
Deckbuilding comes to life in Hand of Fate! An infinitely replayable series of quests - earn new cards, build your deck, then try to defeat it! In a cabin at the end of the world, the game of life and death is played. Draw your cards, play your hand, and discover your fate.
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): 0.57/day in the week to Aug 10 → 0.14/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.
About

Sums Steam only; PlayStation, Xbox, GOG 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 | 8Kreviews | 89% | — | $3.8M |
| $21.99 | 5Kratings | 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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
핸드오브페이트2 유튜브 보고 재밌겠다싶어서 샀고 2도 재밌었는데 1는 너무 단조롭고 지루해서 질린다.
Карта: "Вы сели посрать в лесу после долгой дороги" - критическая неудача - "на вас из кустов напал гоблин и износиловал" +30 очков боли и +5 золотых
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*, French, German, Spanish - Spain, Russian, Hungarian, Japanese, Korean, Ukrainian, Italian, Portuguese - Brazil, Simplified Chinese**languages with full audio support
| $19.99 |
| 3.3Kratings |
| 74% |
| — |
| not modelled |
| $24.99 | 260ratings | 82% | — | 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 815 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game with a few caveats. The camera kinda sucks sometimes (why is it even locked?). The final boss is such a huge difficulty spike and the payoff leaves a bad taste. Really fun otherise
打折性价比一般般。游戏设计主要有几个大问题。 1、这个游戏缝合了卡牌、碎片剧情、动作、解谜?……就是个究极缝合怪,但是无论哪个方面都没做好。 卡牌纯粹是运气,四张牌,三张好的一张坏的,抽一张——你不如做个骰子让玩家点一下? 剧情不如大耳朵图图。 动作就平A,格挡,反弹,技能键。僵硬的一批,对着一堆傻逼AI怪乱锤,打击感贼差——浪费时间。 解谜迷宫一条路线,大不了旁边放一个宝箱,眼不戳都能看到——侮辱智商。 2、奖励太少。上面所有的缝合,最后给的奖励无非就是一点钱,一点粮食,一件装备。 装备一开始我以为很好,但后面发现这战斗系统穿啥装备没区别…… 而且,最重要的是在完成了一次关卡之后,上一关得到的所有东西都会重置——金钱、粮食、血量、装备。 如果你遇到一把好武器想一直用下去,很遗憾因为设计师是从皮燕子生出来的所以你只能从“战利品奖池”里得到武器,手上的武器作废。 3、游戏体验看运气。 无论是奖励还是抽卡都看运气。而最最不需要运气的战斗系统被做的跟shift一样。 花了两个小时打了4/5个boss,一看装备和属性——这跟我刚开始玩有什么区别?????老子玩了个寂寞??? 打这款游戏的状态就是——一分钟,怎么还不结束?两分钟,这也太无聊了。三分钟,赶紧结束吧求你了!!! 总结:如坐针毡。 不建议买,好评的是傻子看中配和美术去的。
Es un clásico de cuando jugaba con mi hermano. Recomendado porque tienes para tomar decisiones y combate. No es tan fácil como parece.
Like!
Great game. Very engaging and keeps you wanting to do another run again and again
Надолго увлекает, карточная-ролевая игра просто прекрасно. Не зря получила игра своё продолжение
I like this one -- pretty unique. Pretty good replayability as well.
时隔五年再捡起来的时候,本想说这又是一个被我“玩游戏不选噩梦模式就会死”的病耽误的游戏,但正常难度玩着玩着又开始中道崩殂了。捡起来3.5h,也就是之前玩了3.9h,总算想起来为什么明明游戏时间不长却度日如年。这个游戏是必须要开挂玩的,太冷门又中途更新,没挂玩不爽那只好半途而废了。 游戏并非一无是处。抛开技术力不谈,本作roguelike和传统纯看操作的hack&slash游戏类型完美互补,稍微杂食一点的玩家可以玩的不亦乐乎,也让游戏的面向群体更广一些。摸牌失败的概率确实高了一些,但游戏难度有相当大的容错率,更何况真正影响过关的是靠技术的战斗,能够无伤的话前面无论怎么倒霉也无所谓了。而在大富翁阶段能受伤致死的概率也不高。 但是这个游戏怕解构。战斗都是千篇一律的躲a躲a暂且不提,大富翁阶段的趣味着实有限。所有的特殊事件无非是在数据上面进行调整,真正有效的数据仅有血量和攻击力,所有的什么金钱食物装备最后都要归结到这两点上。当然这么解构没意思,因为所有roguelike都能这么解构出来。游戏真正无聊的是形式,遭遇一个小故事,看脸决定奖励、惩罚、是否要进入战斗。这种模式能够支撑的热情也就是4h左右,或者如果流程顺利,坚持到结局。当难度开始增加,无法一遍通关甚至无法两遍通关,那么这种模式是否值得反复sl就要好好考虑一下了。 hack&slash就更不用说了。比起大部分人吐槽的2.5D不可移动视角,我更难受他粗劣的建模,比起12年的羞辱都不如。这就是典型的小厂不知道自己优势劣势在什么地方,说过太多就不重复了。 roguelike的命脉就是新鲜机制。虽然每次死亡都会从头开始,但是走的路却大不相同,简单换一个奖励道具就是完全不同的玩法。更好的话,每次死亡都是一点实打实的积累(而不是什么狗屁的技术提高),能够在新的开局时更轻易地体验到爽快的游戏乐趣。本作显然没能做到。战斗也尽力去区分装备和技能,以及敌人种类boss技能,但变量还是太少,或者说变量在观感上太少。大富翁获得的道具和装备,能让你在战斗中有什么质变吗?不能。无论什么装备,开局100血,boss门口50血,稍微仔细一点耐心一点不贪刀,都是一样的打法。 那为什么还会死?因为不贪不是人啊。本作的大富翁部分相比其他roguelike游戏真的是收益损失五五开。虽然不像skyhill那么变态90%=0%,但也不像大部分rogue一样只要花在赌博的时间长就一定收益高。比如碰到卖血的事件,一个不小心吸到1,后面还没吃几口饭就战斗,很容易暴毙。 有评论提到洗牌能看出来,我仔细去看确实有效,但不能保证100%,尤其是动作变快+切三次,最后还是靠猜。也许录像回放可行吧,但是这么玩太没意思了,我的评价是不如开挂。 不能开挂不是差评的原因而是中途放弃的原因。差评的原因是这个游戏没能做到点到为止见好就收。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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