade over having to tame them. It also gives you access to animals from other biomes, making the biome system even more pointless. I don't see any practical reason as to why a "large" portion (it's not really much, the game doesn't have much content, but most of what it does have is hidden behind unlockable stuff) of the game's content needs to be unlocked, rather than being available at the start. It feels like it's locked to make it feel like there is a progression system in the game. It's there to keep you playing until you have finally unlocked everything there is to unlock. It's supposed to appeal to your completionist spirit. So yeah. Not great. It's not a bad foundation for a game, but it is not a good game at all. If it receives updates that make the core gameplay more interesting than just "harvest resource", that flesh out the biomes, make every biome a valid choice and give each of them a unique feeling and if build diversity is introduced to the game, I could see it being a lot of fun. But as it is, I think it's just absolutely terrible.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, French, German, Spanish - Spain, Polish, Russian
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I dropped this review because, at the time of writing, the game is getting bad reviews I don't think it deserves. It's a neat little deck builder and merge game with a satisfying sense of progression. I completed my first loop in 3 hours, including the tutorial, and that got me through burning down two villages and taking the local castle down, only to start building my own. It is not a polished experience. I came here for a breather from Book of Hours and this doesn't hold a candle to it. But if you want to experience that kind of emergent story telling as a vampire/necromancer, I found it to be a more immersive and satisfying experience in that regard than V Rising, which is just a MMORPG boss crawl without the MMO (which I don't enjoy). There's potential--they need an immersive tutorial that actually tells you what the castle is, or at least a better game manual--but it feels like a lite version of loop hero in that regard. So if the game's on sale and you want a couple hours of something different, it's worth a try, and maybe it will become something better. **Update** The game gets more fun after the third or fourth run. First run, I was just accumulating resources, raising an army, and attacking. By the fourth run, I'm selectively building up a raid camp, gathering resources to craft advanced armor, and stacking debuffs and stun locks to take down more challenging enemies. There isn't enough story here to make it a great experience, but it's a fun mechanic and it's more than worth the price on sale.
[h1]If only this game have received a little more attention... [i]Maybe[/i] then developer could have had a motivation to actually finish it...[/h1] But it didn't. And the game was left in pretty bad shape. They didn't even remove "Wishlist on steam" link - looks like some kind of artifact from a demo. It's playable, yes, but other reviews are right - core gameplay is ok for one, maybe two runs and then it becomes outright boring. Game is just too easy (spawn all 9 minions and you can zerg-rush all human settlements) and too repetitive (build the same 5 crafting stations over and over). I [i]did[/i] enjoy it myself, but it isn't something I could in good conscience recommend to anyone else. Except if the game is on 50% sale again and you are [i]huge[/i] fan os Stacklands, like me - than it [i]might[/i] be worth it even in this sorry state.
建议: 因为正式版确实是demo的补完,游戏完整性还不错价位也便宜所以给好评,但是我对游戏只有这个水平非常不满。 玩了2把,实在是没动力玩下去了,这游戏最大问题就是开局运营的同质化,每把的开局非常枯燥乏味,上一局结束带来的收益只能说帮助有限,整个游戏的是卡牌运营+肉鸽,卡牌运营这块做的还行,但是肉鸽这部分太差我接下来详细陈述我的不满: 核心问题就是毕竟是卡牌运营为核心,导致死亡带来的时间成本太高,并且核心敌人没太好的办法估计出一个实力区间,最终呈现出来的游戏操作就是我得加长运营时间来保证碾压这些核心敌人,而这游戏的运营又是重复度特别高的过程目前我没玩到什么特别特别随机的地方,一把就能看透出怪的逻辑直接背板就能度过这段运营时间,这也导致了我的新鲜感得完全靠制造新物品来获得,但是新物品制造的需求又难和随机,这就导致我的第二局整体还是很枯燥,游戏结束的奖励还是语焉不详的没有强反馈的。 哎,一个我喜欢的新游戏我都没办法一口气玩下去真是少见。 目前我还没想到太好的办法,粗略的想法是极大加强每张地图的后几波敌人并且强化他们的掉落。
C'est joli, avec de bonnes idées et plutôt facile à prendre en main donc je recommande MAIS … j'ai détesté certains aspects du jeu qui m'ont fait arrêter d'y jouer très vite. (et oui, je recommande parce que les éléments que je dénonce ci dessous sont ma cryptonite, ils me gâchent un jeu en quelques minutes mais ce n'est pas pour autant des "défauts") J'ai détesté l'aléatoire du jeu. Il m'arrive d'attendre beaucoup trop longtemps pour obtenir un objet nécessaire qu'un seul personnage loot et ce dernier, n'apparait que toutes les x minutes. Devoir attendre un élément si longtemps dans un jeu où le temps compte, cela m'a rendu fou. On retrouve l'aléatoire dans la capture d'ennemis pour en faire un vampire. Sur 4 vagues, je n'ai capturé personne (malgré l'utilisation de plusieurs pièges) et votre nombre de vampires définit le nombre de sbires que vous pouvez avoir dans votre armée. Idem pour les cartes disponibles sur le plateau, je me suis très vite senti limité par les 25 cartes autorisées. Je me dis qu'il est possible d'améliorer ce nombre en construisant un château mais je n'ai pas trouvé quand ou comment on peut le construire. Bref, je n'ai pas eut le courage de relancer une partie pour voir ce qu'il me manque ou ce qu'il me reste à découvrir à cause de l'aléatoire.
