
Erannorth Chronicles blends old-school card strategy with deep RPG progression in a vast sandbox world. With no fixed story, revel in unmatched freedom and limitless character customization.
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 Sep 1 → 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.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll barely give this one a pass, even though I feel the tagline is blatantly lying about the game. This is one of those cases where an in-between rating on Steam would be helpful. As a deck-builder, the game is fine, but the "deep RPG progression" is not really a thing beyond character creation, which just tweaks what deck you start with, and your perks. It doesn't really matter what you choose, your quests are all the same: go to point A, kill enemy B; rinse, and repeat. There's essentially no role-playing aspect here other than some window dressing. Most of the "quests" involve one or two sentences about the combat you are engaging in. As far as I could tell, your species, profession, etc., have no impact on the story/game. There are some design choices that really don't make much sense, IMO. You start with a ludicrously low max gold, which just has the effect of giving you no incentive to ever sell anything, since you are likely already near your max, and will get no benefit out of the transaction. I found I didn't even really need to stores/towns at all in a play through. I'd just occasionally refill my rations. Also, I don't know if this is a bug, or I wasn't understanding something, but you can see how your cards will update as you level them up; the problem is that the preview of the next level for me ALWAYS showed identical properties to the current card stats? IDK. Seems pointless to preview a change of zero. I'm not sure what the hell was going on there... One positive is that the artwork is pretty nice. If you're going into this for the DECK-BUILDING aspect, you will probably enjoy it; if you are expecting some kind of actual RPG experience, you will be sorely let down by the misleading description of the game.
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game seems more like a deck builder to me. I really like monster train and slay the spire, but they are too short in my opinion to be in-depth deck builders. This game is kinda hard until you start to learn the deck mechanics, even as a game vet I would recommend starting on easy or a "custom setting" and expect to die around level 6 until you get your deck lined up. I would suggest getting the expansions on sale, the base game is ok, but with the expansions it's really good. As it adds in a nice layer of character customization and deck options to keep the game interesting enough to want to build other decks. While personally I think monster train might have a little more fun game loop, this game is more of a game you spend 50-100 hours trying to build a couple epic decks while possibly gathering rare companion cards etc, My profile says I have 12 hours but actual game time is closer to 80 hours and I'm still not done with my first play through and already considering another play through as something else.
This is like Across the Obelysk but way more serious, Interesting game because has more deep customization and roleplay, expending points on attributes and skills after levvel up, etc. Esto es como Across the Obelysk pero como mucho más serio. Juego interesante porque tiene más profundidad de personalización y roleo, repartes puntos en características y habilidades al subir de nivel, etc.
An open-world, card-battling RPG. Tons of cards with lots of complex interlinked mechanics and synergies, making for a ton of build variety. Sadly the game is chock-full of ai art and the developer is full-steam ahead on more genAI assets for his next game. It's just not a practice worth supporting.
This game is the deckbuilder's deckbuilder. There are so many different ways to play and find cool decks, with a character 'perk system' to further customize your builds and synergies. Somehow despite being the purest deckbuilder I've ever seen, the developer managed to make a competent single player game out of it with quests and exploration. Highly recommend for fans of the genre.
This is a very good game with incredible amounts of depth and replayability. There's an absolutely expansive breadth of content and it's really rewarding to explore it. The only thing that's stopping this from being one of my favorite games of all time that I played for 1000 hours is the thoughtless encounter design. To ramp up difficulty the game just keeps adding more enemies to your fights instead of balancing encounters with smaller groups of stronger enemies. Additionally, the groups of enemies aren't thematic. A typical battle could be like 2 demons 2 orcs 2 human villagers 1 plant 1 ghoul and 1 insect. Facing nothing but increasingly large hordes of random monsters is really uninteresting and narrows the pool of strategies to try by a lot. But that's it. This game is a year of thoughtful encounter design away from being a game I would never shut up about to anyone who will listen. As it is, I loved my time with it, but instead of being a 10/10 it's a 7/10.
Ai slop art is a terrible choice as well as reversible
It is Slay the Spire with more cards and hyper complex
I offered my help on the forum, in return for a base version of a 5 year old, pretty unknown and unpopular game, because i was mildly interested in trying it out, but not enough, to actually wanting to purchase it, and since theres no demo, wanted to give something back. Well, instead of an answer, i got laughed at. Which tells me more than enough about the developer. Well, i hope it was a good laugh, dev, because i will never again support you in any way, and honestly regret that i spent money on the Reborn-Collection. A person like you simply doesnt deserve it.
There's a good game here, it's just has problems that need to be addressed. First, the mechanics need to easier to read. Why not show the mechanic's definition in layman's terms by placing the cursor over it, like other roguelikes and CCGs? The search bar can be used for a more in-depth version of the mechanic. Second, despite the large amount of choices for builds, there is little balance with crit, shadow strike, and necromancer builds doing significant damage, and the rest chasing behind them. Normally, this wouldn't matter in a single player game, but when enemies become meatshields and do heavy damage in Vanilla and up, that lack of damage is very noticeable. Add in the fact, that if you don't kill the final enemy of a stage in a certain amount of time, reinforcements will appear. Some even stronger than the enemies you fought. Can be frustrating to deal with when low in mana or health, which happens often. Third, the level progression and economy needs to be worked on. After the first two levels, it takes a considerable amount of xp to level up, when most monsters only give 3-9 xp per elimination. Most of your xp gain comes from finishing an entire quest (20-35 xp) and that still requires a hefty amount of grinding. When monsters are a challenge even on easy quests, it becomes tedious. Then the economy gets you with the high card prices and few healing/buff items available at each village. What will likely happen is you'll try normal level quests, realize you don't have the stats for it, leave with sparse hp, and spend most of your money on rest and buying one card. Now you'll have to continue grinding easy quests and hope that the challenging stage in them doesn't knock you out. The game just needs QoL features and balance changes to be solid.
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Players by region
Where this game's players are, estimated from review languages.
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