
Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?
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.
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): 3.14/day in the week to Aug 23 → 10/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
Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?
In Decktamer, you'll encounter creatures that have adapted to their strange environment: the abyss. Rumor has it that anyone brave enough to reach the bottom of the giant crater will find great fortune. But watch out, as you dive deeper, the creatures only get more and more bizarre and dangerous...

In this game, cards are not simply handed out to you, you have to tame your enemies to add them to your deck!
But be careful, when one of your creature dies, the card is gone forever!

Every turn, each one of your cards can use a move. Try to think about the optimal play to win your battle in this turn-based combat system! Will the turn plan out as you expected?

The Abyss is filled with mutant creatures that possess abilities they shouldn't normally have. Use that to your advantage and transfer abilities from one creature to another to create unique and devastating combos!
Only one question remains...
Do you have what it takes to reach the heart of the abyss?

Genres
Engagement
Reviews
Themes across 368 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I just completed my first run and I'm seriously considering refunding. The gameplay loop doesn't bother me, by all rights I should like it I guess. The thing I struggle to get behind is that every creature you have in your deck becomes obsolete. Even with the syringe mechanic, you're gonna scrap everything eventually. Nothing builds on itself like slay the spire or other deckbuilding roguelikes. you just have cards, they get old and you either sacrifice them or evolve them and get new cards. There's no attachment to it, no real "build" to go for just have some cards... then get better cards... then get rid of those and get better-er cards. Doesn't give me the satisfaction I'm looking for.
宝克梦好玩,计算量蛮大的(没有伤害预览),boss初见压迫感满满 - 类似来自深渊的世界观设定,怪物有详细的深渊日志(收录怪物描述和居住深度,部分怪物有进阶形态) - 可以直接收服对面的残血怪物卡。怪物卡局内永久死亡 - 可以用基因注射器自由分配怪物的天赋和技能(类似雪居之地的挂饰,养大爹) 小缺点:游戏一上来就把全部流派和机制都塞给玩家,信息量比较大
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Japanese, Simplified Chinese, German, Spanish - Spain, Portuguese - Brazil
Hours played at review time, across 371 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Simple at first glance. 8 combats per run ~1h to 3h per run (the latter if you're like me and take your sweet time) (more game modes unlocked afterwards, like endless mode) 2 or 3 enemies at a time (with 1 or 2 waiting to replace them between turns) Each creature has "talents" (passives or effects when they come into play) and "moves" (active skills) You know which move enemies will take in advance. You can capture an enemy using limited food items. That creature is now yours to control on subsequent fights. As I said, simple. Now here where it becomes a good roguelike. You start with 4 syringes (varies with difficulty level) which you can use to remove either a talent or move from a creature (can be done in down time or even during a fight) and use it on another creature you own. Finding the right set of skills, good synergies, is where the fun begins. Now here where they add flavour: There are around 180 creatures you can come across. 1 star creatures at first, up to 5 on later stages (+ boss fight) The majority have "variants". (Variant A, B, or C) This means if you see the same creature in another run, it doesn't mean it will have the same talents or moves. This adds tremendously to the replayability. Each run feels different, and that's what you want. Each creature you meet can even have a talent or move from another creature. Capture those and add your own skills on them. Say you have some creature that can use a skill that fortifies them and then leave at the end of the turn. But hey, you also add a talent "Heal 4 when this creature leaves". Making them a good intermittent tank. You can have a starter creature that has a talent saying "the enemy in front takes 1 additional damage when hit". You remove it and add it to another creature that does 3 attacks with a single move (net value of +3 damage now) The different options in difficulty settings is appreciated The artwork is refreshing (getting tired of pixel arts lately) And the music is growing on me. Bought this thinking if I get 6-7 hours it'll be a win. 25 hours in and I still have monsters to unlock in the bestiary. Let's start another run...
2/10 its a deck builder, where you have almost no choice in what you can build and everything dies forever. - sooo many things can 1 hit you - creatures die forever - if your creature dies and you put out a new one out it resets the round. this means the enemy gets it turn again. the enemy had 7 move speed and 4 attack. it was able to kill my entire party of 5 cards cause it kept getting to attack 1st and 1 hitting - not a fan of the tame system. that is luck based to get a replacement new thing well my party is dying left and right - dont like the art style - no starting bonus unlocks, unlock stuff that makes the game harder if you want
[h1] Rating: 3/5 [/h1] [h3] Peaked in the first two runs [/h3] While I had some fun with Decktamer early on, the more I played, the more increasingly I found it to be undercooked and underwhelming. Key areas of weakness like balance and difficulty point directly at the taming concept. Needing to be strong enough to withstand incoming damage, while also making sure you have the exact damage needed to drop a creature to 1 HP is clunky and unforgiving. Overall, the concept is just bad I think. I could make recommendations like not having reserve creatures enter on the same turn as a successful tame, but honestly I am sick of sandbagging for the 1 HP calculations full-stop. I just want to win my fights. Unless the game becomes that way I'd rather just recommend against it.
能不能开创意工坊
これは素晴らしい! 世にあるスレスパライクの中でも、 [h1]ポケモンカードゲーム[/h1]のスレスパ版。 属性やエネルギーはないし、複数のレーンがあるんだけど、全く持ってポケカ。 素晴らしく論理的に作られた仕組みの数々に唸らされるばかり。 作者めっちゃ頭がいいなと思った。 もちろん新規性という意味ではかなり薄いけど、まじめにカードゲーム考えたことある人ならこの工芸品としての良さはわかるはず。 ちょっとだけゲームとして悪いのは、 ランダム要素がなくドローも1枚なので、戦闘中はほぼ最適解行動を探すゲームになってしまっているんだけど それが”重い”かな。 まぁでも相当考えない系プレイヤーの俺でなんとかラストまでいけたということは 大抵のプレイヤーにとってはギリギリ許容の負荷なんでしょう。 カードゲーマーなら言わずもがな。 敵のランダム幅が結構あるのでちょっと理不尽に思える場面があるのと やりこんだ状況がわからないけど、基本的にデバフなんてやってる暇なくてどこまでいっても強い攻撃の殴り合いにならないかとか、そこだけ心配だけど… でもソロポケカとしてこれ考えたのは本当にえらいと思う。
Nah, not for me. There is no sense of caring or evolving about your cards/monsters. They die so often and you are expected to tame new ones every battle, which die next battle and so on. Also the gameplay loop didnt grab me at all.
Interesting concept, but... I'm a collector. I don't like perishable things. I like collecting. Your deck is perishable. Your cards either die or you toss them because they lose value. Creatures you "tame" are only temporary companions until they die or your run ends, which returns them to the nothingness. I feel a sense of loss rather than a sense of completion. *Sadface*
有考虑拉长单局游戏流程,细化难度曲线,让人能够获得成长感和完成感吗。说实话感觉如果能够把所有事件的强度平衡一下就好了,实在太非了摸不到想要的事件也可以玩,或者你来个可以选事件的道具也可以啊。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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