Way too tedious to recommend. Having enough resources to craft but having to pull the perfect amount feels way too unnecessary. I'd love to dive into the game more but this is severely holding me back.
[h1] Pour ceux qui préfèrent une jolie vidéo plutôt qu'un long texte ennuyant, j'ai pensé à vous ! [/h1] https://youtu.be/p4dWS_QvrHg h1][b]Decks of the Damned : Quand le Roguelike rencontre la Gestion de Royaume (7/10)[/b][/h1] [h2][b]Introduction - Qu'est-ce que Decks of the Damned ?[/b][/h2] Decks of the Damned est une simulation stratégique roguelike et auto-battler qui utilise un format de cartes pour gérer un royaume. Vous incarnez un seigneur vampire ayant pour mission de relever son château de ses ruines, de lever une armée de morts-vivants, et de plonger les terres dans l'obscurité. Le cœur du jeu repose sur la gestion, l'exploration et le combat. [h2]🎨 Graphismes et Ambiance[/h2] Le jeu arbore un style gothique sombre et des visuels qui rappellent l'esthétique des jeux de cartes. Bien que l'information disponible ne précise pas le style graphique exact (pixel art ou 3D), l'ambiance générale est celle d'un dark fantasy centré sur les vampires et leurs sbires. Les éléments sont présentés sous forme de cartes que vous empilez et manipulez sur le plateau, créant un environnement de simulation unique. [h2]🕹️ Gameplay et Mécaniques[/h2] Le gameplay est basé sur un cycle jour/nuit et un système de cartes dynamique : [list] [] [b]La Gestion par Cartes :[/b] Les ressources, les minions (serviteurs), les bâtiments, et même les actions sont représentés par des cartes. Le jeu s'inspire de mécaniques de stacking (empilement de cartes) pour la construction et l'artisanat (crafting). [] [b]Le Cycle Jour/Nuit :[/b] Les phases de jour sont dédiées à la défense du château contre les humains, à la collecte de ressources, à l'artisanat d'armes magiques et de potions, et à la préparation de l'armée. Les phases de nuit sont orientées vers l'expansion du domaine et l'exploration. [] [b]Roguelike Auto-Battler :[/b] L'exploration se fait sur une carte du monde générée aléatoirement, offrant des événements et des ennemis différents à chaque run. Le combat est un système d'auto-battler où le positionnement et les synergies entre les différentes classes de vampires et de minions (lents/robustes ou rapides/fragiles) sont cruciaux. [] [b]Progression Méta :[/b] Vous pouvez reconstruire et personnaliser votre château en mode sandbox, ce qui débloque des bonus permanents et des améliorations pour les runs futures. [/list] [h2]📖 Histoire et Narration[/h2] L'histoire est une prémisse classique de dark fantasy : restaurer un royaume déchu et étendre votre influence vampirique pour recouvrir le monde de ténèbres. La narration est transmise à travers l'exploration des terres, la conquête de villages et l'acquisition d'artefacts mystérieux. L'accent est mis sur la progression et la stratégie plutôt que sur une histoire scénarisée. [h2]✅ Points Positifs (Synthèse)[/h2] [list] [] [b]Concept