
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.
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 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want to say this is more like a neutral review. I'm still going through the campaign, but it really does feel like the most important part of the game, the deck building, plateaus at the end of Act 1??! (Spoiler: I think there's 4 acts in total). Unless there's some crazy new change to the cards after you cap them out or if equipment alters how my cards work, my 3 characters' decks are done. Upgrading the cards only change numerical values, so I guess I'm going to be doing the same thing over and over for the rest of the game? Edit: So I finished the game after 40 hours and something clearly went wrong during development because the pacing was horrible. Everything was decently planned out in the first 2 Acts and then it just went downhill from there. And something CLEARLY went wrong with the creation of Act 4, because it took maybe 20 minutes in my 40 hours of gameplay. Builds: Decent array of choices for archetypes, but a lot of the cards in each 'class' does the same thing or a variant of the same thing. 'Hit for X', 'Hit for X but twice', and etc. Poison, Chill, Burn, Shock just does the same thing except that Chill gave a 20% dmg debuff?? Character Syngergy: Almost nonexistent. The characters and their builds don't really interact much at all; they just kind of do their own thing. Yes, you can stack characters that apply poison/bleed/shock, but outside of their own stuff there isn't much that takes advantage of that. I guess you need a pure dmg dealer to break guard to apply statuses, but even then you can just slot runes or take masteries that bypass guard anyways. Business as usual. Itemization: Finding good gear was the worst part of the game. Outside of the interesting Unique/Legendary items that took some hours to get each or if you're lucky in events, everything else just sucked and I never really saw the point of them even during the last act (I was still getting majority items like +2 to Dex common items). D20 mechanic: This was an unneccesary and irritating mechanic in the game. I don't say thing because I hate variation or chance, I hate it because it doesn't make anything interesting happen. If you pass, you get hit with exhaustion (which locks some cards out of your build) and get like 200 exp (you need like 5000 to level up). If you fail, you get hit with exhaustion AND take dmg. It just gets old really quickly. Story: Act 1 was easy to follow and decently interesting, but after that? It just went everywhere. Complete nonsense. Replayability: With the Realm mode (free exploration/progression) and the PvP mode, there is some replayability here. Campaign mode? Forget it. I will admit my builds were actually finished at the end of Act 2, which was much better than what I initially thought. Verdict: I grudgingly give this a positive review. I spent a decent enough time and had enough fun for the sales price of like 9 USD. I think the devs really was on track to make a fantastic game, but maybe funding or development time just put a stop to that. Would be interested in what they make after this.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gordian Quest é uma mistura viciante de deckbuilding e RPG tático com elementos de tabuleiro, inspirado em clássicos como Dungeons & Dragons. Você escolhe heróis, equipa itens, evolui seus decks e usa habilidades estratégicas para vencer batalhas desafiadoras. A história é envolvente, e a variedade de inimigos é bem equilibrada, exigindo que você alterne estratégias e domine o controle de área. A mecânica de rolagem de D20 e as classes clássicas trazem um charme nostálgico para os fãs de RPG. O visual cartoon pode não agradar a todos (não é muito o meu estilo), mas é bem executado, com um toque sutil de estética oriental que não exagera. Testei no Steam Deck e roda liso, sem problemas! Recomendo demais para quem curte deckbuilding e táticas, especialmente se você gosta de um desafio estratégico com vibe de RPG clássico.
En si no está mal, pero se nota que le falta algo. Es como que quiere hacer muchas cosas a la vez, y al final no acaba haciendo ninguna bien del todo.
One of the best, if not *the* best, PURE Card RPG in the genre!! What I mean is, on top of being a fun and original card-based game, it's also a pure RPG, in that it has all the RPG elements and systems one could expect in a game bearing the term. I've played many of these types of games and there's a small few that separate themselves from the pack, and Gordian Quest is def one of them. Very good game! Thanks devs for your hard work in making it!
The game worth its cost. I am playing it since early access and it has evolved a lot. One of the best games of its kind.
This is an ambitious game, but from this perspective, it overpromises and underdelivers. The core gameplay is fun, but it is burdened by too many half-baked and shallow features, which turn the entire experience into a slog. Sometimes, less is more.
You could simple remove any of the games mechanics and that would get you a better game overall. I hate this trend of cramming up all the rpg stats and mechanics to your game. I was bored out of my mind for most of my playtime and I have to say this type of card battler rpgs are actually one of my favourite genres. I could not get interested in most of the time, could not finish over in weeks. Seriously, devs should slash the game in half. Less characters, less cards, less items and chapters. I can't believe what I'm saying but there is not much of a con other than bloat of things they put inside. Weird I know.
Mile wide, an inch deep
Too complicated for my tastes. "Over-designed" was one word I saw describing it. Nevertheless, it appears to be one of the better Slay the Spire alternatives out there, along with Vault of the Void. Great artwork as well.
솔직히 한번은 해볼만함 이 게임은 로그라이크가 아니라 파밍형 RPG임 파밍하고 덱짜는데 거의 게임 대부분을 써야하고 그런데서 오는 재미자체는 있음 시너지나 조합 볼필요없이 그냥 재미있어보이는 캐릭터 키우면 깰 수 있음. 근데 중반쯤 되니까 캐릭터 그냥 피도 안까지고 전투도 다 그냥 똑같아서 점점 지루해지기 시작함 자동전투 돌려도 되겠다 싶을 정도로 매번 그 스킬에 그 전투 한무 반복하다보면 왜 이렇게 겜 한번깨는데 왜이렇게 길게 잡은건지 궁금해지기 시작함
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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