
An epic deckbuilding RPG inspired by old-school classics like Ultima and D&D, using modern gaming concepts like roguelite elements and turnbased strategic combat. Lead and nurture parties of heroes. Forge bonds and discover new skills among them. Guide them to unravel the curses laid upon the lands.
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.
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): 0.14/day in the week to Sep 15 → 1.8/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 6Kreviews | 89% | — | $769K |
| $19.99 | 575ratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
tentative recommend, have played nearly 30 hours on top 2 difficulty levels but haven't made it out of Act I yet. >< I restarted after ~10hrs due to a suboptimal starter deck choice I made at the beginning when I didn't understand the game which ended up being too difficult to adapt [h3]Pros:[/h3] → extremely deep combat system, utilizing cards along with a position-based grid for combat → each character has three schools to specialize into with unique mechanics, creating a wide-ranging set of builds (good variety, can spec into damage/support/DPS/summons) → three characters on your team plus this huge range of options = potential SYNERGIES GALORE → the skill tree grid thingy is really cool and exciting, lots of different nodes to provide new cards, card rank-ups, card removal/respec, stat boosts, passive traits, and so forth. gives you a lot of agency over how you can progress your build. → if you like overanalyzing things, this is a theorycrafter's wet dream (thought maybe overanalysis has been my downfall here) → super flexible difficulty adjustment (change at any time, including toggling permadeath) [h3]Cons:[/h3] → the game is TERRIBLE at teaching you how it works. the tutorials are minimal and there is very little info online so you basically need to test things out to understand the intricacies of how anything works. how many cards do you draw? is there a hand limit? what's the range on a "melee" skill? how much SP does each card generate? this is just the tip of the iceberg, I've had so many instances of "wait so how does this work?" and then I test it and it works in a different way to how I expect and I get screwed. → the predicted number of how much damage a card will do is [b]wrong[/b] in a lot of cases! definitely when multi-hit is involved, and sometimes when buffs/debuffs are involved (which is often!). I've been playing with a calculator open on the side so I can work out how exactly how much damage my cards will do before committing to any actions (because if you don't, you will die) → UI is very frustrating - it does not telegraph a lot of important information and a lot of it feels very clunky. would love to be able to see an informative decklist like: 5x Bleed, 3x Crit, 2x Guard, 10x Attack, 4x Melee, etc. → inventory management is a bit of a PITA, there are a LOT of equipment slots, plus card slots and runes. optimizing does make quite a difference so if your brain gets sucked into math problems (like mine) you can end up spending a lot of time re-jigging everything when you receive a new set of equipment -- probably a bit *too* much complexity in this area to be fun → the little exploration / camping mini-games are interesting but again, quite complicated and not taught well. [h2]Conclusion[/h2] despite my rants above, I am obsessed with this game and am upset to be going on holiday which means I can't play it for the next 5 days. some elements are a bit overthought / overcomplicated but at its core it is an excellent deckbuilding tactics game (just with major UI issues which makes it often frustrating to play!) would love to see a patch or a mod that fixes all my gripes with the game. I think it's like 85% there. a detailed wiki would also help.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $768.6K | 2.2K | 68% | $19.99 | |
| $768.4K | 1.3K | 63% | $19.99 | |
| $768.3K | 607 | 99% | $24.49 | |
| $769.8K | 9.9K | 86% | $2.99 | |
| $770.1K | 9.5K | 95% | $5.94 | |
| $770.4K | 2.4K | 81% | $16.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $742.4K | 2.4K | 91% | $12.99 | |
| $0 | 0 | 56% | Free | |
| — | 0 | — | — | |
| $2.1M | 4.6K | 84% | $24.99 | |
| $22.1K | 55 | 73% | $17.99 | |
| $228 | 2 | 50% | $4.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 10 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, Simplified Chinese, Spanish - Spain, French, German, Japanese, Portuguese - Brazil, Polish, Korean, Italian*languages with full audio support
| $8.79−56% |
| 79ratings |
| 82% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 833 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Difficult and fun! I wanted a game that used a deck with cards, and this game satisfied my craving. Lots of different strategies. Seems like there's no perfect META. I use: Fire AOE Mage Catherin as Healer Tanky Bard Cons: I'm a leave-no-stone-unturned completionist. But 1/3 of the achievements are so terribly difficult to obtain. I gave up! No wonder less than 1% of players have them! :(
I was curious to try a game of this kind and after some searching I settled on this one due to its very pretty art and presentation. The gameplay is great too, in fact I became addicted to it for a few days. It's a coherent and varied little package that while not particularly deep or challenging is very charming and engaging. However the lack of story and RPG elements (beyond stats) means that unless one is totally enamoured with the combat mechanics there is little incentive to stick with the game until the end - and it's a long game.
