
Descend into the Doomspire, a fast-paced roguelike deckbuilder where every run is different. Build wild synergies, battle unique bosses, and push deeper into the tower. Easy to pick up, endlessly replayable, and built for players who love strategy with chaos.
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 25 → 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
Doomspire is an epic, roguelike adventure card game set in the Doomspire, an ancient and cursed structure that spirals down into the abyss. Once a towering monument that pierced the heavens, the Doomspire now crumbles inward, its roots descending into darkness, where doom awaits all who descend. You will create your hero and venture deeper into the Doomspire, facing terrifying bosses, uncovering forgotten treasures, and battling for your very survival.
Every journey is unique, as the Doomspire is procedurally generated with new paths, dangers, and mysteries waiting to be discovered. Collect powerful cards and passive powers, build synergies, and adapt your strategies as you progress. But beware—the deeper you go, the darker and more perilous the journey becomes.
Key Features:
Procedurally Generated Depths: Each run offers a new experience, with shifting paths, enemies, and treasures in the Doomspire.
Strategic Deck-Building: Collect and craft a unique deck for your hero. Use synergies, abilities, and powerful cards to create your perfect strategy.
Sacrifice Mechanics: Trade HP, minions, and resources for greater power. Risk and reward play a key role in the Doomspire.
Epic Boss Fights: Confront powerful bosses, each with their own unique abilities and strategies. Overcome them to gain valuable rewards.
Endless Replayability: Every descent into the Doomspire is different. With multiple builds, playstyles, and synergies to explore, no two runs are ever the same.
Doomspire combines strategic deck-building with roguelike elements, where every choice matters. You’ll need to balance your resources, make tough decisions, and adapt to the ever-changing environment of the Doomspire. The core focus is on crafting powerful synergies between cards and managing sacrificial mechanics, allowing for highly dynamic gameplay and endless replayability.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After Allegiance Patch: TLDR: This game is decent to good. Honestly the devs listened to the community and implemented suggestions. The game is A LOT more fun to play. Is the game perfect? No, not by a long shot. Has the game issues? Yup, it does. That being said, I found myself ACTUALLY enjoying playing it compared to before. Deep runs beyond depth 50 are a bit monotonous but fun. The game offers a linear curve and holds back its punches, some aspects are underwhelming, but still when the your deck comes together it is fun to play. I recommend this game in the basis that it is casual, and the devs have shown signs of moving on direction that looks good. Excellent job with the last update guys, keep it up. Old review before the Allegiance Patch: The idea is there, the game is cool, but as you progress the game becomes really random. I bought the game and I was hooked, the more I played the worse the experience started to become. Also the game hasn't received a single update for over a month with a vast number of players expressing their ideas/problems. Maybe, if the dev(s) continue to update this in a year or so this will be a gem (hopefully). Idea gets a 10/10, the execution is 3/10. You have different characters, why are they not class specific with the different types of cards? Why the pool is so diluted with NOT the synergy of cards/decks you are currently playing in a run. The fixes for the game are REALLY simple, in order for it to actually become a very nice casual experience.
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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, Simplified Chinese*, French, German, Spanish - Spain, Russian*languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
023
it's fun to figure out what is op. i like that it's focused more on fun than on balance.
If you like hearthstone dungeon runs, this game is for you as its pretty much taken that idea and built an entire game around it. I do feel it needs more content in the form of more bosses and new minion types/archtypes but at the current price its worth it.
I love the game, its a straight up dungeon crawler game without all the building a city or doing other things like most make you do. its a card based dungeon crawler so you build your deck and progress through the depths getting passives as you go. quick easy game to pick up and enjoy for hours. you can play an allegiance and see how deep you can get then try another allegiance and so on very fun and keeps you entertained for hours. I would definitely reccommend it.
pretty cool
Its not even early access, its demo
it's neat but it has like 0 reviews, especially since update
I've enjoyed the time I've put into this, although I do think it could use some tweaks. I think the moral of my story is that being strong in this game is really fun, so tailoring the gameplay so that we feel strong or have options relevant to the build we want to go will make the gameplay loop more fun in my eyes. I'm not a Roguelike person, so take this with sufficient grains of salt: 1) I like that there is a progression system, but that system has too much added onto it. There's passives, cards, Power cards, and factions locked behind the system. I personally would find it more enjoyable if they removed the factions out of the progression. That way, I can have a bunch of options at the start and narrow down to what I want as the game goes on. 2) I've found it difficult to progress to higher floors because there are certain passives that are very oppressive to play against. The one where ally units get +1/+1 after an enemy dies is extremely difficult to overcome, and getting that passive myself took a decent amount of runs to get the required experience. The passive where if an allied unit dies, deal 1 damage to all enemies can be really rough as well. Once both of these passives are unlocked, I found it easier to climb the floors, but mileage varies. Enemies also get powered up units after floor 15 and for me, it's been very difficult to deal with. Bosses starting out with a 4/5 Elven Archer on turn 1 where if I don't kill it, it becomes an 8/10 at the start of its next turn is tough to deal with. In general, dealing with anything that's not a 3/3 or lower on turn 1 is challenging, so these higher floors become overwhelming fast. 3) Individual bosses provide a lot of strain on the run. The Scorpion boss feels like a hard counter to any unit based build and once it's ahead by even a singular unit, it's tough to come back and I'm forced to skip it almost always. The Dragon and Mage do so much face damage that I'm forced to skip them when they have several passives. The Skeleton, Troll, Scarab, and Treant are the easier ones to come across; however, the Skeleton, Treant, and Elf all become too much once floor 15 happens. This leaves 2 bosses that are pretty reasonable to fight against until your build crumbles. 4) Rewards are varied, meaning that the build you want is as successful as the amount of rerolls you have and how quickly you can get it online. I wish there was a way to influence or assign preference on what you would like to see on the next floor. Health feels tough to come by, duplicate passives are super fun but also pretty rare in my experience, and passives are a lot of fun, but only if they are relevant. There's not much point or viability in going hybrid builds, so stacking everything that is relevant or helpful seems like the best approach I've come across. I'd personally like to see a Tier approach when it comes to passives, and maybe a currency that can be spent on acquiring better passives. As it is now, rerolls aren't frequent enough, so it would also be nice to see rerolls as a viable boss reward just like health, passives, and such. I'd also like power cards to not be a boss reward, but instead be a milestone reward. Alternatively, change the system so that instead of drawing power cards from the deck, they are cards in a separate deck that you can draw from any time its your turn.
Scratches that HS PvE itch!
Players by region
Where this game's players are, estimated from review languages.
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