
Griftlands is a deck-building roguelite where you negotiate, fight, steal or otherwise persuade others to get your way. Every decision is important, be it the jobs you take, the friends you make, or the cards you collect.
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.
About
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 14.5Kreviews | 94% | — | $4.7M |
| $7.99−60% | 315ratings | 88% | — | 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 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
甜品级卡牌游戏,但是一块有着丰富厚重口感浓郁风味的甜品。十小时难度1三个角色故事线一周目,文本走马观花也都读了,除了第二个角色前两天战斗sl了几次全程没什么压力,插入遗物和角色关系词条数值都太强获得太容易,导致不需要什么卡组构筑,抓了几个之后主角的性能就可以几乎无视敌人的特质了,无论协商还是战斗都是单调重复,分开养成两套构筑意义不明(且协商成型和对局都更简单,最终战却只能战斗),带来的对局冗长疲惫感比较强,初见有趣的世界观和对话弥补了这一点。很遗憾似乎没有更新优化了,虽然想升级难度再打其他故事线又兴致缺缺,这十个小时的体验还是很喜欢的
好玩 进包了只要七块 超级值得 有剧情有肉鸽元素的卡牌游戏,有很多幽默的对话。有两种成长方向可选,以理服人或直接打服。每个角色牌组都不太一样。游戏里面[spoiler] 可以到处杀杀杀让全世界讨厌你体验高难度超多debuff“加成”的快感。也可以动之以情晓之以理Balabala半天后对方还不听话再动手杀掉。当然也可以让大家都喜欢你获得加成——只要坚持给好多好多人送钱[/spoiler] 以及成就不仔细去做根本一个都不会解锁!可以完美体验二十小时一个成就都不会解锁的快感,白金受害者再也不用担心点击即送成就的事情了! 可选游玩主角为一女二男
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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, Simplified Chinese, Traditional Chinese, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Spanish - Spain
| $19.99 |
| — |
| 96% |
| — |
| 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 844 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Griftlands' advertising puts a lot of weight on the claim that "Decisions Matter". But do they really? In the first quest, whether or not you negotiate at every opportunity or murder every living thing in sight, the boss battles are all fights. Sure, negotiations can help you in those fights, but if you've built your character as a shrewd diplomat ignoring battles then you're just going to get walloped. Similarly, the choice to build you deck as either a diplomacy or a hostility deck is a binary choice that appears to have no real narrative consequence and only minor mechanical consequence. Unlike other deckbuilders such as Slay the Spire, where choosing whether or not to add a card to your deck is a difficult choice due to the complex synergies at play, in Griftlands the choice is simply reduced to fitting into one of two entirely distinct strategies. Possibly this is improved on in the later characters, but I didn't bother continuing with them. Ultimately then this game is unsatisfying and dull.
Very slick and underrated card game. Great worldbuilding, characters, writing and pacing. It has kind of an OG Star Wars vibe to it. Klei games always have good art direction, and this is no exception. The card battles are well done too. There's "negotiations" and "battles" so you have two different decks and it doesn't feel repetitive. My main complaint is that this game shouldn't have been a roguelite card game. As I said, the story and writing are great, but they're just too rigid for multiple playthroughs. You can unlock three different characters to play as, but once you've played through each one a couple times, you start to dread playing the same character again. There are little randomized elements in each of the three main stories that add replayability, but it's not enough to make more runs feel worth it. The game just seems like it would have worked better as a more traditional turn-based RPG. It's still a very solid game, and I do recommend it. You might tolerate the repetition better than me.
Wonky start. Beautiful art. Don't see the gameplay appeal.
Griftlands feels like a Slay the Spire clon, but it innovates enough (maybe more than enough) to have so many differences that it ends up being unique. And a good one, no doubt. The game is a dual deckbuilder: it consists of two different decks, one for battle, one for negotiation, each different for each character. It also has a story mode for each character. And once you beat that, you can move on full battle mode so you don't have to read it all again if you dont like it. Just battle after battle (and negotiation after negotiation) in subsequent playthroughs, without the lore, the story, the quests, the reading, etc. The game is made with a lot of love. The characters, the dialogue, the LORE (I'm really both amused and surprised by the dedication here). It has a lot of replayability thanks to its roguelike approach, the deckbuilding, and the different characters and dual decks. Sadly the negotiation system is very convoluted, a little bit odd, and it's not properly explained, the tutorials are bad. I still prefer Slay the Spire, but this one is also excelent if you like these types of games.
There's one thing that kills this game for me, and that's damage rolls. Slay the Spire didn't do this and it's because it's a terrible idea. Let me break it down: -You can draft the right cards (RNG Layer 1) -You can get the right random upgrade for those cards (RNG Layer 2) -You can draw those cards in combat/negotiation (RNG Layer 3) -And you can still lose because that card decided to roll low on it's damage (RNG Layer 4) On top of all that, there is no consistent way of removing cards from your deck like there is in Slay the Spire. You just have to get lucky from quest rewards or card upgrades, which is again, another Layer of RNG. Getting a run off the ground is painful because there are way too many variables and not enough means by which to manage these variables. All of this said, the humor, the characters, the world, and the writing are great, something you can expect from Klei. It's just sad that the gameplay falls so short and that there are too many things you have to worry about (2 decks, relationships with NPCs, stories and factions).
If you like STS, you'll like Griftlands. It has story, great art and animations, and the debate/combat mechanics are fantastic! Totally worth it for the price.
很好的游戏框架,但是克雷没有对它进一步充实。令人遗憾。
It's a cool and engaging concept. The stories and gameplay of the 3 playable characters get progressively more fun and interesting, so there's certainly something to look forward to. The one thing I cannot wrap my head around, is the abhorrent Mettle system (character upgrades.) It takes an absurd amount of time grinding to max it out. And unless you're a complete newbie at roguelike cardgames, you'll have finished all of the content before you get there, but that's not the cherry on top. Once you reach Prestige 7 (the final difficulty modifier), you'll realize that all of your grinding, enjoyment or even just habituation of the enhanced gameplay goes out the window, as said difficulty DISABLES the upgrades. Why you would include this system just to scrap it, I have absolutely no idea. But in the end I had a fun time, so it's be a recommendation despite this major flaw.
Active players
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Players by region
Where this game's players are, estimated from review languages.
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