
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.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
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 | $5.99−70% | 14.5Kreviews | 94% | — | $1.1M |
| $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 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
总体而言是优秀、内容丰富的游戏,值得有时间的深度沉浸体验, 然后说说优缺点, 优点: 1. 文字量大,剧情丰富,独特世界观,很符合奇幻风的口味。 2. 结合肉鸽DBG,同时还有两套牌组,战斗与世界观深度结合,沉浸感十足。 缺点: 1. 优点带来的副产品,认知、学习成本高。初期的文字阅读需要沉下心。 2. 风格独特带来的喜好分化,喜欢的更喜欢,不喜欢的一秒不碰 3. 两套战斗牌组带来双倍学习成本,此外名词过多,有点累。
前期刚脱离新手模式,又没有局外模式养好时打的太艰难了
Кайфовый рогалик клон StS, с неплохим сюжетом и приятной рисовкой.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
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 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
jogo legal
有意思,上头。
An engaging deckbuilder where you're balancing two kinds of combat: negotiation and battle. The characters and their stories are engaging, the combat is fun, and the NPC system, where based on your actions any character might end up loving or hating you (and unlocking small perks or challenges for you, depending), is also a really cool addition. A game I've come back to replay plenty of times, and will probably keep doing so over the years,
没啥好说的,肉鸽卡牌王炸 剧情玩十几次绝对不会腻,每个角色十几次哦,世界观极其有趣完整。剧情生动,幽默,又刺激 卡牌构造丰富。相较于其他卡牌,这款卡牌与探索,剧情结合绝对是最好的之一。 大爱,心中所有游戏前十好,卡牌集大成之作,我给不出缺点
游戏首创物理战斗与嘴炮协商两套独立卡组系统。战斗模式采用传统DBG框架,亮点在于敌人残血可投降的设定,玩家需权衡击杀(结仇)与放生(埋隐患)的后果。协商模式则创新性地以“论点击破”为核心,通过卡牌瓦解对手逻辑链条,成功时能规避战斗并赢得盟友。但中后期协商卡组强度滞后,常被迫转入战斗,使特色设计沦为鸡肋。 蝴蝶效应社交网 NPC拥有记忆与情感反馈系统:请客喝酒可提升酒馆老板好感换取折扣;击杀敌人会触发其亲友复仇,甚至衍生夜间偷袭事件。好感度直接影响增益/减益卡牌加入牌库(如盟友赠送的“支援炮火”或仇人的“污蔑谣言”),将人际关系转化为卡组构筑策略的一部分。不过实际战斗中,除行动点增减外,多数社交Buff存在感较弱。 碎片化成长结构 单局流程压缩至“五天”(约1.5小时),通过多周目轮回驱动深度体验: 解锁新卡牌与移植体(如“神经加速器”牺牲生命换行动点); 积累“气概值”永久强化角色属性; 随机事件+分支任务(如调解帮派冲突或黑市交易)提供差异化路径。 矛盾点:DBG玩家抱怨卡池浅(仅百余张实用卡)、弃卡机会少,10小时后构筑重复感显著;RPG玩家则嫌剧情仓促,五年复仇五天收场,世界观深度未充分挖掘。 🎭 二、美术与世界观:赛博朋克美漫的暴力美学 视觉风格:抛弃Klei以往Q版画风,采用写实比例美漫风格。齿轮裸露的机械义肢、霓虹闪烁的贫民窟、赛博格化的外星生物,共同构建出“高科技低生活”的反乌托邦景观。 阵营设计:四大派系(腐败海军、邪教黑石、强盗集团、垄断财阀)交织利益网,选择阵营将解锁专属任务链,但支线因主线节奏过快存在感稀薄。 角色塑造:三位主角人设鲜明——萨儿(快意恩仇的赏金猎人)、鲁克(身负机密的老间谍)、史密斯(夺回家族的浪子),个人剧情虽短却充满美式黑色幽默。 📜 三、叙事特色:选择即剧情的动态舞台 决策权重:小至对话选项,大至阵营站队,均触发连锁反应。例:放生小头目可能换来后续任务援助,屠杀则导致商店涨价、NPC拒绝对话。 非功利导向:开发者刻意弱化“最优解”,鼓励玩家按角色性格抉择(如为复仇宁可得罪全城),避免SLG式数值计算。 争议点:五天主线难以承载宏大世界观,种族冲突、能源战争等背景沦为浅层点缀。 ✅ 四、创新价值与争议并存 **✅ 破界融合**: RPG叙事深度 + DBG策略 + Roguelike随机性 = 卡牌游戏中罕见的“有血有肉”体验。社交机制让NPC不再是工具人,而是活的生态圈。 **❌ 未竟之憾**: 协商系统高开低走,后期实用性崩坏; 卡组深度不足,硬核牌佬易腻; 5天流程像序章,故事仓促收尾(如萨儿复仇线虎头蛇尾)。 🎯 五、推荐人群——这是为谁打造的神作? 适合: 偏爱叙事驱动型卡牌的RPG爱好者; 热衷蝴蝶效应决策的沉浸派玩家; 美术控(美漫画风+赛博美学)。 慎入: 追求纯构筑深度的DBG硬核玩家; 反感短流程的剧情党; 厌恶反复刷周目的休闲党。 💎 结语:不完美的开拓者,但值得被铭记 《欺诈之地》像一场盛大的实验:它用动态社交链激活卡牌策略维度,以美式黑色幽默解构赛博朋克寓言。尽管卡池深度不足、协商系统失衡留下遗憾,但其“决策即世界”的动态叙事框架,仍为卡牌+RPG的融合树立了新标杆。若愿接受它“文武双修却未至巅峰”的残缺美感,这场五天一轮回的欺诈之旅,终将在你记忆里刻下不灭的齿轮印记
Slay the spire but double the decks and politics
剧情线世界观游戏机制都怪有趣的,但确实通关一次后没什么复玩的欲望不知道为什么。总体来说还是有趣完整,可能内容再多一点就好了。
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.
Related
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| $2.1K | 7 | 14% | $13.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $25.6K | 57 | 93% | $14.99 | |
| $0 | 188 | 82% | Free | |
| — | 0 | — | — |
Related
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| $1.1M | 2.2K | 80% | $24.99 | |
| $1.1M | 820 | 82% | $49.99 | |
| $1.1M | 2.5K | 92% | $13.99 | |
| $1.1M | 1.9K | 89% | $19.99 | |
| $1.1M | 1.4K | 67% | $29.99 | |
| $1.1M | 2.3K | 71% | $19.99 |