Innovant :[/b] Le mélange de roguelike, de gestion de château, et d'auto-battler via un système de cartes empilables est original. [] [b]Rejouabilité :[/b] L'exploration de zones changeantes et le déblocage d'améliorations permanentes (Roguelite) incitent à relancer les parties. [] [b]Profondeur Stratégique :[/b] Grande variété de classes de vampires, d'équipement magique, et de synergies d'unités pour créer des stratégies uniques. [] [b]Gestion de Base :[/b] Le mode sandbox pour reconstruire le château offre une personnalisation et des bonus durables. [/list] [h2]❌ Points Négatifs (Synthèse)[/h2] [list] [] [b]Problèmes de Finition :[/b] Les avis utilisateurs (Mixtes - 69% positifs) mentionnent des bugs, notamment liés au glissement des piles de cartes et à l'auto-artisanat. [] [b]Ergonomie du Texte :[/b] Le jeu est marqué "Jouable" sur Steam Deck, mais certains textes en jeu sont jugés petits et difficiles à lire. [] [b]Courbe d'Apprentissage :[/b] Les mécaniques de cartes complexes et le rythme jour/nuit peuvent être déroutants au début, nécessitant une bonne gestion des ressources. [] [b]Aspect Répétitif :[/b] Comme tout roguelike, le cycle de jeu peut devenir répétitif pour certains joueurs s'ils ne trouvent pas assez de variété dans les choix narratifs ou de construction. [/list] [h2]🎯 Conclusion et Verdict[/h2] [spoiler]Decks of the Damned est un jeu de niche prometteur pour ceux qui aiment les défis tactiques sombres et la micro-gestion par cartes. Il offre une expérience addictive en tant que seigneur des morts-vivants. Bien que le taux d'approbation soit "Mixte" pour l'instant et que quelques bugs soient à signaler, le concept est fort et l'équipe de développement semble activement en train de corriger et d'améliorer le jeu. [b]Verdict :[/b] Une fusion audacieuse pour les stratèges qui aiment l'horreur gothique. [/spoiler] [h1][b]Note finale : 6,5/10[/b][/h1] [i]Statut : Actif (Date de sortie : 21 octobre 2025) - Développeur : Thorian Games[/i]
me deja dudas
《诅咒之牌》是一款融合了卡牌的肉鸽自走棋游戏,游戏中玩家将扮演吸血鬼一方,操纵亡灵部队攻城略地。 游戏采用了像素画风,整体画面是比较细腻的,同时也支持2K4K的高清分辨率。但是游戏里的卡牌和界面相对来说太小了,比较难以分辨卡牌上的数字,一些额外的信息需要右键点击查看,左键放上去是没有提示窗口的。同时,游戏的制作配方也是包含了很多菜单,在采集和制作时需要不停的在各子菜单里切换,非常的不方便。如果改成逐级解锁或者全子窗口都能同时打开的方式会方便不少。 玩法上是比较类似《stacklands》,物品可以吸附堆叠到一起,然后消耗物品制作各种装备、设施和士兵,由于本作里玩家扮演的是吸血鬼领主,士兵也是骷髅、炼金傀儡一类的东西,因此没有食物的消耗,不需要考虑吃饭问题。不过游戏里有白天黑夜的设定,吸血鬼白天是无法出来的,必须躲在棺材里,如果白天时候被敌人把棺材打破了就会死亡,因此白天主要以防御为主,晚上则可以大规模制造部队,击杀野兽和各种敌人。白天则只能携带有限资源和部队,需要舍弃一部分资源。如此日夜循环,不断解锁更多的科技,武装部队提升战斗力,直至赢得胜利。 战斗是自走棋模式,敌我单位会根据速度、攻击力、防御等属性造成伤害,同时还有闪避、格挡等概率,可以将多个部队对跌倒一起去战斗,会自动成阵型攻击,能够快速击杀敌人。战斗难度并不高,但还是要注意及时将棺材等重要物品拖走,尽量以多打少,避免形成添油战术送死。 游戏有多个场景地图,每个地区有不同的资源和怪物,但是总体玩法是不变的,因此到了后面重复度会很高,而且单位会不断死亡,导致必须持续生产士兵,也就无法更快速的攀科技,节奏也相对较慢。 总的来说,《诅咒之牌》融合了卡牌和肉鸽自走棋玩法,整体玩法简单有趣,画面精致细腻,但是也存在重复度较高的缺点,UI界面和画面设计也有待改进的地方,整体来说质量不错,还是值得期待的。 [quote] 加入[url=https://steamcommunity.com/groups/GHYX]干货游戏[/url]&关注[url=https://store.steampowered.com/curator/35106417/]我的鉴赏家[/url],不定期为大家带来诚意满满的游戏体验干货。 [/quote]
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