怎么形容这个游戏呢,作为一个名义上的卡牌游戏,实际上更像是回合制的暗黑破坏神。作为一个进包的小游戏,其内容量让人有点过载,感叹东亚工作室需要那么拼么,程序员脑细胞不值钱么…… 我列举一下游戏的设计元素 1. 角色:10个人物,每个人物4种初始职业,3种牌组流派。这让初上手玩的我陷入选择困难症 2. 牌库:10*3共30种流派牌库都各有特色,基本上每个人物都有体力、敏捷、智力三种方向,很多是有独特的体制。比如德鲁伊的变熊、召唤、元素三个流派,游侠的箭术、陷阱、战争机器等。每张牌有不同等级影响初始值,受不同的加成,还有两种强化方向。光是这牌库的数值设计就够让一个程序员秃头。 3. 装备:每个人物11个栏位的可装备位置加2个消耗品栏位。每个物品有品质等级(白绿蓝黄)和物品等级(1到5级),可以打孔 4. 词条:不同物品等级的词条强度不一,不同位置装备可容纳的词条不同,类似暗黑2的物品系统 5. 打孔与宝石:装备可以打不同数量的孔,孔有不同的颜色,4种颜色宝石约有20多种效果,每种宝石还有宝石等级。 6. 战场元素:战场形状,前后排,地面效果,阻碍物,战场有益和有害效果等 7. 共4章的战役剧情 8. 单独的爬塔玩法 9. 差点忘了,还有一套小型的营火休息系统 10. 有想起来,还有一套工作量不会很小的纸上地图探险小游戏 ……等等 说实在的,这么复杂的系统不配个3D界面做成Diablo或者POE那样实在有点屈才了。但是反过来说,作为一个卡牌游戏又稍微有点小马拉大车了,玩了几十个小时还是有很多系统没搞明白的,稍微有点偏离卡牌游戏一般来说轻松愉快的氛围,上手难度偏高。 最后,希望这个工作室的程序员们没有猝死,为支持他们的工作打个好评。
Like Slay The Spire, the hours slip away... but there are paper dolls to dress up! Lacks the depth and engagement of Trials of Fire. The campaign has little plot or story, so don't buy it for that. But you'll certainly get your money's worth.
Campaign mode allows you to "farm" for lvls/itens before going to the objectives, making the mode quite easy... Realm mode seems flawed imo, not having the quality of other roguelike like slay the spire. Therefore, I cannot recommend this game.
Красивая рисовка, великолепная музыка, приятный визуальный стиль. В игре отличная боёвка, не имеющая процентных механик типа критов или промахов. Каждый класс имеет 3 специализации в соответствии со статами сила, ловкость, интеллект, но при этом нет жестких ограничений; вкупе с широкими игровыми возможностями можно собрать персонажа как захочется. Сюжет интересный и длинный. Разработчики много трудятся над улучшением баланса. Безусловно, это один из лучших сюжетных роглайков. Что до минусов, хоть это и очень субъективно, но тяжело играть без хила, особенно это касается бесконечного режима. Может я что-то делаю не так, но без клирика через хилл очень трудно. И самое обидное, что только у неё есть сильные хилящие карты, позволяющие адекватно лечить команду, что приводит к обязательному её наличию в тиме.
I got bored with the combat pretty quickly, and this game is 95% combat. I don't feel like I was making any meaningful decisions. Mostly I was just playing whatever cards did the most damage, either directly or indirectly through buffs. Most of the characters seem focused on doing straightforward single-target damage, which makes them feel vaguely the same. Not *really* identical, but not as varied as you'd expect a RPG party to be. There's something wrong when two different flavors of magic user feel identical in niche to a rogue. The main exception was the bard... who was notable mostly because she was very efficient at adding damage buffs to everyone else. Still, it felt like a slightly more interesting variant on doing damage like everyone else. Enemies tend to either select single attack or single defense actions, and any enemy that's taking a defense action is effectively taking themselves out of that round of combat, and you can safely ignore them. This felt decidedly off, that some enemies seemed to effectively doing nothing since all they did was play defense actions. There's a tactical map, which has some pretty odd restrictions, and often feels irrelevant. Your characters can move around, but are only allowed to move to spaces on their side of the map. Characters can attack anyone in their row or an adjacent row, even if they're well back from the front and are strictly melee, which meant there's little difference between ranged and melee attacks. Mostly positioning seems to be about managing who is going to tank any enemy attacks by placing them in front of that enemy. There are a few card combos, but generally you can't play them because you don't retain cards between turns. Card games which facilitate combos generally require that you have a persistent hand, so you can keep cards that are part of a combo against drawing the other cards. Ultimately, all the trappings of a RPG without the complexity and very different roles of different classes from a real RPG made me want to play a RPG instead of this.
Game is pretty much abandoned no updates since 2 years. It is sad to see a game with true potential to be dropped like its nothing.
Очень, очень такое себе. Модный в те времена кардбатлер, с трехрядной статикой, ну впрочем это видно. Много заимствований из классических настолок и скучная JRPG прокачка и т.д. всё это неплохо, но на любителя. Игроки часто жалуются что много гринда, но это была была бы не беда, кабы было интересно. Главная проблема это конечно адовый уровень generic в стиле. Всех персонажей мы "уже где-то видели" кроме тех которых мы точно знаем где видели. А есть и такие например маг выглядит как Нолан (Knowlan) из Battle Chasers. Не зашло от слова совсем, игра конечно затягивает, но интересных и прикольных моментов не дарит. Если таки решитесь играть берите основным персонажем девочку жреца. Без нее трудновато обойтись, а основной персонаж не может покинуть отряд. А так все персонажи вскоре будут открыты в любом случае.
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.