
Gear up, sling cards, roll dice and power through the endless doors of a deeply unhinged Purgatory in Doors of Insanity: ReOpened!
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
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I feel bad giving a thumb down because in my (negative) review of the previous version I advised the dev to remake the game and make it a better deckbuilder. To my surprise, they did revise it, but unfortunately they went in the opposite direction they should have. Now they made it less of a roguelite, and more like a streamlined game. You can unlock builds, but they're rather boring and with there are very few variations over a handful of builds. At the start of each run, you have to answer the same pointless questions again and again and it's boring. They made the game very comfy to play, compared to the first version, but it's not exciting enough to keep at it.
日本語非対応ですが、軽い翻訳で十分に楽しめると思います。 操作キャラのデザインはシンプルですが、装備を変えることでオリジナリティが出てきます。 デッキを強化するだけでなく、装備の見た目がグラフィックに反映されるので、強力な装備やユニークな装備をゲットする喜びも味わえました。 戦闘に関しては、慣れるまではかなりの難易度ですが、レベルが上がることでカードとバフが解放され、徐々に楽になっていきます。 カードは大きく7種類のスタイルに分かれており、特徴を理解すると一気に面白さが増して熱中するはずです。 気になる方はぜひ。
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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, German, French, Simplified Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Played the original Doors of Insanity a lot. It's probably my third or fourth most played game on Steam. The new version offers some seriously great quality of life changes. Fights feel more challenging. Builds feel more unique and specialized. The tongue in cheek humor and interesting card effects make the game feel engaging. The card art is banging. I'm not sure if it still exists, but I can't locate character customization like I used to. It's a feature I definitely miss and I'm hoping they can either bring it back or someone can tell me where it is. I also hope Multiplayer returns. I only got to try it once, but having goofy matches between people that are quick would do a lot to get me to come back and keep playing. Would recommend, but would recommend more if customization and multiplayer returned.
I like this gsme! It has a unique and colorful art style that is pleasant to look at. A bit on the difficult side, but I recommend giving it a shot!
I tried this one based on a suggestion. It was a very good design similar to slay the spire, with some special additions; Speed being five instead of three, basic strike being 10 vs 6 for the two comparisons. There were some interesting card dynamics that I still haven't figured out. Very fun to play! I found some interesting mechanics - more use of 3 point cards and more damaging things.
Terribly boring and unbalanced.
We all know Slay The Spire. This game seems to have all the right elements, quite nice art, challenging fights, a good amount of new mechanics like your equipment boosting your cards. Solid!
Doors of Insanity: ReOpened is a roguelite deck-building strategy game developed by One Shark in collaboration with Neon Doctrine and published by Neon Doctrine. This version serves as a reworked and expanded edition of the original Doors of Insanity, refining its mechanics while introducing additional cards, enemies, and gameplay systems. The game blends traditional roguelike progression with deck-building combat, placing players in a strange, surreal purgatory where each door leads to an unpredictable encounter. Its design emphasizes experimentation, humor, and chaotic strategic possibilities rather than a structured narrative experience, making each run feel like a strange and unpredictable adventure. The game’s premise is intentionally eccentric. Players awaken in a bizarre afterlife environment where a seemingly endless series of doors leads to different events. Each door represents a new challenge or opportunity, ranging from combat encounters to strange interactions with unusual characters. The objective is to survive these encounters, strengthen your deck, and travel deeper into the labyrinth of doors. Rather than presenting a traditional story with defined chapters, the game relies on environmental storytelling and absurd humor to create its world. The strange creatures, surreal dialogue, and bizarre equipment encountered along the way reinforce the idea that this purgatory exists outside normal reality. At the heart of the experience lies the game’s deck-building combat system. Players begin each run with a basic set of cards representing attacks, defensive maneuvers, and special abilities. As they progress through different doors, they acquire new cards that expand their deck and alter their strategic options. The game features a large pool of cards, each with different effects that can interact with each other in creative ways. Some cards deal direct damage, others provide defensive shields or healing, and some introduce unusual effects that disrupt enemies or manipulate the flow of battle. Learning how these cards interact becomes the central challenge of the game. One of the most interesting aspects of ReOpened is how equipment influences card behavior. Players can find weapons and items that significantly alter how certain cards function. These pieces of equipment may enhance damage, modify card effects, or trigger additional abilities when specific cards are played. Because equipment can change the behavior of multiple cards at once, it opens the door to highly creative builds where certain combinations become far more powerful than their individual components. This system encourages players to experiment constantly and adapt their strategy depending on the equipment they find during each run. Another layer of unpredictability is introduced through dice mechanics that occasionally influence battles. At specific moments, dice rolls can modify outcomes by granting bonuses, increasing damage, or triggering special effects. Sometimes these rolls provide significant advantages, while other times they may introduce unexpected complications. While this randomness can occasionally feel chaotic, it also reinforces the roguelite nature of the game by ensuring that each encounter carries an element of uncertainty. Enemy encounters throughout the game are designed to reflect its bizarre tone. Players face a wide variety of strange creatures and unusual opponents that often behave in unexpected ways. Some enemies rely on straightforward attacks, while others manipulate the player’s deck, inflict strange status effects, or change the rules of combat entirely. These unusual enemy mechanics force players to think carefully about how they approach each battle, as relying on a single strategy rarely works against every type of opponent. The visual design contributes heavily to the game’s unique personality. Characters and enemies are illustrated using a colorful, cartoon-inspired art style that feels playful and surreal. The strange creatures that inhabit this purgatory are intentionally exaggerated, with bizarre shapes and humorous animations that make them memorable even during difficult battles. The environments themselves are minimal but imaginative, emphasizing the idea that players are traveling through a strange dimension filled with unpredictable events. Sound design complements the game’s chaotic tone with energetic music and whimsical audio effects. The soundtrack helps maintain the fast-paced rhythm of combat while reinforcing the game’s humorous atmosphere. Sound effects accompany card actions and enemy abilities, providing clear feedback during each turn of combat. While the audio presentation is not the main focus of the experience, it helps reinforce the lively and sometimes absurd nature of the world. Despite its many creative ideas, Doors of Insanity: ReOpened does have some limitations that become noticeable over time. The roguelite structure means that players repeat the same basic gameplay loop across multiple runs, which may eventually lead to some repetition. While the large number of cards and random encounters helps maintain variety, experienced players may eventually recognize familiar patterns in enemy behavior and event outcomes. Additionally, the reliance on randomness through dice mechanics and random card draws can sometimes make victories or defeats feel influenced by luck rather than purely by strategy. Even with these shortcomings, the game succeeds in delivering a highly entertaining roguelite deck-builder that encourages experimentation and creativity. The combination of card synergies, equipment effects, and random events creates a system where players are constantly discovering new ways to approach combat. Each run becomes an opportunity to test unusual combinations and push deeper into the strange labyrinth of doors. Ultimately, Doors of Insanity: ReOpened stands out as a quirky and imaginative entry in the roguelite deck-building genre. Its unusual humor, colorful visual style, and flexible card systems create an experience that feels chaotic but rewarding. While it may not offer the depth of some of the genre’s largest titles, it provides an engaging gameplay loop that rewards experimentation and keeps players curious about what strange encounter might lie behind the next door. Rating: 8/10
It's great fun, really enjoying it! Combo = good, troll=fun.
不是太有意思,正常玩感觉比较难打,拿到花钱买胜利的卡又太容易,攒点钱留给boss就通关了。
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Where this game's players are, estimated from review languages.
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